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Messages - taptap

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616
DF Dwarf Mode Discussion / Re: 2x2 fortess size, is this valid?
« on: November 13, 2014, 09:10:11 am »
Hello

So, I decided I wanted to try a new fort, and I think I accidentally reduced the fortress size from 3X3 (the default right?) to 2X2.  So the "playing area" I have to work with is quite small.

On one hand, this means I can see almost the whole map on my screen and I have to spend a lot less time looking for thing - and my dwarves don't have to run 300 tiles to get something.  It also improves FPS I've been told.   On the other hand, the edge of the map to the centre is pretty darn short (ie enemies are on top of you rather quickly) and there is less resources I imagine.

So, before I invest too much time in this fort... can this work?

Yes, it works. Short notice for evil clouds or invasions can be a disadvantage but on the other hand you get more fun and less hauling. Be aware that it really is A LOT smaller and you do not even have a guaranteed adamantine vein anymore.

617
DF Suggestions / Re: Request for a new type (or types) of stone
« on: November 13, 2014, 08:59:03 am »
Adamantine is extremely useful and relevant and impacts gameplay hugely.

Does it? Whether bronze war hammer or steel battle axe or adamantine sword as soon as you unpause most things are dead. (With very few exceptions.) Fireproofing, however ...

You could also add it as shearable fur of a creature living in or near the magma.

618
DF Dwarf Mode Discussion / Re: Trading - what is the point?
« on: November 13, 2014, 05:17:55 am »
For a more realistic conduct people could try only selling no-quality raw products (quality levels in general have way too much impact on trade values otherwise) and maybe set yourself additional taxes of local produce (offer the caravan), suddenly it makes more sense. For a challenge only trade raw products mountainhome does not have (offer).

619
DF Gameplay Questions / Re: Elves and tree chopping
« on: November 12, 2014, 07:25:51 pm »
Well, I've build a wooden courtyard with over 5000 logs (before the elves came aknockin'), and it seems I need at least 3 wooden furnces to keep two smelters trying to convert iron to steel going, plus one or two smiths (before using magma). I haven't examined exact consumption, but I've seen my stocks dwindle as time went by.
Another constant wood sink is wooden arrows for training.

I run into the problem with training arrows as well. Given I have only one usable cavern on a 2x2 embark... I need approximately 750 arrows = 30 logs to train to talented, 3000 = 120 to legendary. Or 150 and 600 bones respectively. So the obvious question is, can archery training be more resource efficient? Any good results with demonstrations by master archers?

620
DF Dwarf Mode Discussion / Re: Trading - what is the point?
« on: November 12, 2014, 02:58:42 pm »
I also go with Juche, embarked plantless/seedless and refused to trade for agricultural plants/seeds. The whole agriculture in my current fort is based on the glorious cavern plant gathering during the first year of the fort. And since the fort is rich in galena ore, the dwarves learned to appreciate lead furniture. For luxuries I go with sterling silver and billon. But I am less aggressive towards traders, traders are bad, but invasions are worse for fps, clutter etc. so I tend to send them away with gifts. (I will look for an embark or world without elven/human traders in the next fort.)

The whole tangent about war animals is misleading. The best pets are those you trapped and trained yourself (and you can trade away surplus specimen) - my current fort goes with giant cave swallows and the lovely blue centipedes. Buying animals is good for livestock, you don't find in the wild (milk and wool producing animals mainly), hardly for war animals.

I have traded for gypsum plaster, fire clay, rare metals such as tin and iron, exotic fruits for food diversity, leather (when no domestic leather industry), animals (for zoo, sometimes for wool/milk), wood. None of this was really necessary, but I can buy what I need with bone crossbows and voracious cave crawlers.

621
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 12, 2014, 11:57:55 am »
How would I go about doing that?  The obvious answer would be to build walls, but I can't really do that when there is 7/7 water.  I've got a feeling I should have built walls on the third level before channeling (if that was possible) but I don't know how to do that now.

Make a new attempt, this one is messed up, and keep the two slits separate and work only one slit at once. Then you can pump the water away (I only dig up one or two tiles, put wall in, continue.) as long as the other slit has still at least one original aquifer tile you can drain the other side into it! Then you channel the last aquifer tile from above. Deconstruct the interior walls (that kept the slits separate) so the water remaining in the second slits spreads out and can evaporate.

622
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 12, 2014, 11:37:30 am »
That still doesn't do anything, but it's not that big a deal  I have a more important issue.

I've successfully drained one level of aquifer, but on the second layer to be drained, the pump isn't working, even though it's set up almost exactly the same. 

(Forgive me if there's a special aquifer trouble thread)

Won't work. The whole method works on the assumption that you have two SEPARATE slits in the lowest layer, so you can drain one into the other (as long as original aquifer soil tiles are present they mysteriously soak up water). Once you have reduced one slit to one aquifer tile (this one first), the other to zero aquifer tiles, you can channel the last aquifer tile from above. Further above having two slits doesn't matter because drainage is downwards anyway.

(You can forget about the one step thing, look what stone-types can carry an aquifer. An aquifer always sits above a layer that can not carry an aquifer. Once you revealed the tile you can know whether you are still in the aquifer or not - no need to catch the frame it is still dry. )

623
Just gonna necro this thread to add that you can use the '/' command whilst paused to step yourself when piercing through to the next layer. This enables you to catch the tile you are revealing below prior to it getting the 'damp' status (which will happen only seconds after piercing when the water from the layer above falls into it)

Or you could just "know" (or look up) whether the stone in the next layer can possibly contain an aquifer or not. Only very few stones can - so it isn't that hard to remember these.

624
DF Suggestions / Re: Miners, woodcutters, and hunters
« on: November 11, 2014, 07:13:25 pm »
You can already decide what everyone wears already, but I personally don't want to have to deal with the micromanagement of "disable labors on miners->add them to military->tell them to replace clothing->ensure they have protective gear on->atomsmash or forbid literally everything that isn't armor->remove from military->re-enable mining on miners."
In other words, you can't actually do it reasonably already... I equate this with "impossible" since it's never going to happen routinely in anybody's fort either way.

Make it easy, though, and some people totally would do it. I probably would do it if it were as simple as clicking down a list and assigning a uniform to each person (30 seconds total). If for no other reason than to weed out all the random crap articles of clothing I don't care about and replace with tunic, trousers, shoes for simplicity and maybe even FPS.

No socks?  :'( :'(

Guess I am in the dollhouse faction, I have replace clothing for the military and check that each one has two of them issued.

625
DF Suggestions / Re: Miners, woodcutters, and hunters
« on: November 11, 2014, 03:15:35 pm »
I don't think a general "everyone always wears uniform" is really appropriate. You can't assign their moods, their friends etc. as well. Miners, woodcutters, and hunters already are half-military in so far as they wield weapons. If you really insist you already can assign uniforms to civilians (when you run a militarised fort i.e. demobilized militia, even as a dollhouse game where you assign individual socks). However, this does not work for the three (weapon-wielding) professions, because the professional (but player inaccessible) uniform interferes, to the point they take silk shoes instead of leather boots on the hunting trip or a silk cap instead of sth. more protective during mining. This is the reason for this suggestion.

626
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 11, 2014, 10:01:11 am »
What does it need for dwarves to marry in DF2014 (40.14+)? (Or even just socialise more.) 10 years and waiting, several romances, but not a single marriage so far.
Meeting zones? Bedrooms? Are these romancing dwarves content or grumpy in general?

I had meeting areas of various types - which should work similar to zones with regard to socialising, right - I put a zone on top of it now, but no real difference. Everyone has a bed room, I even put couples in adjacent OR at times overlapping bedrooms (to no avail). Everyone is happy, no one is stressed.

In older versions of the game I've always had trouble with this, even when letting dwarves have lots of idle time and with small meeting zones to encourage them to talk.  It seems to just take a very long time or luck.  Also, unless I'm mistaken it's possible in the current version of the game for dwarves to not be interested in marriage, which could cause them to get up to Lover status but no further.

The "no interest" thing is both intentional and may behave like a bug - given that dwarves are lifelong monogamous and use highly effective contraceptives out of wedlock - so even one disinterested partner results in no children.

Yet, I am pretty sure the low amount of socialising in general (none of my starter dwarves is even novice conversationalist after 9 years) is a completely independent bug / emergent behavior due to the emotion changes. They do party and talk at times though not really with their lovers - and I notice xp gains (via DT), but it is only 1 at a time - and thus no real skill gain or "progress towards marriage" happens. This may be slightly different in larger forts with more encounters and more idlers (I play with low soft pop cap of 25, but a much higher hard pop cap). My fort isn't even that large and has only one smallish dining room of 6x6 tiles, a well room and a small zoo - so they do encounter each other frequently.

627
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 10, 2014, 05:32:44 pm »
I have been trying to tame some toads to give my animal trainer some experience. The problem is under the z tab, it won't let me select a trainer. The 't' is greyed out. I have 3 people with animal training skills and 7 with animal care. I have assigned the toad to a cage, and I have created an animal training zone. Where have I gone wrong?

You can only tame vermin from the kennel (tame small animal) and only as long as it is still in the animal trap. (Even then taming vermin is mostly a waste of time.)

628
DF Gameplay Questions / Re: Why aren't my dwarfs talking to their lovers?
« on: November 10, 2014, 01:11:02 pm »
Welcome to RL marriage. (haha) 8)  Might you're putting too much pressure on them? Your Armok eye peering down on him, he can't perform! You sure it's a male and female pair, females look like males. Real Comment: My dwarves are having babies so I've not had this issue.

Which version? Married in fortress or arrived married as migrants? How large is your fortress / how long does it last? More data, please.

629
DF Suggestions / Miners, woodcutters, and hunters
« on: November 10, 2014, 11:07:54 am »
The people in most danger happily use leather caps and a dress, while everyone else walks around with helms and at least leather armour (in my current, heavily militarised fort). I understand the three professions need a custom uniform, but could it possibly be opened to interference by listing the miner, woodcutter, hunter uniforms in the uniform screen in the military? You can already interfere with the ammunition your hunters use in the military screens.

630
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 10, 2014, 07:58:44 am »
What does it need for dwarves to marry in DF2014 (40.14+)? (Or even just socialise more.) 10 years and waiting, several romances, but not a single marriage so far.
Meeting zones? Bedrooms? Are these romancing dwarves content or grumpy in general?

I had meeting areas of various types - which should work similar to zones with regard to socialising, right - I put a zone on top of it now, but no real difference. Everyone has a bed room, I even put couples in adjacent OR at times overlapping bedrooms (to no avail). Everyone is happy, no one is stressed.

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