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Messages - MasterShizzle

Pages: 1 [2] 3 4 ... 18
16
DF Dwarf Mode Discussion / Re: "Pitting" Corpses
« on: June 11, 2013, 06:32:58 pm »
I have a setup wich worked pretty well:
I makee a refuse/corpse stockpile, a minecart, and set the minecart to dump everything in the volcano as soon it's not empty.
I do this as well. Works great, and automatically to boot. No micromanagement once it's set up. Even with only the first seven, they prioritize vehicle hauling pretty well, so you shouldn't ever have more than one or two things on the stockpile at once, and it clears out pretty quickly. Great setup for a reanimating embark.

17
DF Gameplay Questions / Re: Who is shooting my lovebirds?
« on: June 11, 2013, 11:38:47 am »
It could have been a rookie migrant hunter that came to your fort already carrying bolts and a crossbow. Untrained or badly-trained hunters tend to miss. A lot.

Since the combat log doesn't show when a bolt misses the target completely, that's my guess. The rookie hunter was trying to take potshots at a bird or something and couldn't hit it to save his life.

18
DF Gameplay Questions / Re: Changing dwarf names
« on: June 11, 2013, 11:34:19 am »
DFHack can change family names, no problem. But it's extremely dicey to change dwarves' first names for some reason. I think it has to do with the names being replicated across Legends mode, world history, all that jazz. I wrote a script once that would change their first name and last name, but those changes didn't show up anywhere except on the main unit screen. And the game behaved... oddly... after that. Don't know how to explain it.

Short answer: Not yet. I know that it's possible with DFHack, but it's far more complicated than it sounds, even if you're familiar with the DFHack API and Lua scripting.

19
DF Gameplay Questions / Re: Hauling fixes?
« on: June 11, 2013, 11:30:08 am »
It forces you to be a little more creative with your stockpiles, but I don't think the changes are all that bad. Fish, for example:
  • Forbid unprepared fish in your main food stockpile.
  • Create a stockpile next to your fishery that only accepts raw fish, no bins or barrels.
Your fisherdwarves will haul raw fish to the fishery, then whoever prepares the fish will have little to no walking distance for their task. You'll end up with three, four, five prepared fish in your fishery, then a dwarf grabs a barrel from the food stocks and hauls all of them to the main food pile at once. Easy.

Honestly, I think the hauling changes allow for a lot more flexibility in managing your fort's resources. I do the same kind of setup with plants as well; the pig tails and rope reeds get hauled next to the farmer's workshop for processing into thread, then plump helmets/strawberries/etc. get hauled to a different intermediate pile where dwarves come and pick up 10 or 12 at a time into barrels. It's trickier to set up, but once it works it works with no micromanagement at all, except for queuing up "Process Plants" jobs every once in a while.

20
Is it better to use a track stop set up to dump the item as opposed to having a Give to Stockpile condition in the hauling route?
If you've got your track stops set to dump then the "Give To" option should be unnecessary. Set your stop to simply "Take From" the stockpile you want, then set desired items to everything. Since it'll only take from the one stockpile, and that one stockpile will only have items that you want, you shouldn't have any undesired stuff on the route.

On your track stops, set them to dump in a certain direction (set when they're built) and then create a 1x1 stockpile on the tile you're dumping to that includes your dumped items. Make sure you set the 1x1 pile and all your other minecart-related stockpiles to 0 bins, 0 barrels. Containers just gum up the whole works. You should be able to do this with only two stops.

At the top floor, Stop 1 is a track stop constructed to dump West. F is a "feeder" stockpile set to accept only coal. S is a 1x1 bar/block stockpile with 0 bins/barrels. You can then set S to give to your main bar stockpile or wherever you want your dumped product.
Code: [Select]
FFFF
FFFF
S#====
Set the desired items to everything, set the stockpile link to take from F, and then set it to guide east when 75% full or whatever. You shouldn't need any other conditions.

At the bottom floor, it's the same in reverse. Stop 2 is a constructed stop set to dump East. F is the "feeder" pile that accepts bars, set to 0 bins/barrels. S is the 1x1 destination stockpile that accepts coal.
Code: [Select]
    FFFF
    FFFF
======#S
Set desired items at the stop to everything, set the stockpile link to take from F, and set it to guide west when 50%/75%/whatever% full.


21
DF Gameplay Questions / Re: Sieges, Burrows, Alerts, Military…Panic
« on: June 06, 2013, 12:54:42 pm »
Burrows don't actually restrict movement, just tasks. If, for example, you have a burrow consisting of two un-connected rectangles, then dwarves assigned to that burrow can still walk freely in the non-burrow'd tiles between the two rectangles. They just can't accept tasks that have items/targets outside their burrow. The practical side of this is that for large burrows a dwarf usually stays within the burrow itself, but that's not always the case.

My guess is that you set your citizens on alert, restricting them to your "panic" burrow. The dwarves who were still outside didn't immediately move inside, and instead waited until they got a task that was within the burrow. They tried to walk inside, saw the trolls, and the task was interrupted. They proceeded to run around like idiots, constantly accepting tasks and canceling them, getting nowhere in the meantime. Same thing happens to me with seiges. The gatherers/woodcutters always seem to hang around outside more than they should when I set them on alert.

You might think about having all your surface dwarves (hunters, woodcutters, etc.) assigned to military squads, with no required uniforms and no scheduled orders, then set them to inactive duty. Then when disaster strikes you can activate them and order them to move into the fort directly, with the added bonus that they won't go skittering away at the sight of a single raven or some such.

EDIT: Ninja'd. Balls.

22
Has the crossbow material any significance? Probably for melee fighting but does it has influence on the ranged attack?
Material makes no difference in a ranged attack. All crossbows fire at the same speed and range regardless of what they're made of. Craftsmanship makes a difference, as higher-quality crossbows are more accurate than lower-quality ones, but they use a different skill to make depending on what they're made of. So if you have a Legendary Weaponsmith you should be making them out of metal instead of bone or wood, and vice versa if you have a Legendary Bowyer.

23
DF Dwarf Mode Discussion / Re: Mods you make every game
« on: June 05, 2013, 03:44:35 pm »
Make skin into a glob, so that you get more than one unit of skin per animal.

OH DEAR GOD Why did no one tell me about this earlier? Modding that in NOW.

On other things, I usually mod ethics to allow the eating of sapient creatures. That way I get to make delicious ☼Elf Tallow Roasts☼. I also change the dietary requirements for a couple of the grazers.

24
The best one I had was a dwarf found drained of blood in the bedroom complex. There was a crime reported, a witness, and an accused murderer. I thought it was an easy find on the vampire: I looked at his thoughts screen and saw this:

Spoiler (click to show/hide)

The long list of memberships gave it away, and he had an enormous extended family, none of which were present at the fort. Okay, so he's a vamp. I lock him into a tiny room and make him bookkeeper-for-eternity.

Then I looked at the justice screen and saw that I had gotten the names mixed up, and I had locked up the accuser instead of the accused by mistake. Turns out to have been a happy accident, since when I found the dwarf accused of murder, her thoughts screen looked like this:

Spoiler (click to show/hide)

...so I locked her into a tiny room and made her manager-for-eternity. Two vampires in the same fort, and either one of them witnessed the other one draining a victim, or one of them drained a victim and tried to pin it on the only other vampire around. I still don't know which one of them actually did it.

25
DF Gameplay Questions / Re: Having trouble producing enough seeds
« on: February 19, 2013, 08:30:58 pm »
Yeah, the biggest thing is to limit your growers. Just two or three dwarves doing nothing but farming will increase your plant yield dramatically. Having tons of planters isn't worth it in the long run.

Also, make absolutely sure that cooking is disabled for plump helmets. One cook can ruin your entire crop in a very short time.

26
Great analogy with the chopsticks. Continuing further: there are people who use chopsticks all over, and chopsticks or fork is fine. But there are a lot more people who brag about using chopsticks than people who brag that they can use a fork. Those people are assholes and can be safely ignored.

Using ASCII can be more rewarding, and I'd encourage you to at least give it a fair shake. But if you prefer tilesets then that's totally fine. Don't let anyone tell you that you're somehow "less hardcore" for using tilesets.

Personally, I didn't switch to ASCII until I sat down and made a tileset that I liked, and I've been using that one ever since (Shizzle 16x20, it's on the wiki tileset repo). I think it's a good option for HD monitors. Play around with a couple and find one that you like.

27
DF Gameplay Questions / Re: Sand in non desert biomes
« on: February 19, 2013, 12:41:33 am »
In desperate times you can just harvest trees in the caverns. Whenever you harvest a tree its square will be a random soil floor appropriate to the biome. Irrigate an area next to your glass furnaces and wait, hope for the best.

28
DF Gameplay Questions / Re: xxClothesxx and the sorting thereof
« on: February 14, 2013, 03:02:05 am »
I don't use dump zones for anything but clothes, so my dump zone is a 1x1 in the middle of the trade depot. Once a year, usually springtime or so, I go to the stocks menu and designate all the worn-out stuff for dumping. The dwarves dump it and it remains safely on the depot and forbidden until a caravan comes, at which time I just unforbid the pile and designate it for trading (easy, since sorting by distance moves all of it to the top of the list).

Bonus points because I can also designate crafts and whatever else to be dumped there over the course of the year and not have to wait for stuff to be brought to the depot when the time comes.

29
Dear Urist McWoodcutter:

Your steadfast dedication and outright excellence have been essential to the development of this seven-dwarves-only fort. When the surface came alive with undead, it was bad. When the undead barely managed to fight off the war dogs, that was horrible. When our own dogs came back to life and started fighting Our dwarves in their home, that was even worse.

Only you had the presence of mind to remain at your post and hold the staircase, and when the necromancer was lured into what he thought was an easy conquest only you had the skill to behead the foul conjurer with one stroke of your axe.

Our committee has ruled on the outcome of your encounter, and it is in your good fortune that in Our judgement the Regulations and World Statutes (RaWS) permit the slaughter and butchery of sapient beings, be they killed by your own hand or otherwise. Rest assured that the lavish meals made from this necromancer will be awarded to you only, to consume at your leisure. Please enjoy your +human sweetbread roasts+.

Sincerely,
Your Overseer

30
DF Gameplay Questions / Re: How To Build Walls
« on: February 11, 2013, 07:32:49 pm »
Don't forget, Shift + Enter when choosing construction materials auto choose the entire wall segment to be 1 type. Makes building much quicker(100enters for a 10x10 floor).
Indeed. I played for two years before I found this out. Huge time saver.

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