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Messages - quarague

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16
DF Gameplay Questions / Re: Modifying Trader Patience
« on: August 23, 2014, 05:11:51 am »
traders care about relative profit not absolute profit in each deal, as said before, if you give them around 50% profit they tend to be very happy. I usually churn out tons of rock craft which gives me enough currency to buy whatever I want. If you decorate them with cut gems they become even more valuable. If you happen to have gold or platinum in large quantities, a handful of gold crafts will buy out any trader.

17
DF Dwarf Mode Discussion / Re: What now?
« on: August 22, 2014, 06:10:56 am »
you can also do some useful engineering projects. Build selfpowering waterfalls in common areas, build magma forges (close to where the main fort is, not 100 z-levels down), set up a glass industry if you have sand, set up an obsidian factory, the more automated the better, ...

18
DF Gameplay Questions / Re: dwarfs no bury?
« on: August 22, 2014, 06:04:02 am »
you first need to make the coffins, then build them, and then mark them as use for burial. Then a burial job should be generated for each dead dwarf as long as there are enough coffins. Eventually an idle dwarf will get around to do the burials.

19
DF Gameplay Questions / Re: No water?
« on: August 21, 2014, 03:17:57 am »
I think the chance that all 3 cavern levels are water free is extremely small (maybe there is an internal check so that this doesn't happen?) However, if your only water source is 100 z-levels below the main fortress that is rather annoying too.

20
DF Gameplay Questions / Re: Finger Bedrooms
« on: August 21, 2014, 03:16:03 am »
I use 3x3 bedrooms for everyone, with smoothed walls and floor and rock furniture. Putting them in 3 by 3 blocks (with lots of doors) gives the same size as 4 5x5 rooms which I use for all my workshops.

21
DF Gameplay Questions / Re: Bad Guy Spawn
« on: August 20, 2014, 04:41:34 am »
anyone trying to visit your fort will spawn on a boundary tile of your map, as far as I know, any walkable boundary tile works. You can build a wall around the entire map but since the 0.40 versions most entities know how to climb so it doesn't help that much. You could make a safe tree farm if you also build a roof over it but the effort/benefit ration is horrible on that. Walling of a decent section of the caverns seems easier and achieves the same.

22
DF Gameplay Questions / Re: Outpost liason requests
« on: August 19, 2014, 03:38:48 am »
Note that these are not really requests, it simply means they will pay higher than normal prices for these goods. Nobody gets sad if you don't sell them these items, just extra profit for you.

23
I think a married female dwarf in a fortress will give birth about once a year, they are fertile from age 12 until death and they have a life expectancy of 130 or so years. So if your fortress runs long enough, doesn't hit a population cap and the dwarves don't die to unfortunate accidents dwarfs can have a lot of children.
If a dwarf dreams of raising a family it should be possible for him/her to have that dream fulfilled, similar to the dreams of creating a great master work. I don't know what exactly triggers the fulfilment and whether it is implemented though.

24
DF Gameplay Questions / Re: How to prevent Civil War (40.08)
« on: August 18, 2014, 04:50:32 am »
You experienced what is called a tantrum spiral. It is working mostly as intended and is one of the most common ways for fortresses to die. Essentially it starts out with some dwarf getting really unhappy (whether for a legitimate reason or not) and then doing something that makes another dwarf very unhappy. From there it cascades with exponential growth of unhappiness.

25
DF Gameplay Questions / Re: Restricted routes but not impossible routes
« on: August 18, 2014, 04:38:42 am »
I think you could use a burrow but burrows are only positive so it would be a major pain to set up. Set a burrow that contains everything indoors and outdoors with the exception of the few tiles dwarfs are not supposed to use. Confine everyone to that burrow. Then everyone will have to path around the forbidden corridor.

26
DF Dwarf Mode Discussion / Re: Prevent sapplings from growing?
« on: August 16, 2014, 03:56:06 am »
Not sure about the dirt roads. I think dirt roads will over time degenerate to regular tiles again and then stuff can start growing on the tiles. I've seen the first few tiles of dirt road disappear within less than a season.

27
DF Gameplay Questions / Re: What animal breeds the most?
« on: August 15, 2014, 05:29:50 am »
a warning on embarking with 1M+999F of whatever animals. AFAIK some percentage of animals is sterile (or homosexual, which comes to the same in the game) similar to dwarfs. This means you might get zero offspring if the one male rabbit happens to be a gay one.

28
DF Gameplay Questions / Re: Sick Medic
« on: August 15, 2014, 05:20:18 am »
As far as I know the skill a dwarf has in any of the health skills has little or no effect on the chance of the ill/sick dwarf recovering (insert joke comparing to real life here). I usually enable all health labors for a handful of dwarfs and provide a well equipped hospital close to a well. It seems to work quite well.

29
DF Gameplay Questions / Re: Another weapon use issue
« on: August 14, 2014, 03:45:01 am »
if you are in a desparate combat situation early on, your initial animals might be useful. I think say a yak or a cow against a goblin is about even odds, and even if the goblin wins, there is a decent chance he will just leave the map afterwards. So early on, just put all your large grazing animals near your fort entrance as a first line of defence. It works surprising well.

30
To get a basic hospital running just set up a hospital zone and put some beds and some containers (easiest are rock coffers) into it. Enable the various health labor for some doctor dwarfs, diagnosis is the most important, as every illness is diagnosed at the beginning and after every other step that needs to be done. Put some tables or traction benches right next to beds for operations. If you look at the hospital information it will tell you what materials are needed, if you have them available in your fortress, dwarfs will automatically bring them to the hospital.
After you breach the caverns all sand/mud tiles can grow underground fauna, normal stone tiles cannot. So you don't need to fear that trees will grow in your living quarters but this is useful for underground tree farms and underground grazing areas for animals.
Invasions are somewhat broken in 0.40 versions, you might get a goblin invasion of 5-10 goblins very early but once you made it through the first 2 or 3 years there seem to be rarely any invasions at all. I don't think anyone observed the typical 50-100 goblin invasions large fortresses suffered in yearly in 0.34 versions. Also invaders often seem to just leave after successful killing a few grazing animals without ever trying to enter your fortress.
If you don't have iron, then copper is almost always available, bronze is better than copper but it is much more likely to have some iron ore (there are multiple different iron ores) than the ingredients for bronze.

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