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Messages - Panando

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391
DF Dwarf Mode Discussion / Re: A few questions for a Fort idea.
« on: June 07, 2014, 08:31:43 am »
w/ Dormitories, if you make the beds (overlapping) bedrooms then dwarves will claim them, and this will get rid of the unhappy thought for sleeping in the dirt, and for not sleeping in a proper bedroom (by which the dwarf means, he slept in a bed which he hadn't claimed - that's all it means). Nobles wont like this arrangement (they have a different unhappy thought, about how shite the bedroom they slept in was), but commoners expect nothing at all in terms of room value. If you want to boost room value (and it does give positive happy thoughts "slept in a good bedroom") a highly effective and thematically appropriate way is to install high-value weapons in weapon traps, especially things like steel spiked balls (which can fetch 10000 dwarfbucks), even shared over 40 beds it provides 250 value per room, which is quite decent. So allow dwarves to claim beds in your dorms, install some decorative weapon traps and upright spikes, and they'll be happy little spartans.

On leather armor, it's pretty bad but it's better than nothing. One nice thing is that it's pretty easy to train up leatherworker (by bulk-ordering leather from the liaison and mass producing waterskins (best) or foot or handwear (second best)) so you can make masterwork leather easily enough. Also, it has the advantage of being very light.

edit: I should also note, if you want to be viable in combat, you'll really want some serious training. Weapon skill provides parrying, and shield provides blocking, between parrying and blocking, a legendary-level military dwarf can eliminate a great deal of incoming damage. Without that kind of skill level you will suffer awful attrition.

392
DF Dwarf Mode Discussion / Re: How to get past the "mediocre" level?
« on: June 07, 2014, 08:14:17 am »
Oh yes, speaking of bedrooms. They are highly optional. Actually, dwarves are happy with simple beds, you can just stick 50 beds in one room and make them all bedrooms (i.e. a dormitory except the dwarves can claim a bed), because dwarves are simple, they're happy to simply have a bed to call their own. The bedrooms people like to dig out? Terribly indulgent, totally unnecessary. Just shove 50 beds in one room and so something more worthy with your attention span. It's what I used to do while learning the military side of things and it works extremely well. If you want to boost room value (it's not necessary) you can install an artifact (furniture or weapon in a weapon trap) in the middle of the room, and even divided over all the beds, it'll give a pretty decent room value.

393
DF Dwarf Mode Discussion / Re: How to get past the "mediocre" level?
« on: June 07, 2014, 05:16:13 am »
I find one of the best ways of learning is to devote games to gameplay elements. If you have food issues, I assume you're neither skilled at farming nor butchery (or for that matter, trading). So start a new game, devoted to mastering butchery. Bring some dogs, chickens and turkeys, figure out nest boxes, raise some chicks, slaughter some dogs. Try and tan the hides as well but it's kind of optional, figure out cooking to make prepared meals, sell the prepared meals to the caravan for all the stuff you ever wanted to buy. Devote a game to above-ground farming (it's in many ways superior to below ground because the plants grow all year round and seven above ground plants are edible as-is, compared with one below ground - plump helmets). Try to learn game aspects in this way, you don't need to play the games out, just abandon after a year or two, once you've figured that aspect of the game.
Once you're comfortable with the basic economics, devote some games to learning military (in these games, make 2 or 4 of your starting 7 career military). You can get Legendary military dwarves in 3 or 4 seasons if you know what you're doing and you'll find well-trained military dwarves are much less resource-intensive than traps.

The other useful thing, is smart embarking. The play now embark choices are um, terrible. I mean it's okay for learning the game, and better than a 1 pick embark, but if you want to get rapid fortress growth then focus on production skills (like mason and carpenter) and bring LOTS of raw materials, heaps of logs especially, but stones can also be very good. This will give a great bootstrap to your industries. Totally strip your dependence on embark food and drink (i.e. don't bring anything more than 10 plump helmets), I can't stress this enough, you can slaughter your pack animals for enough food for a couple of seasons, and quickly brew up some embarked-with plump helmets, or gathered surface plants. The advantage this way, is you'll either sink or swim MUCH earlier in the game, if you can provide all the needs for seven dwarves, starting with only raw materials, you'll be able to do the same for seventy dwarves, being self-sufficient from the start of the game is just better.

394
DF Gameplay Questions / Re: The Curse of Named Weapons
« on: June 07, 2014, 03:13:01 am »
I take away my dwarves' named weapon all the time, if I want to replace it with a steel or masterwork version. Now I admit I've never checked specifically for bad thoughts, but I've never seen a bad thought related to having a named weapon taken away, and my dwarves don't seem to care in the slightest - they just cheeryfully go and get their newly assigned weapon.

As for the question of effectiveness, these things are notoriously difficult to test, I suspect in any case that if there is a bonus, it certainly wouldn't be better than the upgrade from going form say, bronze to steel for a bladed weapon.

395
DF Gameplay Questions / Re: Fighting Theives
« on: June 06, 2014, 11:19:19 pm »
Inactive marksdwarves will cheerfully mow down thieves. Since I normally have at least 5 squads of inactive marksdwarves, snatchers and thieves fare VERY poorly in my fortresses.

396
DF Gameplay Questions / Re: Farming, and Military Matters
« on: June 06, 2014, 11:18:17 pm »
Thanks for all the response's. So from what I'm seeing, if I split up my current ten man squad into 5 2 man squads, they all train faster, right?

If you use dhack there's a fix which makes large squads train faster - it has to be enabled in dfhack.init

However I actually prefer small squads for others reason too - firstly, early in the game you can't afford a squad of 10, but a squad of 2 is highly affordable and will deal with all early threats more effectively than traps. Secondly two well trained dwarves are ample to smash ambushes, most sieges, most things you'll find in the caverns. One dwarf is often enough but of course dwarves being what they are and needing to sleep and stuff, you'll sometimes only get one dwarf of the two, but it's normally enough (if one dwarf dies, give the survivor a new partner. The legendary will run a lot faster so will draw the attention of all the nasties, while the trainee comes up behind and helps mop up - it works out quite well and often the trainee becomes legendary as well in time).
Things which two dwarves aren't enough for, are basically things like deadly dust forgotten beasts which will kill almost everything thrown at them, it could be said that if throwing two legendary military dwarves at a problem wont solve it, then nor will throwing 10, you'll just end up with 10 corpses instead of 2.

So the squads of two are generally good from a deployment perspective, you can deploy one squad to obliterate an ambush, while another squad is ready for the OTHER ambush which pops up. Dwarves' stick like glue to their existing target so you basically need some guys sitting around twiddling their thumbs in reserve. Now there is an interface option for splitting up squads, but I find it really unwieldy to use and find it easier to just use small squads.

What I like to do is have two or three squads of 2 - ultra legendary, top-notch gear, they are the rapid response team, all drawn from the starting seven or first 2-3 immigration waves. I then make about 4 or 5 squads of 10 marksdwarves (permanently inactive), after that there is normally an over-abundance of labor, so I make some more melee squads, but these are squads of 10, normally all hammer, or all axe (to avoid waffling over weapons). These guys, can train at their leisure, because the elites will take care of most ordinary threats. These guys are basically for protecting the marksdwarves and soaking up damage, if you have a lot of dwarves charge into a huge fray the chances of a lucky shot taking down an ultra-legendary is small.

So I feel there is a place for both squads of 2 and squads of 10, squads of 2 = early game, squads of 10 = late game.

397
DF Dwarf Mode Discussion / Re: How terrifying is terrifying?
« on: June 06, 2014, 10:38:45 pm »
I just think it is a nice embark site. It has sand, clay, copper( no iron :( , but eventually goblinite ), flux, silver barbs, whip vines, sun berries, glumprongs, feather trees, and magma is only about 30 levels down.

How can you tell which metals it has? I'm not a complete noob but there are some things like this that I can't figure out.

dfhack command "prospect all" gives a summary of all available stone types.

398
DF Dwarf Mode Discussion / Re: How terrifying is terrifying?
« on: June 06, 2014, 09:27:52 pm »
Even 100% terrifying biomes vary a lot. You make get a few wumpy zombie wolves and raining dwarf blood, and that's all (making it kind of creepy but not all that dangerous), or you could have blister inducing rain of doom, insanity inducing evil clouds of doom and giant zombie moths of doom.

For the most part only one pack of animals comes onto the map at a time (technically, there is always one pack unless everything has gone extinct, and sometimes one loner) so statistically speaking you're not going to have a pack from the terrifying biome very often. You might get unlucky and have something evil spawn there on embark, and bee-line your dwarves, but it'd be pretty unlikely. You might want to check what animals are on the map right at the start, so you know whether you have to panic or not.

The best survival strategy for "genuinely terrifying" embarks is to bring very little stuff and IMMEDIATELY get your dwarves underground because the rains can be so unpleasant to say nothing of zombie fliers, so often you kind of end up playing low point embark anyway. Such panic is not needed when the caravan lands in a non-evil biome.

399
Ive seen very gruesome combat reports in my Dwarven Life, but this is by far. The most. Gruesome. Report. Ever.

The great thing about dwarves, is that - while an armed and armoured Axelord could kill an untrained fisherdwarf [who incidentally is innocent of any crime except being berserk and thus a menace to others] in any way of her choosing, such as a swift and merciful decapitation, she instead chooses to brutally torture him to death, and she probably even got a happy thought of it  :P.

400
Dear Urist McHunter (recently deceased),

I don't object to you trying to hunt Giant Cave Spiders (actually, I do, because I want to catch them), but just for future reference (not that you can read this, because you're dead, and your spouse is unhappy now, jerk), if you are going to try and hunt Giant Cave Spiders you might want a better strategy than sneaking up to within 3 tiles of it and trying to shoot it in the face - well, you know why now, I don't need to explain. Just so you know after the GCS finished nomming on your head it got caught in a cage trap and is now proudly displayed at the entrance to the fortress.

Sincerely,
Your compassionate and benevolent overlord.

401
DF Dwarf Mode Discussion / Re: World's most bad-ass kitten -
« on: June 06, 2014, 07:53:10 am »
It's not doing much damage but it's a spirited little thing! Although bruising the liver through the cloak and muscle is quite impressive for a kitten.

402
The skill I usually take that I don't see mentioned here is Herbalism. Getting a jump start on year-round "aboveground" farming (channel out a little block and roof it over with bridges) pretty much guarantees a self-sufficient, lock-down-able fortress. I usually find that there's an absurdly low number of rope reeds (and, if applicable, sun berries) on the map, so I crank herbalism to try to prevent failing on them.
I'm quite a big fan of embarking with herbalism too. A nice aspect of it is you get much bigger stacks, the dabbler will only ever bring in stacks of 1, but a proficient will sometimes bring in stacks of 4. As well as larger barrels of booze (which every dwarf will appreciate) you also get many more seeds for bootstrapping farming. So it's a very good deal, if you're into above-ground plants.

Now with that said, I have to confess that I mod plant growth times to be 4x usual, this makes herbalism relatively better compared with farming - farming is still better overall, but herbalism is far more convenient at times.
I also have to confess, that I don't like plump helmets, pigtails, sweetpods, cave wheat, quarry bushes or especially dimple cups. Sorry, just ain't a big fan of crap which grows underground in the damp and dark. Throw me down the magma chute for heresy but I prefer to grow above ground crops in the sunshine and rain like an elf (but, it must be noted, that there are much nicer offerings above ground, there are no less than 7 edibles: sun berries, strawberries, fisher berries, prickle berries, ratweed, bloated tuber and muck root, two edibles after milling: longland grass and whipvine, quite a lot of brewables: all the previous, plus rope reed and several dyes)

I don't roof over my aboveground farms because I like the extra !FUN! potential of being exposed to the open air (and also some strategically placed cage traps will do a good job of catching birds which try to fly in to nick stuff or eat vermin).

403
Dear Dwarves [especially immigrants],

I know this is my fault for being a bad administrator but I still feel if we can reach an understanding regrettable loss of dwarven (immigrant) life will be dramatically reduced.

The new garbage chute I had installed is, as you hopefully know, for disposing of corpses and limbs so they don't resurrect as butt groping disembodied hands. It is a garbage chute, and it's meant to be dirty, please don't try to clean it, after Urist McRanger stepped up to the task of cleaning the base of the garbage chute, a crundle corpse clobbered him in the head, caught on fire from the magma, set HIM on fire, and that was the end of Urist McRanger. Soon Urist McRanger was joined by Urist McCheesemaker, Urist McFarmer, Urist McFisherdwarf - I suppose it was a game to those guys, a kind of russian roulette with a garbage chute loaded with tumbling crundle corpses/zombies and splashes of burning magma - at least four or five of you guys died playing this game before I noticed what was going on. I'll try and make my fortress more !FUN! so you don't get so bored in the future.

That new locked door at the base of the garbage chute? It's for your own good. I hope you invent a new gambling game, just not one which involves being splashed with burning magma while trying to dodge having your butt groped by freefalling zombie crundle arms (as awesome as that sounds).

Sincerely,
Your compassionate and benevolent overlord.

404
DF Dwarf Mode Discussion / Re: How do you sort/bundle jobs?
« on: June 05, 2014, 04:10:05 pm »
What I do is I make lots of dwarves with hauling, masonry, mechanics and architecture enabled, I also enable medical skills on many as well (but more haphazardly).

Then for my important dwarves, the ones I want to make high quality stuff, I give them the custom profession of "Chief XYZ", so "Chief Cook", "Chief Leatherworker",  "Chief Armorsmith". When the fortress gets large enough, the chiefs will have other duties turned off. If a dwarf with superior skill immigrates, I make him/her the new Chief. This scheme is useful for keeping track of who has the highest skill, especially when you either A) have multiple armorsmiths due to immigration, or B) your best armorsmith is an even better furnace operator (for example).

Some jobs are caste, Miners are normally dedicated (sometimes my miners are used as woodcutters, this is because my miners normally aren't in the military because I don't like the uniform problems), so are farmers [farming: field, only]. For some skills with quality levels, like bone carving, I don't bother with a 'chief' but just let multiple dwarves train. Ditto for cooking, not because high quality roasts aren't cool, but because my cooks have a tendency to die and I like having a spare.

405
You don't need appraiser. When a dwarf initiates trades with dwarves, or I believe humans, but *not* elves, he automatically and immediately before the trade window even opens gets a bunch of appraiser experience enough to give him several levels, I noticed my broker became an instant skilled appraiser first caravan latest game, I don't think it's entirely consistent but I haven't paid attention (it might depend on the size of the caravan, hence it might depend on wagons coming to give enough free experience to gain appraiser levels, perhaps that's why it doesn't work with the treehumpers).
Of course, if you think it's a bug (quite possibly it is) then embarking with an appraiser is an honourable thing to do ;).

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