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Messages - Binary Toast

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1
DF Gameplay Questions / Re: Ridiculous Bin Behaviour
« on: July 01, 2012, 04:55:15 am »
This problem, in my opinion, is what makes minecarts not worth the trouble. Until this daffy hauling business gets fixed, I've resolved to play the older pre-haul update version. If the newer hauling AI bothers you that much, switch back to 0.34.07.
For me, your comment on the farms is what really rings true. That's what killed the update for me. Not really against the new hauling AI, I just think that the stockpiles need a toggle between the old and new behaviours. Perhaps it would be as simple as toggling whether or not containers can be taken from a stockpile. Naturally I make this claim with no knowledge of the coding involved, but meh.

2
Honestly, I can see certain advantages to an unskilled start, mainly if you're starting in a hostile environment. Starting somewhere there are little or no trees would allow you to bring a hundred or more with at the start, similar with stone if needed. In a very hostile environment, such a build would also allow you to quickly throw up a sizable wall around your wagon, and/or use those points to bring armor and weapons to defend yourself.

And since everyone else seems to be doing it, might as well talk about my usual build. I make my dwarves fairly varied, with two having skill in Carpentry, two to four Miners, one Woodcutter, and the rest in other skills I deem critical to long term survival. I typically don't bring any starting skills above adequate, but each dwarf can usually do two or three jobs, four or five for the non-miners. Brewer, Cook, Clothier, anything else that seems useful at the time. I also usually bring a few dozen logs of wood, since the surface is an evil place to be shunned; the Woodcutter is for emergencies. Another trick I practice, which has given me a couple issues since the hauling update, is "every dwarf a Mason, every dwarf a Grower". Mainly this allows me to get crops sown fast, as I prefer setting up very large farm fields, and to make any mass construction job get done quickly.
Also helps to have fourty dwarves smoothing that big dining hall.


My main goal with my embark dwarves though, is simply to (barring FUN) have everything I need to keep a fort going for a long time, regardless of how useful or other any migrants are.

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DF Gameplay Questions / Re: Above Ground Fortress design
« on: June 14, 2012, 06:55:13 pm »
More or less what dexxy said. Planning is key, much more so then underground; not a simple matter of carving out space anymore. Above ground construction requires knowing where you're going to build something, what's going to go in what space, how much materials you're going to need, how you're going to put a roof on it, and so on.
Defensively, ye olde wall and moat are your friends, even a dry moat is better then nothing (and can be "fixed" later).
Aside from the obvious strip-mining operation underground for stone, don't feel bad about making a cellar for early stockpiles, at least until you get some good surface warehouses going. After you move your supply stockpiles aboveground, you can even use that temp-cellar as a near-surface block stockpile.

In terms of actual design ideas, I'd suggest either a tower structure, where it's largely the same external dimensions, or a castle or fortified settlement, where you wall off a very large space and just start making buildings inside it.
For more ideas, I'd suggest looking into real world castle designs; check your local library, you can likely find a few books.

4
Personally, now that I understand what the book's trying to accomplish, I support it. It's not there to replace the wiki in any way, it's there to help new players; it's the tutorial that DF lacks.
I'm tempted to pull the DF book/game cd trick on a friend of mine, though I noticed one important thing missing from the book description on the website.
What version is the book current to? Given as it's going to be periodically updated, it seems important to me. While the basic information will no doubt remain useful (enough), a single version change can alter large amounts of gameplay (the recent hauling update, for example). I can make a guess how current it is based on minecarts mentioned in the contents, but it's still something you should consider for future versions.

5
DF Gameplay Questions / Re: Two potentially Noobish questions
« on: May 27, 2012, 08:43:41 pm »
The clothing you need to worry about to prevent nudity problems are top (tunic, shirt, ect), bottom (pants), and shoes. Unless you're worried about "hostile contaminants" shall we call them, the rest is usually optional.

As to your death problem, I have a few suggestions. First and most obvious, check the wiki page for suggestions on how to find vampires, some signs are very obvious. Second, check your suspect's recorded kills, and/or the justice screen. If anyone witnessed the murder, it should be on the justice screen, though I'm less sure on the recorded kills screen; never had to deal with murderers.
A good way to check for vampires if you're not certain, is to lock a suspect in their room, or similar. If they get hungry or thirsty, they're not a vampire. Likewise, if the killings continue, you've either got the wrong dwarf, or a bigger problem.

6
You think stuff like your harvest/brew problem is bad? Think about planting time, with more then one grower. Ten dwarves get "plant seeds" orders, and only the first one to the seed barrel can do anything besides spam job cancelled.
No matter how interesting minecarts are, this new stockpile behavior is why I'm not updating until something is done about it. Even a simple toggle option would do, whether or not a stockpile allows bins/barrels to be taken to the item. Naturally, I make this comment with no idea what effects it would have on the programming behind the hauling, but still.
In other words, my "work around" for this problem is to keep playing version 0.34.07.

7
DF Gameplay Questions / Re: Saltwater embark help
« on: May 14, 2012, 06:10:29 am »
Oddly, according to the wiki dwarves can use a saltwater well just fine, but not saltwater by itself. A bit odd, might be a bug or something, but it's drinkable.
You are technically correct on the magma forge, however you should put the non-passable part of the forges over the magma holes. Those are the darker green parts of the building, when you select it to be built. This both prevents things from hopping out of the holes, and prevents your dwarves from setting themselves on fire.
Microcline is not magma safe, the other two are.

As to the magma-diving question... I honestly don't know. The only thing I can guess at is that the range of view will be largely limited to the magma pipe, you might not find what you're looking for.

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DF Gameplay Questions / Re: Saltwater embark help
« on: May 14, 2012, 05:34:28 am »
I think caves will have drinkable water, but I'm not sure. Basically a saltwater biome means all water will need to be filtered via screwpump to be made drinkable. An important subnote of this is that the reservoir will need to be made of constructed materials. Any water touching natural walls or floor will turn the entire thing saltwater.

As to the volcano, I've never had problems with them, though I've heard of things like fire imps. Generally, so long as you don't leave your fort open to it, and practice safe magma forge design, you shouldn't have anything to worry about. Just remember to use magma safe materials for any floodgates and attached mechanisms, if you build any.

9
Another option is to set up a pump. Screw pump output will never go higher then the screw pump itself, so if the impassable part of the pump is set into a wall, any water pressure will stop there, and all you'll have is the output.
And if swimming enemies are a worry, like Niyazov brought up, I'd suggest having your water flow through a fortification, with  or without a pump. Fluid flows through them, but for units it might as well be a solid wall.

10
DF Gameplay Questions / Re: Do Windmills link?
« on: May 04, 2012, 10:51:49 am »
Windmill power is a single vertical axel from the middle bottom of the mill. No sideways power without mechanisms and more axels.

P.S. You could've just asked this in your other thread, you were already asking about a magma pumpstack.

11
DF Gameplay Questions / Re: Whoo! Magma! ...now what
« on: May 04, 2012, 10:34:46 am »
The best shut-off is to simply put a lever controlled floodgate on at the top or bottom. Why muck about with the pumpstack itself if you don't have to?
I expect you're going to have more trouble building the pumpstack itself. Not only will you need the entire stack to be built out of magma-proof materials, you'll need either an impressive windmill farm or very large water reactor to power it.

Or if you want to go with Garath's idea of moving into the depths, the answer to the trading problem is a three-wide ramp. It'll take up some space, but a long spiraling ramp will work, since wagons can travel on ramps. Personally the deepest I've ever had my trade depot two levels underground, but the concept still works.

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DF Dwarf Mode Discussion / Re: Shortest Lived Forts
« on: April 30, 2012, 12:33:49 pm »
T'was way back when I was still learning the finer points in play, I had just started a new fortress. It was a river canyon, with a fair number of trees I recall. I forget why, but I wanted my enterance to be down towards the river, so I told my miners to start digging, and my woodcutter to start chopping.
Moments later, the alligator had killed two miners, and chased the third into the tunnel he was digging.
With four dwarves, one axe between them, and an alligator sitting on my picks... abandon seemed a good choice.

13
DF Gameplay Questions / Re: advice on next challenge
« on: April 30, 2012, 12:22:12 pm »
Option A, start building new and dwarfy ways to kill invaders, bonus points if they involve magma. Option B, which can be combined with option A, is start offing merchants, see how many civilizations you can anger.
For option B, I suggest building your trade depot into an airlock, and setting it up to flood/drain on command. If you use magma instead of water, make sure your depot (and perhaps trade goods) are magma-proof.
Or option C, if you haven't done it yet, the magma pumpstack. Get that magma from the depths to your main fortress. Between the stack itself, the reactor to power it, and the convenient access to magma forges and smelters, it's a worthwhile and time consuming project.

14
DF Gameplay Questions / Re: Surviving the Second Siege
« on: April 27, 2012, 12:54:42 am »
A good way of avoiding casualties on the surface is to treat the entire surface as a hostile zone. Keep your doors locked, never go out without guards posted, and only go out when you need wood. Hunting and fishing generally don't bring in enough to be worth it, so I'd suggest turning off those labors. Keep a drawbridge in front of your door, so you can seal your fort against building destroyers as well.
Personally, I prefer go for wood when a merchant caravan comes in. It lets me use the merchant guards to watch my enterance, so I can send my militia to guard the workers.

As to avoiding tantrum spirals, marksdwarves; ideally behind fortifications. Something I learned about a year ago, is that even a "victory" can turn messy if you lose too many dwarves. I had a decent battle against a titan, and had a goblin seige show up at the same time. Took losses, but it was the tantrum spiral that actually killed the fort.
In addition, it's possible to make a metal-free marksdwarves army. Bone and wood bolts are less effective then metal bolts, but it's still an option. Keep in mind, however, that using metal bolts for training is a waste of materials. Hunters and rangers also bring crossbows and ammo for them, in addition to usually having some skill as a marksdwarf. Look to them for building a competent crossbow squad quickly. It'll also keep them useful, if you go with my recommendation about turning off hunting/fishing.

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DF Gameplay Questions / Re: Necromancer siege
« on: April 22, 2012, 04:11:09 pm »
Sometimes necromancers sneak onto your map and try to make it stealthily to the nearest corpse, often finding the way to your refuse stockpile and raising everything you butchered.
Come to think of it, I did have a human sighted briefly, before it ran away. I was busy with a pair of goblin ambushes at the time, and it was near the map edge, so I didn't get a look before it left.

My way of dealing with this problem was a long, long hallway, with bridges on one wall, and simply atomsmash any zombie who walks in. How to know if you get zombies and necromancers: in the embark screen you'll see the neighbours; elves, goblins, humans, etc. If it says tower, town or something, you have a necromancer nearby.
I think I'll combine the atomsmasher plan with the fortification plan. Get a multipurpose setup going, so I can destroy or loot corpses, depending on the enemy. The knowledge that a necro needs LoS on a corpse is very important, I'll need to leave a corpse to lure her into the atomsmasher.
As to the embark screen, I did see a tower on there, and I knew what it meant. I just didn't think about it, much less realize how little I knew. I guess I was just a bit too interested in new content to worry about it until it showed up during the worst year to date.

I'm a little suprised this topic was still at the top after a night, but whatever. Thanks for the help, ideas, and information.

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