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Messages - MasterShizzle

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31
DF Gameplay Questions / Re: Good guide to using magma?
« on: February 11, 2013, 07:23:55 pm »
Are you sure that the magma is on 119? Magma and water are visible from the level above, so you may be putting the workshops above empty space.
Hit [k] and look at it to be sure, it should say "magma [7/7]".
This. Magma on its own is a LIGHT red 7. Magma viewed from the level above is a dark red 7. You should be able to see a dark red number while you're on the workshop floor, which represents magma immediately below the workshop. If you see a dot or anything else but the depth number, you're too high.

32
DF Gameplay Questions / Re: My Adventures in DF
« on: February 11, 2013, 07:15:53 pm »
You can easily just ask any of your "noobish" questions here. When people on this board direct you to the forum search or wiki, we're not trying to be abrupt. Just concise. Don't worry if you think your questions are stupid: we ALL had to start out sometime. Ask away.

33
DF Dwarf Mode Discussion / Re: Seed Hauling Bug
« on: February 11, 2013, 11:39:15 am »
Go to d_init.txt and change [STORE_DIST_ITEM_DECREASE] to 15 or so and change [STORE_DIST_SEED_COMBINE] to 0. Dump and claim a bunch of empty bags right next to your still. Your dwarves SHOULD grab filled seed bags to get seeds only if there's not an empty bag available within 15 steps. You should end up with a lot more bags with just a couple seeds each.

34
DF Gameplay Questions / Re: Does everybody use magma forges?
« on: February 09, 2013, 04:21:19 am »
Without DFHack prospecting you can get a general idea of which caverns are which by the flora. If you see nothing but Tower-Cap trees you're probably in the top two caverns, if you see Nether-Caps you're guaranteed to be in the bottom one, etc.

35
If I'm feeling picky and want an embark just-so, I'll embark as normal and look around. If I don't like it I'll use "die" in DFHack and embark somewhere else.

36
DF Gameplay Questions / Re: What to do with all the stone
« on: February 09, 2013, 03:14:49 am »
Not only are blocks material-efficient, but time-efficient as well. Your masons will take FAR less time hauling a block to the construction site than a boulder. Your constructions are worth more as well.

I usually don't bother separating out flux until/unless I plan on making beard-tons of steel. If I've got three marble layers right where I'm already digging then I won't bother. And furniture made from flux is worth more as well.

If you're rich in some metal ore that you're never going to use (read: galena) and you don't want to muck about with magma, you can disable that ore as an economic stone in the stocks menu and let your masons make stuff out of it. It's a fuel-efficient way to make valuable stoneworks without wasting coal on something you'll never use.

37
DF Gameplay Questions / Re: Does everybody use magma forges?
« on: February 08, 2013, 01:34:41 pm »
I've recently started doing "thin" forts, e.g. something with minimum elevation set to 250 or so to move the magma layer up. I end up with embarks that have about 10 layers up top before the caverns, more than enough to do the fort proper. The surface layer is z-140 or so, and the magma layer ends up at 110-120, even with 3 cavern layers in between. 30 floors isn't hard at all to travel for regular hauling duties. Even on a 2x2 embark that's equivalent to less than half the map distance horizontally, and most dwarves will travel further than that to harvest trees.

Trimming out the fluff and bringing a bunch of bituminous coal on embark means that I'm good to go for extremely cheap. One bituminous coal is 3 points at embark, and gives 9 coke bars at a magma forge. One for making pig iron plus one coal for making 2 steel equates to 9 steel bars per coal, and no trees involved whatsoever. Makes glacier embarks a lot less of a pain. And the worldgen I have now for some reason ALWAYS gives me magnetite in the top layers, so iron is no problem. My last 3 forts have all had a dining hall inside a magnetite cluster. Instant happy dwarves. If I've got enough iron I sometimes make all the furniture out of it, just 'cuz.

38
DF Dwarf Mode Discussion / Re: What do you recommend for embark?
« on: February 04, 2013, 06:52:58 pm »
Proficient Mining saves time, so 2 of those.
One proficient Mason
Wood cutter/Carpenter
2 proficient Growers
1 Brewer/Cook

I fill in hauling/mechanics/stonecrafting jobs as I go. Usually everything is covered by the first migrant wave (especially if I get a smith), then further waves get shoved into the peasantry.

As for supplies, I do:
3 female dogs and 1 male, then train them into war dogs after embark.
Anvil
1 gobbler and 6 turkey hens, for ridiculous food production
2 pigs, a boar and a sow
About 60 booze
About 40 assorted meats (you'll get lots more from butchering your pack animals you get with the wagon)
2 picks
1 training axe

I fill in the rest of the list with bituminous coal, which will almost fuel a decade of aggression, even without finding magma you can bring a boatload of coal and make Steel crap "the hard way" with minimal trouble.


39
Modify your raw/entity_default.txt file. In the [MOUNTAIN] (dwarves) section, find the ETHIC:EAT_SAPIENT_OTHER and ETHIC:EAT_SAPIENT_KILL lines to ACCEPTABLE. Gen a new world. You can now dispose of goblin/elf/kobold corpses in your dwarves' bellies. Bonus points for butchering an elven trader and making roasts out of him, then offering those roasts to the next elven trader.

40
DF Dwarf Mode Discussion / Re: 5700lbs of pure problem
« on: February 01, 2013, 07:19:52 pm »
So, how many dwarves DOES it take to get an elephant into a wheelbarrow?
One to delay hauling the elephant until it almost rots, one to start the party that the first one was attending instead of hauling elephant corpses, eight to repeatedly cancel "Butcher Animal" jobs because the corpse rotted on the way there, one to drop a sock in the door tile so that miasma escapes the refuse room, one to start a tantrum spiral because of the miasma, one to get a strange mood that requires ivory and go insane because the corpse was never butchered, and one to die in magma.

So... fourteen?

41
I read "Artemis Missile", but my brain just says "19 extra scrap".

I never use missiles with the Kestrel A. It's such a well-rounded ship anyway that you won't need anything but lasers and one or two ancillary systems to back them up. If you find a second Burst Mk II, then you can coast on those for the rest of the game and just focus on defense. With two Burst Mk IIs and a drone system, you can beat the final boss easily. With just your starting laser and a teleporter/decent crew, you can board ships and farm extra scrap from everyone and have level 4 shields before sector 5. Same deal if you get an Ion Blast, just take out their shields and keep ions on their O2 system. Missiles are a perfectly viable way to go, but I usually can't afford to do missiles AND drones. Not on Normal, anyway.

The Kestrel is a great ship, and IMO the Red Tail is even better. They're like a blank canvas on which you can paint anything you like. The Engi A is awesome from the start, which makes up for the Engi B being so horrible. I LOVE the Fed cruiser. The artillery beam is stupid good once you upgrade it, and it's a guaranteed source of damage that you don't have to babysit. Get something to pop weapons systems or keep people from fleeing, and then just turtle up and wait. With artillery upgrades and a Defensive Drone II you can almost auto-win every battle.

42
DF Gameplay Questions / Re: Good armor setup?
« on: February 01, 2013, 12:10:57 pm »
It depends on what your objective is. For simplicity's sake I usually have my main military in helm, mail shirt, breastplate, cloak, greaves, high boots, gauntlets, weapon, shield.

For other "recruits", I send them down to the caverns completely naked with a pointed stick. If they can take down a cave troll wearing just a wooden training spear and a beard, then they get to be in the real military. And it keeps the migrant population down.

43
The game IS a subset of the Roguelikes. It's expected for you to fail more often than not. The game is designed so that sometimes you're in a situation where you're going to die, and there's nothing you can do about it.

But it's not all about luck. Those screwed-over situations are by far the exception, and not the rule. A good player can take bad odds and make things stretch out much more efficiently than a bad player. Running out of oxygen, for example: did you know that when you're repairing a breach in a room with oxygen failing, you can open adjacent doors into oxygenated rooms and the air will rush into the vacuum, buying your repairman another second or two of air to seal the breach? Did you know that when you've got boarders and you're trying to remove the air from a room, you can turn off your own oxygen systems and make the room airless in half the time? The whole game is filled with little things like that, and I learn new ones every time I play, just like in Dwarf Fortress. I just watched a VerbalProcessing video of FTL, and I learned that you can have some weapons on auto-fire and some on manual at the same time by using the Ctrl key.

To those who think that the game is "unfair": of course it is, so deal with it. That's a staple of the genre. The thrill of a Roguelike(like) is to take a completely unfair scenario and overcome it anyway. If I want something with unlimited save/reloads that I don't even need to use because the game is so piss easy anyway, I'll go play Skyrim. Then I'll go cry in my bathroom because I just wasted a night playing Skyrim.

44
There are a few ships I found where if you don't get a good weapon the very first sector you might as well quit.
True, but when that happens you can restart without losing half a game's worth of progress. I'd rather restart in sector 1 than lose a ship that made it all the way to the end.

45
DF Gameplay Questions / Re: stockpile selection
« on: January 31, 2013, 07:09:11 pm »
I think it might just be a proximity thing. Z-levels are treated as one "step" away from anything, no matter what their actual walking cost is. If the main food stockpile is directly above your farms, it could be that the dwarves think it's a "closer" pile, even though the actual walking distance is further than your intended plant stockpile. It's like if a mason needs to get a stone for a project, and he can choose either A, B, or C:
Code: [Select]
###############
     C
    #
    #
    #
    #      B
    #
   A# @<-- Mason
###############
The mason here will consider A to be the "closest" stone, even though it takes the most number of steps to get there. I think the same logic applies to stockpiles. One z-level is only one "step", regardless of the actual pathing, so a pile directly above your farms is considered 1 space away, regardless of your staircase setup.

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