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Messages - Viking

Pages: 1 ... 9 10 [11] 12 13 ... 19
151
DF Gameplay Questions / Re: Containing bloody bloated feet syndrome
« on: June 11, 2012, 10:35:05 pm »
I have not been able to play very much but just as an update I've managed to butcher most of the infected animals now and am just trying to figure out how to deal with the infected dwarves. When I've been locking them in their rooms till they starve but their families don't like this at all and I'm having a few tantrums going on.

152
DF Gameplay Questions / Re: Which version to start with?H
« on: June 11, 2012, 09:03:36 am »
Yea, consider getting the latest version of the lazy noob pack.

153
DF Gameplay Questions / Re: Unusual embark features
« on: June 10, 2012, 11:07:57 pm »
I've read that sometimes you can embark with a kobold camp (usually this ends badly).
I imagine if it's the surface style tomb you run into in adventure mode then probably not.

154
I'm always running out of stone

lol I am in a similar boat to a point actually. I tend to build a lot of surface constructed walls and such. The rocks littered everywhere have long ceased to bother me as clutter.

Edit: Except when like, I am filling a giant cistern with water. In that case I clear out the stone but only so I can use it elsewhere.

155
DF Gameplay Questions / Re: Do Roads Actually Have a Purpose?
« on: June 09, 2012, 09:37:31 pm »
Hmm to think I've been using floors all this time for that. Roads would be more cost effective I do suppose.

If I recall correctly, roads cannot be used to plug up holes or gaps in the ground like floors can.

156
DF Gameplay Questions / Re: Luke, I am your Snatcher
« on: June 09, 2012, 09:33:59 pm »

157
DF Gameplay Questions / Re: How can handless dwarves be handy?
« on: June 09, 2012, 08:39:26 pm »
Bookkeeping requires hands.  From the Bookkeeper wiki entry:

Quote from: Wiki
A dwarf cannot update stockpile records if he loses his ability to grasp, as dwarven mathematics revolves around counting on one's fingers.
Thanks for correcting me, wouldn't want misinformation to be spread around.

Hmm I would've thought the whole not being able to write thing would be a bigger impediment. lol

158
DF Gameplay Questions / Re: How can handless dwarves be handy?
« on: June 08, 2012, 07:38:58 pm »
Can he still feed himself? I like how in DF this is a very relevant question lol. Maybe as a consoler or some sort of noble. No one says that the broker needs to have hands. Just people skills. If he is highly skilled he can still teach new recruits as well.

Edit: Probably the only steady work you will be able to employ him in will be non-standard jobs, like broker or maybe in some sort of repeater. I suppose you could still haul things in real life if you have stumps and no hands.  The best answer here would be looking at the game mechanics to figure out exactly what one can do without needing to grasp/have hands.

159
Thanks for the responses!
That is another reason to update I guess.
I suppose I had some trouble learning the system but I get it now. I just wish there were tools to streamline managing it and put all the relevant info I want to see in one place for me. At the moment it requires a lot of cross checking to do properly. Like in the version of the game I currently play looking through the list of people to add to a squad doesn't even tell me if that dwarf already is in a squad or any relevant info about his skills. I need to use dwarf therapist for all that and even then its rather tedious. :(
Templates would be nice too.

160
Creative Projects / Re: Dwarf Fan Art
« on: June 06, 2012, 11:04:52 pm »
Thank you Redrick, that's really kind and pleasant of you to say! I'll try to post more stuff in the future. Seeing my previous images more elves (and dwarves) are likely lol.

161
DF Gameplay Questions / Re: Containing bloody bloated feet syndrome
« on: June 06, 2012, 08:56:47 pm »
I have had a major breakthrough in that I just learned that you can select a tamed creature for slaughter through the v menu (quickly becoming one of my favourite functions!) All these sick animals will soon be feeding my fort, which may SERIOUSLY backfire. I guess we'll see how advanced the internal DF notion of germ theory is.

162
Hey guys, really, the title really is what I want to get at here. I find the military screen a pain to work. I know how to and want to do things that the tediousness of the process prevents me from doing without committing a lot of time to it. For instance matching up suitable dwarves in and out of squads. I find myself consulting dwarf therapist on top of the relevant and varied in game menus for quicker details in terms of whether the dwarves can handle stress and what military skills they have and then trying to find the buggers in game to see if they have a bunch of kids and arn't missing hands etc. Looking through the long unsorted detail poor lists isn't fun either.

Has anyone managed to create a tool to deal with all organizing the military?

Something that lets you quickly put squads together, move dwarves around, quickly see relevant skills and other details, and also lets you deal with schedules and alerts?

I'm assuming no, since I've never heard of such a thing but I'm hopeful. If I had the programming chops and the free time I'd take on the ambitious goal of creating such a tool although I am not beyond taking part is some sort of collaboration to the end of something like that. Does anyone know of anything? Again, if such a program existed already I'd assume it'd be as universally employed as dwarf therapist is. Its also entirely possible I've just not dug deeply enough around here to find something that serves those goals. If so, please direct me :) Thanks!

163
DF General Discussion / Re: What turns you off about DF?
« on: June 06, 2012, 08:33:53 pm »
Bedides, right now, challenge is not mechanics, but user interface - once that is fixed, mechanics can be tuned and most inapropriate exploits fixed. But you need to make people stop battling UI before you can make then battle goblins.

Main problem with UIs is this: Sheer amount of stuff. And it gets worse with every release because new creatures are being added (trees, minerals, item types ...). This ever increases screen clutter. Golden medal goes to interface for bringing items to depot - it is the one part that handles required sorting and filtering well. Contrast with Grime medal for actual trade interface which has nothing of that sort, yet is closely related.

It is hard to find items and creatures.

Secondary problem is organization. Menus show their history of commands being added. New features are not incorporated to existing structure, but being added. Why is there z-animals menu when there is u-animals menu which can both be merged? both are very late adition or had recent makeover.

It is hard to find commands to do something with items and creatures you had trouble finding.

Tertiary problem are inconsistencies. Same actions often have different commands. Similar concepts completelly different implementations.

If you found what to do and how to do it, you can't apply that to ther parts of game.

I wonder why toady never simply took month or two to develop stable and robust widged library - "item list", "being list"

For me? The military screen. That thing is utterly ridiculous. The menu at my local chili joint makes more sense, and they had to actually hire someone to explain it as people came in.
For new players, the WHAT THE FUCK DO I DO ARGH factor. Even if you manage to gen a world, the interface isn't conducive to learning. The fact that when I found the "?" menu it didn't tell me jack shit didn't help much either.
Everything else I like though.

Both quoted for truth so to say. UI and unnecessary military complexity both are my biggest problems with the game which I also otherwise adore. I'd happily endure a few updates with no new features that resolved some issues and simplified managing the military screens.

164
DF Gameplay Questions / Re: FUN uses for caged Bronze Colossus?
« on: June 06, 2012, 07:33:35 pm »
Here I was just killing the ones that come to my fortress. A never ending crossbow target sounds good to me. Especially since I have so many bone bolts laying around.

165
DF Gameplay Questions / Re: Population grows too quickly?
« on: June 06, 2012, 08:21:50 am »
Similar to some of these suggestions, I'm having a blast right now playing a two-dwarf fort.  After many hours of play the fort is 12 years old, has a population of 7 (five children), and a value of just over 50,000*.   I have learned a lot about the game this way that I never would have by playing normally, because I've had a lot more time to pay attention to what is happening.  For example, my "military" is a single marksdwarf who practices at the archery range constantly.  I've never been able to figure out how to get marksdwarves to practice regularly before, but now I understand the military screens well.  (By the way, you can put marksdwarves in a squad, set their alert status to "inactive", and they will go about all their normal duties as if they were a civilian and still practice at the archery range every day.). I have also learned how often a dwarf eats and drinks, how long they sleep, how often they go on break, how long their clothes last and a million other things that I never learned in 2 years playing this game because I was too busy fighting one fire or another to pay attention to any single dwarf.

So if you want a longer early game, I highly suggest turning off your migrants and letting your fort grow by reproduction instead.  It's a different experience.

Personally, I'm going to have to try this. I'm not sure I could swing it with 2 dwarves (children don't count yet right?) but maybe set my pop cap super low and only absorb the first few waves. It does sound educational.

Edit: In regards to OP, yea, population fluxes can be quite a pain. If you can make sure you have enough food and drink and start building up the inidividual sleeping quarters you can usually manage through. Having an adequate dormitory slows the morale rot but can't sustain you forever.

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