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Messages - Teldin

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1
DF Suggestions / Emigration.
« on: February 03, 2015, 02:01:52 pm »
It's almost definitely been suggested before I'm sure, but I'd like to see dwarves leaving your fortress from time to time, either to emigrate completely and join an NPC locale or joining a bandit gang due to discontent/poverty in the fortress itself. Currently all there is is immigration, which is a bit silly -- surely there are much more enticing places for dwarves to waddle off to than your tiny place in the middle of nowhere, and no doubt as soon as they arrive and see the mess it's in they'd want to leave.

It should certainly be an option in the fort menu (ie. where you toggle garbage disposal options), and you could tie in immigration rules to it so you don't have to mess with the ini files to change your fortress population, or possibly tied to a leader position (either the mayor/duke/etc or a seperate entity).


* Closed Gates: No emigration or immigration permitted. Dwarves who are terribly miserable might sneak out, but it's the dwarven thing to do to "tough it out", so this will be rare.
* Open Doors: Dwarves can emigrate or immigrate as they see fit, depending on moods, morale, and so on. Your fort's population will fluctuate over time depending on the general state of things. It can never go below, say, 10 dwarves due to emigration even if things go REALLY bad. Of course they might all just die.
* Reluctant Immigration/Emigration: Dwarves can come and go, but both immigration and emigration are low. Your fort's pop will climb slowly.
* Encourage <labor>: Dwarves can come and go, but immigration is high. The labor you choose (you could simplify it with Civilian, Martial, or Specialist) changes the weight of incoming dwarven jobs, so you're more likely to attract them. Your fort's pop will rise quickly.
* Temporary Citizenship: Visitors and guests to your fortress are permitted to stay for extended periods of time, during which they'll do normal jobs, but will leave after a certain period. This will give temporary, highly-trained workers (or musicians, smiths, etc) but they might take things with them as payment when they leave. Your fort's pop will stay about even.

Addendum: You could also allow foreign races to take either permanent or temporary lodging in your fort, which would tie in nicely with the Inn code arc.

Any other thoughts?

3
DF Modding / Re: Increasing attack frequency
« on: November 05, 2014, 07:54:12 am »
Yup, go with attack triggers. In fact, remove them all completely and they'll attack in the first year, without waiting for the usual fortress wealth/population triggers. Also: check out the tag ACTIVE_SEASON. Add all 3 other seasons and they'll attack at any part of the year- sometimes more than one siege or ambush at once.

4
That did work thanks. I was able to find a suitable embark with over 1 million (!) marble on prospect.
Now, though, the problem is that when my sufficiently skilled miners mine out a marble tile, they are leaving no marble behind. Plenty of other stone is left behind, but no marble! Why would that be happening?

As in it's NEVER leaving any behind? Or have you tried mining out a large area? Miner skill has no relation on the % chance of dropping a stone boulder anymore.

5
The troll is clearly just peeking through the peephole, spying on the dwarves. It's harmless with the trap there, so why worry?

What's the zombie grizzly bear's trophy name? I see it's named Emrinek or something now.

I really wish someone could draw the zombie grizzly and Wordsanks together. BFFs in undeath.

6
DF Modding / Re: Is an "+18" mod possible?
« on: October 20, 2014, 07:07:46 am »
It's been done.

7
DF Gameplay Questions / Re: How to Enjoy the Game Again?
« on: October 17, 2014, 07:38:54 am »
Start modding. Write guides.

8
I was lucky - out of the new batch, 7 have melee skills.  Two more have some archery skill, and one useless dwarf is amazingly tough (sounds like melee material to me).

I have a problem though - the 7 dwarves with military experience, they don't have the same weapons - some are axes, a few maces and one swordsman.  Is it ok to have a squad with mixed weapons?

That's totally fine. There's no real reason to limit them to a certain weapon; in fact it's probably a plus, considering there's some enemies that are difficult to injure with certain weapons (spears vs. hammers work very differently against armored/large/undead targets for example). Just don't make any wooden weapons, like training axes, etc, because they can get attached to them while training and tend to try using them in actual combat.

9
DF Gameplay Questions / Re: No First Migrants
« on: October 15, 2014, 09:33:02 am »
I've been playing since before Boatmurdered and I always, always set my pop caps to gradually influx immigrants rather than explode with them. It's much more fun to play things out and take your time rather than be on a constant scramble to deal with dozens of new dwarves constantly rushing in. Usually they're set at 20, 50, 100.

I stay 20 cap until I've got a good amount of digging done. Caverns breached, basic militia is up, apartments are dug, food supply is adequate, dining hall is fancy.

I stay at 50 until I've got the noble's quarters hollowed out, nobles are all designated, administrative areas finished (jail, throne room, treasure chambers, graveyard), the food/booze supply is constant, and any major projects are completed or nearing completion. After 50 pop, things get much harder.

I stay at 100 until I'm satisfied that the fort's morale is stable, the militia is functional, and so on. Only rarely does it ever reach this high, usually due to some hilarious unforseen problems like the booze stockpile catching on fire.

10
I rarely use crossbows or bows because Ive had terrible experiences with them in the past due to all the bugs involved.

I use highly specialized workers; the top 10% do 90% of the work. It's definitely risky, but is extremely efficient in terms of both time and materials. This also means I always have enormous piles of unemployed loiterers. So, since I never use traps, bridges, or moats, they all go into the militia. At least 50% of my total fort pop is military, usually more like 75%, and out of the military, it's split 50-50 into crossbows and melee. There tends to be a wide variety of equipment, and they're pretty smart about handing it out -- the squad leaders grab the best stuff first, and later recruits get the poorest gear.

Pretty much this for me too.   Dwarves that idle too long get drafted.  Even if I don't have equpment for them, they can join a wrestling group and play grab-ass until I have stuff for them to wear.

To be fair if you use two or three mechanics then you get traps as well. Make fifty wood cages and those traps will easily eat up all smaller invading forces by themselves.

The entire point of not using traps is not to use traps, though. It's not because I can't, it's because it's not fun.

11
I use highly specialized workers; the top 10% do 90% of the work. It's definitely risky, but is extremely efficient in terms of both time and materials. This also means I always have enormous piles of unemployed loiterers. So, since I never use traps, bridges, or moats, they all go into the militia. At least 50% of my total fort pop is military, usually more like 75%, and out of the military, it's split 50-50 into crossbows and melee. There tends to be a wide variety of equipment, and they're pretty smart about handing it out -- the squad leaders grab the best stuff first, and later recruits get the poorest gear.

I tend to do it in stages, based entirely on fort pop- when the number of idle dwarves gets too high, they all get dumped in a new squad. Immigrant wave incoming? New squad time! If there's no serious supply of iron, squaddies get copper equipment, with leather armor for everyone who can't be equipped with metal. Typically I also have two crossbow squads -- one of them is outfitted with the heaviest armor I can make them, while the 2nd is equipped with light leather gear; the heavy squad is used as a protective service for the melees, while the light armored squad is the mobile defense, usually scrambling to the walls or towers in the event of an attack while the slower dwarves mobilize in the barracks.

12
DF Dwarf Mode Discussion / Re: hard pop cap: 20. Baby cap: 0.
« on: October 15, 2014, 07:26:20 am »
I also have been doing this for years. I really like playing out the early life of a fort, a small handful of families struggling in the soil until word of their exploits spread. I typically start at 25, bump it up to 50 after a few years, then 100.

14
DF General Discussion / Re: How far ahead do you plan?
« on: October 10, 2014, 08:49:16 am »
Having played since 2D, I've fallen into a typical pattern for my forts which I only rarely deviate from. so there's not much planning, though I am pretty specific about embark locations. I usually re-roll worlds until I find that perfect spot, with both magma and running water. Other stuff is a bonus but it MUST have water and surface magma.

After that it's easy since I just use the setup I've used for a decade now:

a) dig into hillside, or straight down if no convenient hillsides are around. First a 5x5 room for the trade depot (with a 3 wide entrance), a narrow winding hall to a small barracks. Early, this barracks is the communal dorm; later it becomes a training and sleeping room for the militia.

b) A downwards staircase off from the entrance lobby, which branches into a x2 or x3 wide hall heading either east-west or north-south. On either side is four shift-diagonal'd storage rooms; these are always Wood, Furniture, Finished Goods and a general stock for everything but food. (I also always chop off a 3x3 area of the Finished Goods and replace it with a 2nd one, this one only accepts stone goods while the other forbids it-- this means I can crank out stone crafts and pick them out easily for the depot).

c) At either end of the hall, staircases down. These, and the main hall, continue downwards until I hit stone.

d) On the next level, 4 more 11x11 (or is it 9x9 for shift-diagonal? Can't recall) storage. Two food, one refuse, one becomes a farm.

e) Next level, 4 more 11x11 squares, only I chop them into 5x5 chambers by removing the mining designations through the middles. These become workshops, all are set to be as close as possible to the appropriate storage. Since not all workshops will fit in 16 chambers, the next few levels are reserved for more as they are needed, but only the hallway is mined.

f) 4 or 5 levels down (or when I find a nice vein of ore), the two up-down staircases become one down staircase in the middle of the hall. This level becomes the social district - a large (at least 11x11) dining hall, small prison, hospital, graveyard. Also, down a long, trapped corridor are the treasure chambers; one room with a barrel-less stockpile that only accepts artifact-quality items, another only accepts coins. Looks fancy when they're all arranged on the floor!

g) Down a few more levels, government rooms. Expedition leader's chambers, throne room, noble quarters; typically these are lavish and branching, and always at least 4x4.

h) Down a few more levels (typically, just before the caverns), the apartment complex. In earlier days I would make large, 3x3 rooms for every dwarf, but lately I just make big, elaborate dorms and put 4-12 dwarves in each one. They still seem pretty happy.


I only rarely ever use traps, bridges, moats, or walls for the front door, instead relying entirely on militia and crossbows -- since I let the elite masters do all the work it leaves me with an enormous pile of unemployed. If there's a tantrum spiral I let it work itself out, and the survivors carry on and rebuild. It's actually very rare for the entire fort to be lost.

15
DF Gameplay Questions / Re: Cave Adaptation
« on: September 23, 2014, 10:39:26 am »
Why would a dwarf ever need to see the hated sun? All of my dwarves get cave adapted because going outside is for sissy elves and weakling immigrants. A dwarf is weaned on ale and cold stone. The sun deserves to be puked at.

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