Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - vanatteveldt

Pages: 1 ... 12 13 [14] 15 16 ... 36
196
DF Gameplay Questions / Re: Armor, weapons and demonstrations
« on: December 03, 2013, 04:13:46 pm »
Hmmm, I don't get it anymore. I setup a new experiment with student/teacher, just teacher, or no skill whatsoever, and the no skill is winning (trained up to 15 fighter / 10 axedwarf in little over half a year, while the two other groups are stuck at 5-7 axe and 8-9 fight. Armor and shield are 2-5 for no skill, 1-3 for teach or student/teach.

Once the teachers are also up to 10+15 I will setup some experiments with training noobs.

197
DF Gameplay Questions / Re: How to build Magma channel?
« on: December 03, 2013, 03:24:45 am »
If you think the bridges are exploity (as I do), there are two pretty good options: (1) give urist mcmigrant a pick and a nice slab, or (2) bring the magma from above, either by pump (which has the benefit of closing off the channel as well and giving you an on/off switch) or by channeling from the level above the caldera.

(if you're afraid of building destroyers demolisihing the pump and entering thoughh your magma channel, and you're really dorfy, you could build it such that your pump is the only thing supporting a piece of natural rock above your channel, so if it is destroyed the channel is automatically filled in...)

198
You can request items from your caravan liaison, especially stones, and they will bring 4 of everything you request. 4 cassetirite yield 32 bars of bronze; if you have enough fuel/magma you can also request bismunthinite and smelt 64 bars of bitmuth bronze using the 4 cassetirite and 4 bismuthinite. Since iron has many ores, you can probably request at least 3x4=12 iron ores = 48 bars. On top of that you can smelt down all the anvils, piccolos and other crap they bring, and anything that the friendly goblins take with them as an offering.

(actually this has inspired me to do a no-metals no-lockdown few-traps fort just to see if I can pull it off...)

199
DF Gameplay Questions / Re: dwarves suck at doing shit, especially mining.
« on: November 28, 2013, 02:47:17 pm »
Well they can be pretty inefficient sometimes at deciding which tile to mine next. For example, if you are channeling a moat around an area, a miner can decide to do tile 1 of the N channel, then  hike south to do tile 1 of the S channel, hike back north for the second tile of the N channel, etc. If you have multiple miners sometimes miner #1 can dig three tiles in a corridor, then the next job goes to miner #2, who needs to walk all the way down, and miner #1 (who by this time is back in the main fortress) gets the tile after that, etc. They also have the annoying tendency to leave a couple tiles standing in a room and then move on to the next one, forcing you either to designate rooms one by one, wait longer, or make a temporary burrow to get someone over there to finish the job.

200
DF Gameplay Questions / Re: Hospital Specific Stockpiles
« on: November 27, 2013, 08:53:15 am »
dfhack has a fix for the overstocking bug, just uncomment the
Code: [Select]
binpatch apply hospital-overstocking

line in your dfhack.init file. I've not had any problems with hospital stocking since.

201
DF Gameplay Questions / Re: "needs building material non-economic item"
« on: November 27, 2013, 08:50:04 am »
No. I'm only trying to place a wood furnace.

It has been stated in this thread, but let me try to rephrase: a furnace requires a fire-safe material, usually stone. So, you can't build a furnace until you've dug into the stone layer. The solution is probably to dig down until you find a stone layer (anything not called sand, clay, silt, loam or peat). Dig out some room in there and you will see boulders appearing of the stone material. Once you see a boulder, you should be able to build your furnace.

To dig down, you need a 'down stair' on the surface, and up/down stairs on all other levels.

(The error message "need non-economic item" refers to the fact that some stones such as gems, ores, and coal, are designated "economic" stones and will not be used for building by default. http://dwarffortresswiki.org/index.php/DF2012:Stone has a list of the non-economic stones.)

202
DF Gameplay Questions / Re: About trading.
« on: November 27, 2013, 08:06:05 am »
some items are very expensive when trading, to an absurd degree. Aside from lavish meals (cave crocodile egg roasts and similar can reach values well above 20.000 dorfbucks) most glass items are expensive, which is ridiculous since glass, if you have sand, is almost as easy to make as the wooden stuff. Try making glass serrated discs. The game is still under development and some things, like these, are unbalanced. Maybe once the economy gets reworked it'll change. For now, I just don't intentionally produce those goods just for trading.

At least glass crafts require some sort of infrastructure: you need to make (or buy) bags (=tails+farmer's workshop+loom+clothier), then collect sand at the glassmaker, then acquire fuel (=wood+smelter), then make the craft.

So, starting from nothing but an axe and some stone, making a single wood ball requires 3 jobs (chop wood, build carpenter, build ball). Making the first glass craft requires (plant pigtail, harvest pig tail, build workshop, process plants, build loom, weave thread, build clothier, make bag, build glassmaker, collect sand, chop wood, build smelter, make charcoal, make craft)=14 jobs. Even if you start with 5 bags (the default), it still requires 6 jobs, and it is more difficult to manage since those bags will be stolen to store seeds if you don't pay attention, and you need to juggle collect sand and make craft jobs. So, it makes sense that glass crafts are more expensive than wooden balls.

(If I were to design the economy, I would use the number of jobs, amount of infrastructure, and scarcity of ingredients as the determiners of value, e.g. every simple wood product made by a dabbling carpenter should have approximately the same value, say 9 for 1 (wood) + 3 (1 building) + 5 (1 job). Quality modifiers should depend on the product, eg a masterwork wooden pipe would by only slightly more expensive than a normal pipe (who needs masterfully crafted pipe?) but for more sophisticated goods such as weapons (utility increases with quality) or crafts/food (happiness boost increases with value) the difference is higher. For example, maybe a pipe or block as x1 for normal and x3 for masterwork, while a craft has .5 for normal and x10 for masterwork. That way, a beginning fortress would be best off selling raw ingredients and simple commodities, while a more mature fortress with a more sophisticated industry would sell crafts and other finished goods)

[and don't get me started on the stack multiplier in roasts. 5 leaves x 5 leaves x 5 leaves should yield 5 roasts, not 125 :-) ]

203
Have a look at the single pick challenge thread from a while back, that contained some good tips on how to survive in the worst possible circumstances with a pick only.

204
DF Gameplay Questions / Re: Effecticve Beginner Military Strategies?
« on: November 25, 2013, 02:43:49 pm »
There really is no need for danger rooms. If you get dwarfs training effectively for about half a year - a year, they should be legendary in fighting + weapon and decent in the defensive skills.

The main thing is to get dwarfs training early, preferably before the first caravan. They don't need (a lot of) weapons and armor yet, just give them a barracks, some training weapons, and off they go. Once the first migrant wave in the second year comes in, set a lot of them to military duty. I generally recruit any dwarf with a military skill into the military. Disable all their jobs, get them into the barracks, and watch them spar.

Don't forget to activate the squads: set military alert to "active/training" and activate all sqauds in that alert (via (m)ilitary -> (a)lerts)

While they are training, set up your metal industry and get them some armor. I like taking some ore from the mountainhome to make sure I can get basic militia up by second spring. Whatever you do, don't postpone setting up the military until after you get your forges running, they need time to train and they don't need a lot of fancy gear to get started sparring.


[A surefire way to get a good military quick is to follow the embark guideline I posted in an earlier thread: 4 military dwarves, 1 smith, 1 doctor/broker/manager, and 1 grower. Bring 4 picks, 10 coal, 10 cassetirite, and 10 copper/malachite. Set the military to be your early miners. They don't have skill but will quickly learn in the soil layer, and 4 miners go pretty quick. Strive to get food+booze production and decent quarters, set the smith to make equipment, and you can start training in early summer with the four dwarves. By winter they should be legendary. For the military dwarves, the best skills to give them are teacher and armor/shield/dodge. They will learn the rest quick enough. Teacher increases the rate of skill gain through training quite a bit (contrary to what some people claim). Initially the fort will be sluggish as you only have 3 mostly inexperienced dwarves to run it, but by the time the migrants come in you will be fine. ]

205
DF Dwarf Mode Discussion / Re: Dwarven happiness
« on: November 24, 2013, 09:46:06 am »
Interesting!

cave-in dust can also cause dwarfs to be knocked into cages, right? I would build a room lined with cage traps, get the miserable dwarf in the room, lock the door, and cause a cave-in. If succesful, the dwarf is locked up, and you can release him for the +1000 boost, and you no longer have a miserable dwarf. If the cave-in accidentally hits the dwarf, you also no longer have a miserable dwarf. If the cave-in misses the dwarf and there is not enough dust to knock him into a cage, repeat until either the first or the second occurs.

We can call this room "room 101": it does horrible things to your citizens but ensures that they end up being well-behaved citizens who love the state (or they die in the process).

Do make sure that room 101 has solid walls underneath, or you get more Fun than you applied for :-)

206
DF Dwarf Mode Discussion / Re: When might the new version be coming out?
« on: November 23, 2013, 06:05:37 pm »
The next release will come like a Kobold thief in the night.  One overseer will be ready, another will be asleep.  One Urist will be mining, the other will be attending a party at the fungiwood table.
I'm going to guess that approximately 0 people got this reference, other than me.

http://xkcd.com/138/ ?

207
DF Gameplay Questions / Re: Armor, weapons and demonstrations
« on: November 22, 2013, 12:31:07 pm »
What you're looking for is "startdwarf <number>".

oops, ninja'd

Probably a stupid question: I can see startdwarf in the repo at https://github.com/peterix/dfhack, but I just downloaded the last version from  http://dethware.org/dfhack/download/ and it can't find the script. I tried building it from source but get a lot of dependency errors (due to 32 bit?). Where can I get a current version of dfhack?

208
DF Gameplay Questions / Re: Armor, weapons and demonstrations
« on: November 22, 2013, 05:52:04 am »
I suspect the ratio of demonstrations vs. sparring depends much on how many notable combat skills are actually present in a squad: a seasoned teacher with "proficient" and better skill in armour, dodging, shield, biting, kicking etc. will spend months or years teaching rookies the basics of those skills instead of engaging in sparring. The students will have very rounded-out skills eventually, but also take inordinate time to reach high weapon skills (which determines most of their offensive capability, provides a lot of defensive capability through parries/counterattacks and makes them safe from the buggy training unhappiness) because they spar so rarely.

This calls for some science in "best way to train recruits in one year". Assuming that we have a legendary soldier+teacher (which you can easily have by second spring) I can see at least three strategies for dealing with new recruits:

1) baseline: just put them together and let them train for a year
2) leader+recruits: put each leader with a bunch of recruits and let them train for a year
3) bootcamp: have each new squad train for 3 (or 6) months under the teacher, and then rotate the teacher to a new squad and let the recruits spar for the rest of the year.

The hypothesis would be that 1) gives best weapon+fighter skills but bad armor+dodge, 2) gives a well-rounded soldier lacking in offense, and 3) gives an ideal combination of good offense and decent defense. Given the results I posted earlier I would even suspect that (3) might have at least comparable offense skills to (1), but wel can test that out.

If I can get startdwarfs to work I will use higher numbers. Increasing the fps cap should also make it less painful to wait for them to finish training.

Question: Is there a way to get df to put timestamps+jobs in a log file (e.g. "[123] X starts 'organize dodge demonstration' [124] Y starts 'wathc dodge demonstration' etc). I know I can get spar results from the game log, but even there I can't see who the dwarf is (they are all "axedwarfs") and there is no timestamp, so it is pretty useless here.

209
DF Gameplay Questions / Re: Armor, weapons and demonstrations
« on: November 21, 2013, 04:57:26 pm »
from the same sort of question

use dfhack and its startdwarf command

ps. I don't know the searches you used, I just used the search function of the forum to look for similar questions, searching for +embark +more +dwarfs, which was actually not a good idea, but it got me the answer in the end

I searched the dfhack page at https://github.com/peterix/dfhack, maybe that's not the most up-to-date docs? Anyway, thanks!

210
DF Gameplay Questions / Re: Armor, weapons and demonstrations
« on: November 21, 2013, 04:16:16 pm »
iirc, dfhack has a feature to make you start with more than the standard numer of dorfs

Thanks. I couldn't find it in the readme file on github though, searching for either embark, dwarfs, dwarves, 7 or seven. Do you happen to know the name of the script/plugin?

Pages: 1 ... 12 13 [14] 15 16 ... 36