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Messages - thiosk

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151
DF Gameplay Questions / Re: Please help can't smelt anything have resources
« on: September 19, 2012, 06:02:56 pm »
When ihad this problem, i had the wood burning and furnace operating labors confused.

See that they arent.  Make sure you have a furnace operator.

152
But if you simultaneously drained the magma sea and the ocean into the circus...

153
DF Gameplay Questions / Re: How do I stop migrants from arriving?
« on: September 19, 2012, 03:52:17 pm »
I think both the child birth and migrant wave size are in need of rejiggering.  I think it should take about 3.5 years instead of 2 to get into the upper hundreds, but thats just my own thinking and preferences.  Big migrant waves are a thing and you can learn to live with them by simply changing how you prioritize your first 3 years.

As a stopgap, you can go into the d_init file and lower the childcap and baby cap, as well as the population cap.  For a new fortress, I set baby\child to 30/30, I think this gives nice demographics that don't get excessive, and then I change the popcap to 80.  This is a soft cap-- the migrants don't respect the caps until after a visit by a caravan, so when you are ready to open the floodgates again, it takes some time generally to get it started.

I do not reccomend setting the pop cap without setting the child cap.  The last fortress i did that on I ended up with about a 1:1 child adult ratio.

154
DF Dwarf Mode Discussion / Re: Dwarven preferences and job assignments
« on: September 19, 2012, 12:00:51 pm »
I didn't go nuts with this, but boy it works.  Likes tables and microcline- this is not a legendary mason and he's popping out masterwork left and right. 

Likes silver, likes goblets- amazing early-game trade goods- buy out everything good from a few early caravans with just a few bars of silver.  The dwarves then asked for goblets... So I gave them all the profit I could... Got great return.

155
No danger rooms.

1 marks dwarf squad- usu. 4.


156
DF Gameplay Questions / Re: Weapon and armor rack capacity?
« on: September 19, 2012, 11:18:16 am »
As near as I can tell, you don't really need them at all.  They aren't used due to bugs.  I have my mil. Sleep in room and give them beds, a chest, rack, and a stand, regardless.

157
Quality doesn't affect digging rate, iirc.

My only guess is that the target stockpiles are full.

158
DF Community Games & Stories / Re: "Paddlemind": No Metals Embark
« on: September 18, 2012, 05:30:39 pm »
That is a delightfully evil manner of suicide booth.

I approve.

159
DF Gameplay Questions / Re: Newbie defense
« on: September 18, 2012, 01:04:07 pm »
Agreed on food abundance.  I think the interesting parts of farming come from getting a highly diverse diet.  However, a few plump helmets and you can shut in for a long, long time.

160
DF Gameplay Questions / Re: Newbie defense
« on: September 18, 2012, 03:04:58 am »
1.  Recruits are essentially useless against basic goblins.  Really, anything under level 4 is asking for trouble.  Don't take newbies against a force of superior numbers if possible.  The goblins can put em in a full Nelson while the other one plays pin the tail on the liver.

I see it go very wrong if they aren't wearing gloves.  My first military encounter went as follows:  6 dwarves run outside.  12 hands are lying on the floor.  One poster above mentioned all the important gear: I strongly suggest full kit or you will lose chunks of those early dwarves.  Why train Dwarves during the easy early years if you are just going to get them hacked up?

2.  Setting the unit to wear metal armor, gloves, and boots is insufficient.  Sometimes they wear o e glove and one boot.  I tend to get dwarves that lose one arm or one foot.  In the equip screen, remove those items, then add a met. Shirt, breastplate, two gauntlets, two. Boots.  Later you can edit uniform templates- for now, stick to manual.

3.  My training trick requires embarking a new fort.  Turns out you can select military skills at embark.  I find two male dwarves, take a couple points of teacher, a bunch of leader, and the rest in axedwarf.  These guys become training beasts.  When the second migrant wave comes, pick two male dwarves and form 2 squads, one leader per squad and one newbie.  Set them up to train. In the same barracks, read other posts to figure that out, and get them sparring.
You'll have axe lords before you know it.   The teacher leader combo is crazy helpful, embark is the only way to get leader and teacher skills reliably for years.

4.  The first three years rely on gates, cage traps, and just be careful.  Airlock, train, upgrade armor to iron if possible (or bronze of course) and do your dampest to get some steel axes.  Iron armor is ok, but steel makes axes that can wreck goblinite armor.

By using this methodology, I can train up squads of incredible dwarves that can walk outside and straight wreck goblins.  It's about time, because my first attempts the goblins just got bored of murder and left...
I took my first squad of 4 dwarves out to meet a Minotaur in the third year.  Level 9 - 15 axe men all

They one shot that Minotaur.  Walked up and lopped off its head.  Whonk.  Those things used to be so tough.

Crossbows are still magical rail guns of death, I haven't figured out how to safely deal with those yet, so I stay cooped up mostly.

161
DF Gameplay Questions / Weird Salt\Fresh water question
« on: September 17, 2012, 08:28:29 pm »
I don't know if its a bug, exactly, or if I don't understand whats going on.

I've got a river source at a biome edge-- it goes from a neutral arid plain to a little sliver of sinister beach, then off back into the plain.  The sinister has no aquifer, the plain does.  If you look at the brook source, the delta structure goes a few tiles of fresh, then a few of salty, then fresh for the rest of the brook.  I created a cistern and brought the clean water over the sinister biome, and it all went salty.  Fine.  Construct a desalination plant.  I took the water down a long shaft, then went west back towards the neutral biome, and into a long channel through a fortification (to prevent stones from sweeping over the floodgates).  As soon as the water hit the bottom of the column... fresh.   Its still in the evil biome and it freshened itself by falling 50 levels.

Now don't get me wrong, I ain't bitchin-- I have a brand new water source just a few tiles from my dining hall and hospital.  But this is wonky.

I went ahead and manned the desalination pumps because I wanted those dwarves to buff their strength a little bit before I plunk em in steel armor.

162
DF Gameplay Questions / Re: Simple (perhaps stupid) question.
« on: September 17, 2012, 02:58:06 am »
At the top of this very board is a link to the complete and utter newbie tutorial.  Those at e great.  He describes using the mayday tile set, which is my favorite. 

163
DF Dwarf Mode Discussion / Re: Trolls going pacifist?
« on: September 16, 2012, 05:37:39 pm »
This sounds like what happens when a squad gets its orders cleared, becoming civilian.
When you do it to your squad, sometimes they revert to civilian and go running away from the conflict.  This is probably not the desired behavior for trolls, and they glitched...

164
DF Gameplay Questions / Re: Damn Flies in my Food!
« on: September 16, 2012, 05:16:34 pm »
I have an associated fly question.

In my previous fortress, I started having prepared food stockpiles without barrels, because of the enormous stacks of prepared food that I can generate.

However, now I have flies.  A lot of flies.

I never had flies in my previous prepared food stockpiles.  So what gives?  Any suggestions?  Is the barrel-less prepared food stockpile no good in 34.11?

165
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 16, 2012, 03:36:18 pm »
ZOMBIE DRAGON CAPTURED.

Science in a few decades.

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