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Messages - Fenrisson

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16
To give an accured answer to your question it would be nice to know what "tried everything" truly means! In general spirals can be averted in 3 different ways:

1. More bling:

Meaning ridiculous valuable (I'm talking gold /platinum, masterwork and encrusted) statues, doors, wells and dinning halls for the public. put those things where the dwarves wander rather often. Combined with luxurious meals and even good personal rooms.

If you do that most deaths of friends and relatives will go almost unnoted.

2. Isolation:

Don't let dwarves bond by not giving them public areas where they can meet. If they don't know the guy that just died they won't care.

3. Harden them:

There are nice threads about dwarven "child care" and puppy-chutes or prisoner goring in the meet areas to harden the minds of the dwarves. Once they reached the status "does not care about anything anymore" anything goes. The downside is iirc they wont get happy anymore either.

feel free to add on if I forgot something...

17
DF Dwarf Mode Discussion / Re: Savage
« on: March 03, 2014, 09:58:43 am »
Personally, I'd just delete all animal person raws. They take up completely useless space in the grand scheme of DF.

How exactly did you do that? Generally believe to have a good grasp of how to alter the raws for I do it on a regular basis. But when I tried to delete the animalpeople from the raws, it resulted in corrupted worlds. I didnt really push it though, got lazy and kept on playing with those useless races...

Help or a how to are appreciated

Thx

You need to do it before world gen.

I think I did, but will try again - simply delete all animalpeople from the raws and start generating? At least that is what I tried if I remember correctly...

Maybe I made another mistake then...

Thx

18
DF Dwarf Mode Discussion / Re: Savage
« on: March 03, 2014, 07:48:33 am »
Personally, I'd just delete all animal person raws. They take up completely useless space in the grand scheme of DF.

How exactly did you do that? Generally believe to have a good grasp of how to alter the raws for I do it on a regular basis. But when I tried to delete the animalpeople from the raws, it resulted in corrupted worlds. I didnt really push it though, got lazy and kept on playing with those useless races...

Help or a how to are appreciated

Thx

19
DF Dwarf Mode Discussion / Re: Those sneaky skulking bastards
« on: February 24, 2014, 07:25:26 am »
Necro ambushes are the reason, why I don’t allow a clear line of sight toward my refuse piles without crossing traps first - also to avoid trapavoids, always install an early warning system - at least a couple of soldiers scheduled on guard duty in the entrance or domestic animals (dogs or other nonpasture breeders) chained to strategic positions all over the map...

Still if you want to be sure not to lose any hunters and woodcutters - don’t use them topside. I lost a fort to a tantrum spiral because a single hunter was too stupid to get into safety even though the fatal ambush was early detected by some chained pet. (I hope the patching of the griefsystem will fix such frustrating events)

A good way to deal with enemy ranged squads is not allow a clear line of sight over far distances when you deploy your melee troops. Order your troops directly behind a corner, a door or even better LOS breaking wall pattern then the enemies won’t be able to fire at your melee troops while they are busy, and your troops won’t charge as much into their certain doom.

20
DF Dwarf Mode Discussion / Re: Noob looking to play need info plz
« on: October 25, 2013, 02:57:40 am »
Some things they don't teach you in all the tutorials:

  • Don't stress embark prep too much, especially early on. Bring stuff you know you'll need (picks, axes, food, drink) and resources you know you won't have access to (wood in a desert, stones on an aquifer etc.) before looking into finished goods.
  • Relatedly, skilled dwarves are only ever FASTER or BETTER at their jobs than unskilled dwarves - with a few exceptions any dwarf can do any job, if they have the right labors turned on.
  • A breeding pair of egg laying animals is a super easy way to start a food supply basically anywhere, since they lay large stacks of eggs and ALL undisturbed eggs hatch into the parent animal. (So you can turn 2 turkeys into 15 in about a year.)
  • Thinking something might be a bad idea is the best possible reason to do it.
All corrcet, but you forgot to mention that one needs nestboxes for eggs to be laid - also undisturbed means dwarves will try to collect the eggs (if you have a food stockpile). Once they are touched they will never hatch, therefore it is nessesary to forbid the eggs before the dwarves come to collect, or have the nestboxes behind a locked door.
In general all the posts above are correct. I learned by trial and error and with the help of the wiki...

21
DF Dwarf Mode Discussion / Re: Artifact Zinc Breastplate?
« on: October 03, 2013, 10:15:16 am »
Shield are always good artifacts! Light Materials are considered better though....

22
DF Dwarf Mode Discussion / Re: Dwarf Fortress: A Contraption for Sows
« on: September 23, 2013, 10:09:31 am »
I very well understand the dwarf-style-points using a werebeast automation system to auto "butcher", but wouldn't it be a lot easier to simply have minecart ride on a pressureplate ordered to be be pushed once every so and so days?

My idea for a automated retract butcher system would be:

Have sows chained on 3x3 areas with auto retract bridges - and kill the offspring by retracting the bridge - maybe not all will die every time, but then there is always next month.  The sow will be safe while constantly produce new meat. Given that there are enough sows, bitches, alligators - or what ever you want to fabricate into roasts, soap, cloaks, crossbows... One will have a fully automated system with no need of micromanaging

Werebeast transformations are 13 times a year, like clockwork. Minecart push jobs do get queued after a fixed time, but there's a variable time as to when it actually gets performed. So it would be much more erratic, and get delayed more when your dwarves were particularly busy (siege cleanup etc.). Plus it's still an extra job that has to be done every so often.

Fair Point

23
DF Dwarf Mode Discussion / Re: Dwarf Fortress: A Contraption for Sows
« on: September 23, 2013, 10:08:31 am »
Therefore the option of replacing the sows with- or adding other non-pasture-dependent-offspring-production-units (NPDOPUs) was implemented in the suggestion. There are many NPDOPs in the game, but not all can be brought on embark.

For maximum yield, one could of course construct a delay system in which the offspring to be manufactured (OtbM) will ripe towards adulthood before being dropped to further use.

For example: One has a goose (NPDOPUs) on a chain on a 3x3 pillar including a nest box. The pillar is surrounded by retracting bridges the OtbMs will hatch and at t=0 the bridges will retract and let all he OtbMs that are on the bridges fall down 1 z-level onto the next bridge. This processes can be repeated if the max time delay for the mine cart repeater is to low to reach the crucial t=x*. t=x* by the time every OtbM is old enough yield a maximum of the needed product. a multilayer system will allow a higher security in only admitting ripe OtbMs to the final drop.

The only downside of ha fully automated drop system is (as I experienced whit a prototype of fully automated garbage drop chute) that dwarfs tend do go at places they are not supposed to go at the time. Therefore falling and exploding OtbMs can result in unwanted non-production-relevant-corpses (NPRC). On the plus side a rise in NPRC will lead to an increase in fortress value due to extra furniture in the catacombs and a reduced need of OtbM.

24
DF Dwarf Mode Discussion / Re: Dwarf Fortress: A Contraption for Sows
« on: September 23, 2013, 03:43:41 am »
I very well understand the dwarf-style-points using a werebeast automation system to auto "butcher", but wouldn't it be a lot easier to simply have minecart ride on a pressureplate ordered to be be pushed once every so and so days?

My idea for a automated retract butcher system would be:

Have sows chained on 3x3 areas with auto retract bridges - and kill the offspring by retracting the bridge - maybe not all will die every time, but then there is always next month.  The sow will be safe while constantly produce new meat. Given that there are enough sows, bitches, alligators - or what ever you want to fabricate into roasts, soap, cloaks, crossbows... One will have a fully automated system with no need of micromanaging


25
DF Dwarf Mode Discussion / Re: "Urist, you fool! You've killed us all!"
« on: August 22, 2013, 06:11:30 am »
An Airlock only works if you do not open it up the whole way.  Sadly, to my knowledge there's no way to set up levers to toggle linked objects so raising one bridge always lowers the other.'

You can, just need a little bit of dwarfy logic...

http://dwarffortresswiki.org/index.php/v0.31:Mechanical_logic#Mechanical_NOT_gate

Or you can just set the bridges up on two different levels - one that you have to go vertically through ('on' state is open, 'off' state is closed) and one that you have to go horizontally through ('on' state is closed, 'off' state is open.)
That is exactly what I do when I set up an airlock. Simply use Use one retracting bridge and one raising bridge. If you want to be protected from fliers, have the retracting bridge some ramps. this way in either lever position the the path to the fort is always blocked. I use this system for my melee sorties, when besieged. other method are possible using hatches, doors or floodgates, which cannot be destroyed from below in combination with a bridge.

26
DF Dwarf Mode Discussion / Re: I love the manager.
« on: August 07, 2013, 04:20:47 am »
I wish you could exempt certain workshops from taking jobs from the manager in the Profile menu. I usually keep a forge reserved for copper bucklers and silver spiked balls, available for Dabbling to Adequate-skilled dwarves, to keep my mood bait from wasting my steel and adamantine; but if I temporarily run out of silver or copper, the manager starts queuing up my actual work orders there.

You can avoid this problem with stockpile dependencies - If the unskilled laborer workshops only have access to low grade material, they cannot accept the steel and gold jobs...

27
DF Dwarf Mode Discussion / Re: Fun On Arrival
« on: August 07, 2013, 04:04:40 am »
You should dress your animal trainer in candy, robe, cloak, socks, pants and shoes. Give him a candy sword (unfortunately there is no staff skill) and make him legendary a sword dwarf and dodger. Once he is best friends with the birds, name the biggest and toughest of the Rocs "The Windlord" - after all that (about 50 years later) unleash Hell on the goblins.

28
DF Dwarf Mode Discussion / Re: MEGA PROJECT: The Black Cauldron
« on: July 15, 2013, 03:05:57 am »
So anyways, more floodgates;

The fort is now in it's 90th year. Project H.A.L.O., or; Heat And Lava Obstacle, is finally complete after much tortuous work.
It is a hollow 3 z-level ring of even more unsupported obsidian floodgates about 88 urists in diameter built around the top three levels of the Black Cauldron's floodgate tower.
Sieges arrives on the uniform, featureless, smoothed obsidian plain. Several others held for months sealed in the fortress' various trap entrances are released.
The main H.A.L.O. lever is pulled.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

The fill bridge is activated.
Spoiler (click to show/hide)

The H.A.L.O. ring and fill bridge upper and lower floors are both exactly the same.
Spoiler (click to show/hide)

All magma pumps on, filling begins.
Spoiler (click to show/hide)

The magma rushes around the ring both ways filling it quite fast.
Spoiler (click to show/hide)

The magma in the fill bridge is removed by extra floodgates built specifically for that purpose.
Spoiler (click to show/hide)

Ready to go. (4X3 embark)
Spoiler (click to show/hide)

Bombs away!
Spoiler (click to show/hide)

Impact area. Some are fleeing, some are attacking.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

The Black Cauldron is released.
Spoiler (click to show/hide)

Once again the surface is secure.
Spoiler (click to show/hide)

Their deaths added to the total of 39000 non-dwarven deaths racked up at Stormrack by the eve of it's centennial. 5400 of which have been killed by a single dwarf.
This fort's been with me so long I need to wrap up all it's tales with a 100-years closing chapter.

The main flaw of the H.A.L.O. is the unreasonably long time it takes magma to free-fall any distance at all. At 40 z-levels it takes a looong time to get to the ground making targeted drops improbable.


What kind of tileset is this?

The units look a lot like Battle for Westnoth!

29
I belive (as stated before), that a major company would suck the heart and soul out of DF. What makes DF unique is the freedom every player has to make the game what he wants it to be. The limitation are few and every gamestart has new apeals and problems. Also a player can easily mod the game to what he wants it to be those are all point, that dont make a lot of money in the long term. The game lives from its long term complexity rather than from a fast action developments...

30
Most important when dealing with a sneaking necro, is that your refuse-stockpile and butcher area have LOS-breaker shielding them from the main Hallways - the way into those areas should be guarded by pastured animals and/or traps (I use cagetraps).

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