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Messages - WanderingKid

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211
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 07, 2014, 11:55:50 am »
In the middle of the tundra is a great big pit,
And its filled with dwarves who are filled with shit,
And the vermin of the world inhabit it,
And they call it MoistenedCloaks !

Nice, Sweeney Todd pull.  :D

212
DF Dwarf Mode Discussion / Re: Single Pick Challenge - Reawakened
« on: May 07, 2014, 11:43:42 am »
Children will never claim adamantine specifically.
Hunh.  Good to know.  As I mentioned, I don't play with it often because I apparently was going overboard trying to protect it. XD

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(Raw) addy can be picked if it's the nearest available stone/block/bar, but you can simply forbid it after it's picked up and the kid will drop it on top of the workshop and go fetch something else.
I hate paying that much attention to a single dwarf...

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Cassiterite - you _could_ adorn a few thousand pots, statues and crafts with tin glaze. I think that adds 100☼ value each. In addition, you could simply allow it for standard jobs - it's a magmaproof material with increased (2x) value.
Tin isn't bad because it's light, I like it for buckets and things like that.  In general though I don't have any particular need to worry about the expense of an item right now.  Between encrusted totems and food I can buy out any particular caravan at whim.

Don't the caravans have huge amounts of random steel items that you could melt?
No, they have some, and I buy them out whenever they arrive, but huge volume hasn't occurred yet, even with healthy donations and ridiculous trade balance (I usually give them 2:1 in value).

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Certainly if you ask them for a low demand order of just about every random steel item they have, they should bring quite a lot of it.  It's amazing what a quarry bush leaves - dwarven syrup x3 roast will buy out!
Masterwork Dog Roasts are equivalently valuable, and require sooo much less micromanagement.

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PS. Just in case it does weird stuff with your youtube metrics, I tend to only remember to log into the correct youtube account when I'm hitting 'like' on the videos, so I think it will show up as 1 full watch and 1 watch of maybe 5 seconds.  So don't feel you need to make the vids shorter if youtube is telling you people are only watching half of them on average!
Heh, fair enough.  It seems to be working out as planned, however.  The very long videos required a lot more work on my part to edit and organize, then to compile, then to upload, then to... The shorter ones are working out better on my half as well.

well, candy weapons would be useless in a reanimating biome yeah.. but candy ARMOR however, would still be VERY useful
much less encumberance then ANY other armor, allowing your dwarves to move faster in combat.. :)
Well, true enough, and perhaps in time.  It's just not immediately worth it to me.

213
DF Dwarf Mode Discussion / Re: Single Pick Challenge - Reawakened
« on: May 05, 2014, 01:51:53 pm »
Honestly I've rarely bothered with candy.  Usually if I go for the candy, it's to drill the circus loose for fun and giggles.  It aggravates me to try to control the material flow through the process, usually, to bother with it.  It really annoys me trying to keep it out of the hands of 4 year old moody children making me another goblet of destruction because I can't even point them in the right direction with labor.

And honestly, in this biome?  What's the point.  Candy axes and swords will merely make MORE undead as hands and heads go flying, not kill things more efficiently.  Bolt to the head.  Repeat.  Dump corpse.

Nah, I won't crack that until I'm intentionally going to see what the circus will do to entertain me.

For those curious, due to FPS concerns and the general uselessness of the tin, I've undesignated most of the dig area.  I'll have enough dug out already to last me a while if I want things like statues or buckets or something.


214
DF Dwarf Mode Discussion / Re: Single Pick Challenge - Reawakened
« on: May 02, 2014, 02:59:21 pm »
Have you run the (non-reveal) prospect from DFHack?  You might have some copper around somewhere.

After realizing that was all tin, I did a prospect all to find out what the embark might have.

Tin: Volume in the insane quantities
Iron: Decent amount
Candy: Some
Platinum: A small bit if I trip on it.

215
DF Dwarf Mode Discussion / Re: Single Pick Challenge - Reawakened
« on: May 02, 2014, 11:38:18 am »
a few thoughts:
on that mining op: cassiterite?
Isn't that TIN?
Yes, Josh caught me out in the comments on that.  I put in a massive annotation but you have to have them on.  I'll also make mention next video.  Whoops.

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I guess if you are low on iron, you may want a bronze industry, but I don't think you can do that much with tin on it's own, what's the plan with that tin?
Get back to you on that.

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your stocks window shows you have drinks set for dumping?
Probably on the surface somewhere, also forbidden.

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and there is a steel mail shirt, and a BUNCH of steel weapons forbidden
Yeah, surface again.

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finally i'm curious about the bottom level of the OMG, there seem to be a ton of metal items there, and in the magma, is any of that steel?
A little.  Mostly Iron.

216
DF Dwarf Mode Discussion / Re: Single Pick Challenge - Reawakened
« on: May 01, 2014, 08:10:32 pm »
Welcome back to the fold, StoneToad.  I don't worry so much about immigrants.  I consider them a labor pool for advanced projects and/or military draftees.

If you want a really tough biome to play in, back on page 1/2 of this thread EdgeFigaro provided a hellacious biome (the one I'm playing in) that brings in Titans in your first summer, raising undead, 2-layer aquifer, and a number of other prizes.

FurnaceClans 25 is also now posted!

http://youtu.be/JIqrcLycgQg

I figured the 25th episode would be a good time for a short review of the fortress, I go over some copper mining we're beginning and will be doing for a long time, there's a problem with the ice tower, and the OMG gets completely stalled out and shutdown.  This might be the beginning of the end!

217
DF Dwarf Mode Discussion / Re: Single Pick Challenge - Reawakened
« on: April 29, 2014, 01:13:35 am »
Yeah, I'll get there, once I have more squads.  At that moment I just wanted to spam a few into place to show what I'd intended.  I'll do something similar to that too once the Live Fire Pit is up (1/3 months at the pit).  Edit: I do however usually use a 3 month rotation for defense because of how long it takes to get the dang dwarves on point sometimes, particularly if they need to go get ammo and stuff. /Edit

The fort is roughly 35 years old.  I currently keep around 2500-3000 prepared food and 5-6k in drinks generally for storage.  The rest of that is plant and food storage (dog meat, for example) to be used eventually.  That huge room though, that's ALL booze.

None of the minecart pieces, by themselves, are all that complex, I promise you.  It's like building with legos.  First you build one part, it does what you want.  You add to it, that works too... etc.  Eventually you end up with the insanity that is the OMG for slaughtering the Undead and a massive minecart network to feed magma where you want it that's been expanded 5 times (and is currently getting a 6th drop point for the Live Fire Pit so I can cleanse it if necessary).

What will really bend your mind is at some point I'm going to do a rolling credits of every slab I've HAD to create (some of which are actually goblins but they're labeled as dwarves because of a bug).  Well, as long as I catch the fort before it fails in some spectacular fashion, anyway.  :D

218
DF Dwarf Mode Discussion / Re: Single Pick Challenge - Reawakened
« on: April 28, 2014, 11:40:21 pm »
FurnaceClans 24 is up:

http://youtu.be/pe_lg_sHnPQ

219
DF Gameplay Questions / Re: What causes: Cancel, forbidden area?
« on: April 24, 2014, 08:48:41 pm »
Well, did you have any other digging designations outside the burrow?
Nope.  Just the one.  Limited dorf-power in this fort.

Also, they're all manually assigned to the burrow as well.  The Civ Alert was throwing things off from the non-burrow tile.

220
DF Gameplay Questions / Re: What causes: Cancel, forbidden area?
« on: April 24, 2014, 04:34:22 pm »
First, regular (non-alert) burrows do not control pathing--creating a path to the worksite is unnecessary. But the real problem here is likely that you have a civilian alert active, which is restricting the dwarves from reaching the worksite. While a civilian alert is active, dwarves continue to accept jobs outside the alert burrow, then cancel them with "forbidden area" messages.

Hah!  Thanks!  I know that the path wasn't as important I was just being thorough (and making sure wheelbarrows don't get dropped... constant issue).

Said burrow was the civilian alert region (it's an all encompassing burrow) and I had it activated.  I don't know why including it would matter as the burrow was designated was the one being forbidden.  I'd just done the same with a different dig area and it didn't have an issue, but turning off the alert fixed the problem.

I'm chalking this up to DF-weirdness and moving on.  I just couldn't remember when that error fired up.  Thanks again!

EDIT: Figured it out.  I missed including the underside of where they'd already dug.  So, they were standing in a non-burrow space, trying to dig out a burrowed space, and were complaining about it being forbidden.

*facepalm*  I hate burrows some days.  Well, most days.

221
DF Gameplay Questions / What causes: Cancel, forbidden area?
« on: April 24, 2014, 04:09:47 pm »
So here's the deal.  I've been playing with burrows constantly in FurnaceClans, and I've run into a bit of a headscratcher.  I've done nothing different, but suddenly I can't channel an area underground.

I keep getting:
x cancels Carve Ramp: Forbidden Area
x cancels Dig Channel: Forbidden Area

I have no idea why.

The burrow is highlighting the path to the dig area, I've burrowed both the upper and lower floor for the section (so they can come from above or below), the pathing is sound, the rock has no heat/dampness, and I redesignated after making sure the burrow was on both top/bottom to make sure it didn't have some old setting stuck in memory.

Can anyone point me in the right direction to resolve this?

222
DF Dwarf Mode Discussion / Re: Single Pick Challenge - Reawakened
« on: April 20, 2014, 12:36:20 am »
Elves, Dolwin, Dues, thanks for the kind words.

Dwarfing has occurred, and a new FC is up.

http://youtu.be/4nxAOpLKEq8

Cave in on a FB, some discussion of dropping ice in a frozen biome, a few other things, and 15 hours of personal to find 1.5 seconds of corrupted video causing me ridiculous headaches in trying to edit and produce the video... but it's done now. :)

Edit: Enizer, apologies, I'll get you next episode, I just forgot your request when I was looking through the tail of the thread.

223
DF General Discussion / Re: The Great Dwarven Laws
« on: April 18, 2014, 06:32:36 pm »
Law of Annoyed Neighbors: No matter if it's a necromancer who's sat in a tower for hundreds of years happily keeping to themselves, the diplomat of a nearby land who dies to said necromancer instead of anything you've done, or if traders die due to goblin sieges, you are responsible for their aggravation and must be punished.

Children's Positional Law: If a child can stand in a horrible place (such as over a drop chute) while the parent they're following is about to perform an action (such as pull a lever to open a drop chute), the child will stand there.

Children's Positional Addendum: If a single wide corridor is holding up pathing for dwarves, the mother with the largest brood trail will always take a job on the opposite side of the corridor.

Magma's Law: Magma has the right of way.

Flood's Law: Flowing water has the right of way, unless Magma is flowing.

Necromancer's Law: 400 years in a swamp writing books and keeping to yourself is no excuse when noisy dwarven neighbors arrive, move underground, and are never heard from again.  All trainees and available corpses must be sent to constantly harass said neighbors, on penalty of death.

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EDIT: Also, how do I zoom in? Not moving between layers, but changing the size of tiles on the screen?

[ and ]

225
DF Dwarf Mode Discussion / Re: Single Pick Challenge - Reawakened
« on: April 02, 2014, 03:51:18 pm »
Hey guys,

Sorry for the recent lack of updates. Work has been kicking my butt all over.  Barely have brainpower some days.

Aristion, Arcvasti, enizer, sure, dwarfing it is.

Arcvasti, thanks for the kind words.

Merker, enizer called the problem with simply dumping magma on them.  You've got upgraded zombies now, sometimes smoking up the corridors to boot.  They won't path through magma, either, so the magma river/marksdwarves is not useful.

Hopefully I'll be able to get an update up this weekend, after payday.  I need to purchase a copy of Premiere Pro (I was using the trial, which expired like a week ago) so that's part of it, the other part is I need to find some spare time to play.


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