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Messages - Cozmopolit

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46
DF Dwarf Mode Discussion / Re: Marksdwarves not training
« on: September 06, 2012, 11:11:47 pm »
I can confirm that marksdwarfs shoot at archery ranges in inactive squads (my masons, farmers, haulers) when they're bored and in the active marksdwarf squad. Sadly, it takes a couple of months (? sorry, no exact science) for new recruits to do so.

My theory was that somebody has to teach them the basics first, if they dont have any skillpoints in archery they won't use the archery range. Alas, that doesnt explain how my first marksdwarf/mason ever got his first skillpoints.

The squad seems to need barracks set for those marksdwarfs to train, and they will waste a lot of time there learning every useless fighting skill from others instead of shooting at the archery targets. So what I did was to take one legendary axedwarf off my 3-dwarf-sparring squads who is also a proficient teacher and ka-ching, he's teaching them useful stuff like dodging. I'm considering to train up marksdwarfs as hammerdwarfs first to spar-train them armor use/dodge/fighter/shield use (and make them useful when the hit somebody close with the crossbow) before changing their weapon to crossbow because archery targets train archery skills FAST if you got mountains of bolts (roughly 1-3 years from zero to legendary, again, sorry, missing exact science).

This is 34.10 on Linux btw.

47
DF Dwarf Mode Discussion / Re: Marksdwarves not training
« on: September 04, 2012, 09:46:48 pm »
Targets facing the right direction?
Unless bottom to top doesn't mean shoot north, yes.

Umm, yes, "Bottom to Top" means that the archery target is north of the dwarf shooting at it - the dwarf is shooting towards the top of your screen.

48
DF Modding / Re: Animal People
« on: August 31, 2012, 08:38:32 pm »
I used this script/mod to just remove all animal people from the game:

http://www.bay12forums.com/smf/index.php?topic=109491.0

49
Also how do you guys find out the mineral amount of an embark? Is that part of the seed file?

dfhack's prospect command. If I remember correctly there were other options aswell.

50
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: August 14, 2012, 08:19:36 am »
I have caught a few goblin thieves in cages, and I was wondering how would I release them from the cages so my military can train on them?

http://dwarffortresswiki.org/index.php/Mass_pitting

51
DF Gameplay Questions / Re: Reducing animal breeding
« on: August 14, 2012, 05:49:46 am »
dfhack has an autobutcher option that helps tons with population control. You set how many kids and adults you want of each pet, everything that goes over that amount is automatically tagged for butchering.

For example I have it set to 1 kitten male and female each, 2 adult females and 8 males to keep vermin down and avoid catsplosion. For dogs I set 20 puppies per gender (effectively "dont butcher puppies"), 3 females and 4 male dogs. This has the effect of puppies growing up before I butcher the adults which (I think) give more meat and leather.


dfhack can also confiscate worn clothing and make the dwarfs put used clothes into a garbage dump. If that garbage dump is a refuse stockpile at the same time (not accepting any actual refuse) the worn clothing will disappear on its own.

52
DF Dwarf Mode Discussion / Re: Cage traps
« on: August 08, 2012, 07:31:29 am »
Coz, wait what? You can train hospital staff on bodyparts? Is that a mod or did I miss something in vanilla?

Dwarfen Higher Learning (mini)-mod:  http://www.bay12forums.com/smf/index.php?topic=60853.0

Quickly became essential for me :-)

53
DF Dwarf Mode Discussion / Re: Cage traps
« on: August 07, 2012, 07:23:03 pm »
Pit -> 1 level drop -> 20 x 10 serrated disc traps -> drawbridge -> caverns (or outside world).

Drop hostiles, open drawbridge so that they path out, after they're dead close drawbridge, let the dorfs collect the Goblinite, rinse and repeat. Works like a charm in my current fort.

For creatures where I dont feel safe pitting them (like those nasty war cave dragons my dorfs bring) I have a pair of bridged in rooms with a trapped FB. I build the cages in the currently free room connected to a lever, close the bridges, open the room connection, open the cages. As soon as the FB goes to the "other" room to kill them, I close the connecting bridge and start collecting FB silk and loot from the hostiles of the previous round.

I can use a LOT of body parts as my medical wards (training hospital personal) use those, plus I butcher and tan sentient creatures. Nothing like dressing all your militia in *goblin leather armor* to get your point across :) - otherwise different traps might be better as they dont "produce so many parts".

54
any chance you burrowed her for a meeting?

No, although that might be one of the better ideas actually :-)

55
Shit happens, for example dwarfs seem to forget about eating/drinking when they are really unhappy. I just had my duchess die of thirst a couple hours ago which was especially unnerving because

- Stocks of booze were fine
- She went angry about "some lesser pretentious sleeping arangements" when her sleeping room is by far the best around
- it was the first time I took a good look to choose a "good" noble
- when your noble dies, you're not getting another. ever.

56
Telling the dwarfs what kind of job they should do can be done ingame ( "v" to look at dwarf, "p" preferences, "l" labor), but pretty much everybody uses the program "Dwarf Therapist" to set labors on a GUI. Dwarf Therapist: http://www.bay12forums.com/smf/index.php?topic=66525.0

For farm plots, you need to set which plants should be grown. ("q" to look at farm plot, "a/b/c/d" to select season, select plant or "z" to not grow anything that season. You will need the correct seeds for that plant.

57
DF Dwarf Mode Discussion / Re: Fortress Gate Defense- How?
« on: June 26, 2012, 06:10:18 pm »
Using a drawbridge will stop the siege to path to your fortress, which means that they will not come into your killbox. I close the brige once I have part of the siege in the killbox, kill those, lower drawbridge, get some more in, repeat.

Cage Traps are (too) efficient, but they create the extra problem of how to actually kill the hostiles later one (pitting them behind fortifications to train marksdwarfs works for me). Also, you can get the whole hostile (not in parts  8) and incl. its equipment) into the fortress in one move and deal with it later, thus cleaning up the kill box for the next siege faster.

I dislike serrated steel disks lately as they produce a lot of body parts -> a lot of hauling jobs. Didnt get around to do a lot of science on other weapon traps myself.

I use drawbriges before and after the killbox to deal/clean up waves of the siege rather than dealing with it all at once, but then again I'm paranoid  :P

and yes, what you got looks pretty damn good to me.

58
DF Dwarf Mode Discussion / Re: Help me with crossbows!
« on: June 26, 2012, 10:04:22 am »
My theory on this is that dwarfes only use archery targets as soon as they got any points in Archery/Crossbow skills - so you want to have at least one dwarf in the squad that has used a crossbow before, so he can give an archery lesson in the barracks to the new recruits.

Also, conserving bolts by dropping them to a lower z-level creates fucktons of hauling jobs once you reclaim those bolts, which is why I stopped doing so months ago. Might/should be a lot better now with the hauling changes though.

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