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Messages - quarague

Pages: [1] 2 3 ... 15
1
DF Gameplay Questions / Re: work details in 50xx versions
« on: September 03, 2023, 04:30:37 am »
Thanks for the tips, assigning dwarfs to workshops seems to be the way to go. Although the way I understand I can only assign one dwarf to a workshop, so if in a bigger fortress I want 3 carpenters I would have to build 3 workshops and then the work order would be spread among all 3 thus forcing all 3 to do part of it. In the old system, if one of the 3 was currently busy sorting out their socks in the meeting hall the other 2 could just do all of it. I guess at that point efficiency is usually not an issue anymore so that is probably not too much of a problem.


2
DF Gameplay Questions / work details in 50xx versions
« on: September 02, 2023, 06:52:22 am »
I played a lot in 47xx and previous versions and in general used a policy that almost any task can only be done by the specific dwarfs I allowed for that task. This could be easily achieved by choosing in the options that dwarfs should only be allowed to do work that they are qualified for. When new immigrants arrived I assigned them whatever tasks I thought they should be doing.

In 50xx the standard option is that all dwarfs can do all tasks so for example the moment the masonry workshop is ready and has a task the miner will stop mining and do some masonry. I can manually create a new work detail for masonry and then set it to 'only selected dwarfs can do that' and only assign the mason. This does exactly what I want but I have to do this manually for every single task. I also have to type the name masonry for the work details because otherwise I will have 50 works details named work detail 1 to 50 and no easy way to see which is which.

There must be a better way to do this? I also assume that work details do not carry over from one fort to the next, so if I have to do this manually I would have to redo this for every fort?

I would also like to have a few tasks (for example hauling) that are 'everyone except the selected dwarfs can do that'. Is there a way to set that or do I have to assign all dwarfs that should be doing the task?

3
DF Dwarf Mode Discussion / one heck of a marriage
« on: November 18, 2014, 02:09:55 pm »
I just had a bunch of migrants come to my fort, one of them is a competent marksdwarf so I checked his kill list:

must have been one heck of a marriage.

4
DF Gameplay Questions / Re: Ecstatic dwarf cancels job: Grieving
« on: September 29, 2014, 04:33:11 am »
general comment on happiness, IIRC each event that affects happiness is active for 1 year (might be 6 months), the description of the dwarf on the other hand only shows the most recent events. This means a dwarf might still be under the depressing effects of his sisters death although his description only shows that he enjoyed a nice meal and a beautiful trap recently.

5
DF Gameplay Questions / Re: Generating soil and stone
« on: September 29, 2014, 04:29:07 am »
I believe dfhack allows for creation of soil and stone, see the dfhack documentation: https://github.com/DFHack/dfhack/blob/master/Readme.rst#map-modification

6
DF Dwarf Mode Discussion / Re: [DF2014] Embark Profiles
« on: September 09, 2014, 05:09:45 am »
A general note, several of you example profiles seem to have 1 male, 1 female or 1 male, multiple females of several species. As of 0.40 versions some percentage (25% or so I think) of animals is homosexual and will not breed. I would therefore recommend to put at least 2 of each gender, this drastically reduces the probability of no breeding.

7
DF Gameplay Questions / Re: Preferences Questions
« on: August 29, 2014, 01:44:31 am »
I think there are basically three types of cloth material:
silk, made from (giant) cave spider silk
wool cloth, made from shearing some suitable animal (or troll)
fiber cloth, made from pig tail fibers
In terms of usage there are all equivalent, I think the only situation where it makes a difference is when you have a dwarf in a strange mood who wants to use a piece of cloth. Usually, he will take cloth of any of the three types but if he has a preference for a particular type of cloth, he wants something from the same base type. So if he likes yak wool cloth, any wool cloth will do.

8
DF Gameplay Questions / siege getting stuck after leader gets caught
« on: August 27, 2014, 06:47:28 am »
So this is known as bug 1598, http://www.bay12games.com/dwarves/mantisbt/view.php?id=1598 . If the leader of a squad of goblins is caught in a cage trap, the rest of his squad will just stand around there and wait. Are there any good walkarounds for this?
I had 7 goblins standing before my row of cage traps waiting. I tried stationing my military in sight of the goblins to entice them to run through the remaining traps but unfortunately it was the dwarfs that started running and they weren't trained and equipped well enough to defeat the goblins. Now there are 2 more goblins in cages and 3 dead but one of my two soldiers is dead and the other one is in a cage and I still have 2 goblins sitting around doing nothing.
Are there more long term walkarounds? If you use weapon traps instead of cage traps you avoid the issue but weapon traps are a lot more expensive to set up and you don't get life goblins for training either.

9
DF Gameplay Questions / Re: Crossover
« on: August 27, 2014, 06:41:01 am »
I really like the vampire idea. He will be very thirsty too, after being locked in that room for so long. Should require some charisma and possibly some feeding before he becomes useful.

10
DF Gameplay Questions / Re: Crossover
« on: August 27, 2014, 05:32:34 am »
That seems like an interesting idea. Base campaign could be something as follows. A dwarf fortress was overrun in a siege. Your group of adventurers now gets the task to go there and recover some artifact in there (and possibly clean it out if you want a lot of fighting). Start out by playing DF in fortress mode and build some nice fortress. This will give you a map that your group of adventurers can explore. The fort will be full of traps, inhabited by bad guys of your choice (goblins, a necromancer, maybe a forgotten beast), have a vault with the artifact and various other interesting things to explore, say a forge with dwarven weapons and armor might be a good optional target.

11
DF Dwarf Mode Discussion / Re: Optimal value of POP_CAP option
« on: August 25, 2014, 04:06:50 am »
It depends. :-)

How much computing power do you have? How patient are you, ie what fps do you still consider playable? How many game years do you usually play your fortresses?
Some features only occur after you hit certain population thresholds, mostly:
artifacts - 20 dwarfs excluding babies
barons and other nobles - 20
mayor - 50 dwarfs
king, ie become mountain home - 140? but can arrive much earlier if you are the only remaining site of your civilization
invasions - relevant in 0.34 versions, but not relevant in 0.40 anymore I think

You can also adjust the number of children to improve the ration of useful dwarfs to total dwarfs.

12
The first two migration waves any fort gets are hard coded, meaning they always arrive in summer and fall I thing and they tend to be quite small. Later on you only get waves if you fort seems attractive (ie wealthy) and is reachable (ie not on an isolated island), the more wealthy you are the bigger the waves. In practice I am usually drowned in migrants arriving in waves of 20-30 at least twice a year until I hit the population cap.

13
DF Gameplay Questions / Re: immigration migrane
« on: August 25, 2014, 03:39:46 am »
Take a look through the init.txt and d_init.txt files, among lots of other interesting/ useful things that are child options, you can put a maximum number on both the total amount of children and the percentage of children of your overall population. I think putting either of them to zero should give you a childless fort. You can adjust room size with the + and - keys, the room boundary respects rock, walls and doors, so you can have complicated shaped rooms as long as there is a wall around it with doors at the entrance points. Different rooms can overlap, the room value will than be computed by sharing things in the overlap.

14
DF Dwarf Mode Discussion / Re: That went poorly for the necromancer
« on: August 23, 2014, 05:27:51 am »
While this is hilarious it still seems like a bug if a necromancer and his raised minions are not in the same party and start fighting each other. Did you report it?

15
DF Gameplay Questions / Re: Some areas clean, others I don't care about.
« on: August 23, 2014, 05:17:44 am »
If you dump items they stack, this does not have any negative consequences. Making use of this is often referred to as a 'quantum stockpile' and can be considered a sort of exploit/bug. I usually use it for stone where I want to get it out of the way but not for other items.

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