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 - Merendel

Pages: 1 ... 13 14 [15] 16 17 ... 38
211
DF Gameplay Questions / Re: Trying vanilla DF - how do I sort my dwarves?
« on: September 29, 2013, 03:15:06 am »
Going complealty vanilla is kinda painful due to the rather clunky interface the stock game has.  At least DFhack not for the cheat aspect but for the ease of use plugins really makes the experience more enjoyable.  Your going to either have to break down and get DFhack or DT or just suffer through not having them in this case.

212
DF Gameplay Questions / Re: Memorials and Coffins in your meeting hall?
« on: September 29, 2013, 03:07:26 am »
I scatter memorials in multipul small rooms accross the fortress, with each location beeing a meeting hall enabled room.  Not so much to limit the chance of ghost poping up due to fun but more to spread out any idelers so they are not constantly makeing friends.

213
DF Gameplay Questions / Re: Saying I don't have any plump helmet spawns....
« on: September 29, 2013, 03:04:30 am »
Many people actually recommend 2 adjacent stockpiles for seeds, or even 2 1-tile stockpiles per seed type.

One should be to set to "take from anywhere" & to give to the other, which should be set to take from the 1st pile & only "accept from links".

This does unfortunately mean you need 2 bags per seed type, but it should significantly reduce the incidence of the bag your farmer wants to use being carted off to the dining haul or still to add the leftovers from the last snack or drink.
Thats the more advanced form. that cuts down even further on the spam.

Another alternitive is to put your stills and farmer workshops near the fields and dissalow seeds in all stockpiles.  You'll end up wit seeds cluttering up the dining hall sometimes but most of them will stay in the workshops for your farmers to grab at their leisure.

214
DF Dwarf Mode Discussion / Re: Trapped Inside (Corrosion Mod) HELP!
« on: September 29, 2013, 02:57:56 am »
And don't think of a atomsmasher as cheating :P Think of it as a giant bridge smashing anything under it... into oblivion...
or the precursor to the pulping mechanic slated for the next release.  atom smasher has the benifit of being combined trap and waste disposal.

215
DF General Discussion / Re: Looking for good Dwarf Fortress fanfic.
« on: September 28, 2013, 03:05:02 am »
9 is 1984, 10 is Civilization.

Intresting bit on 10.  Never did much forum trolling back when I played the civ series.  Dont recall ever takeing a tank up agianst a spearman but found it with google after that lead.   I really should read 1984.  Its one of those books thats been siting on the too read list forever but never got around too.

216
DF General Discussion / Re: Looking for good Dwarf Fortress fanfic.
« on: September 28, 2013, 02:07:47 am »
Fanfics?
1.Urist McGilgamesh cancels immortality, cannot find plant.
2.The Forgotten Beast Godzilla has come! A great theropod. It has a row of spikes on it's back and it lumbers about. Beware it's deadly breath!
3.The spinning Insults strike the toymaker dentist elf in the feelings, brusing it!
4.Urist McForerunner has created Installation 04, a steel and ecological doomsday weapon!
5.Urist-El bends the General's neck, breaking it!
6.The Miniature Giant Space Hamster goes for their eyes, denting them!
7.Urist McScrooge cancels hate Christmas.
8.The Crocodile bites the Pirate Captain in the hand, and the severed part sails off in an arc!
9.The Thoughtpolicedwarf strikes Winston in the brain, breaking it.
10.The Speardwarf stabs the Tank in the metal, and the severed part sails off in an arc! The Tank has been struck down.
Cookie for the first person to identify all of the original sources.
well got about half of em
Spoiler (click to show/hide)

217
DF Dwarf Mode Discussion / Re: how large should my military be?
« on: September 28, 2013, 01:54:39 am »
1/2) Well a good first step is for every migrant wave after the first 2 hardcoded ones draft 2-3 dwarfes into their own squad, assign them a weapon and get them training.  If the wave is exceptionaly large or you are already comfortable with your workforce feel free to draft more but keep em in 2 or 3 man training squads.  This will start building a modest sized force and like a saveings account it grows over time.  You can keep adding to your military whenever you notice that your idelers are staying consistantly high.  Theres no hard and fast % of your fort that should be military, just follow the rule of thumb that all dwarves should be doing something productive, if they are not productive its probably time for boot camp.

3) early on? melee dwarves about 75%.  Untill they are trained and well armored frankly I wouldn't bother sending in the melee without 2-1 odds(2 dwarfs to 1 enemy)  Marksdwarves you can probably go no losses right out the gate if you can get them to all arrive with bolts in their quiver if there is not too many enemies. If you perch them out of reach of melee behind fortifications then they can plink all day as long as no eliet bowmen show up.  Melee dwarves do shine later on but you really want them training for a couple years in 2-3 man squads or stick them in a danger room for a while.

4) meh up to you.  I try to keep my female military as marksdwarvs and the melee all male but baby meat shields are a valid approach depending on who you ask.

5)  Iron is good enough to start and its better than nothing if you need your military for an emergency.  Better to gear them now and upgrade them later if at all possible.  If nothing else once you have enough steel/candy equipment for your military you can issue all that iron gear to the civies so they have a chance of surviving an ambush.

218
DF Dwarf Mode Discussion / Re: Early Fort Undead Containment
« on: September 27, 2013, 09:22:01 pm »
would work quite nicely on evil embarks where you want surface access.   Then agian I've been embarking on wastelands totaly devoid of surface life my last few evil embarks.  Ya those pathing undead eat a few migrants from time to time but other than migrants I have absolutly no need to ever open up to the surface anyway.  I have to open up and make underground tree/plant farms which are prety safe from undead anyway unless something dies inside my fort.

Also RNG is normaly used to refer to Random NUMBER Generator.  While the acronym also works for name generator most time you see someone refer to RNG, particularly about RNG not being kind in some way they are refering to the number generator.  Its like saying they've got bad luck.

219
DF Dwarf Mode Discussion / Re: How do I stop this tantrum spiral?
« on: September 27, 2013, 08:02:15 pm »
Would it be possible to build a safe house before abandoning, placing it so that the reclaim party's wagon starts inside it? It'd probably need access to the map edge for it to be a valid spawn location, but that could be handled by drawbridges if it's the only problem. Then you'd have to hope that no unfriendly creatures also start inside the safe house...

Will the wagon always spawn in the same spot?  might be possible to build a small hut around that area with a bridge and lever already hooked up so the dwarves can just seal it off right away.

220
DF Dwarf Mode Discussion / Re: epic fail
« on: September 27, 2013, 12:52:28 pm »
Giant rage-prone critters are immense fun, but i think for 'epic' i'd look at evil biomes. There have been reports of embarks that crumbled within the first day or so, from deadly rain or transformation dust. I never had it that bad, although i suffered a settlement wipeout by husked giant hamster.

Not to forget the scuttled embark party.
I've had one of those before.  A vile ooze rain started the instant I unpaused.  Was not an instant kill but it was a deathsentence as anybody infected by the stuff slowly got more and more damaged over their whole body (not sure if it was an acid like effect or caused them to rot from the inside out)  either way teh whole embark got dowsed on day 1 and even though I got underground right away everything finished dieing by day 5. well technicly the miner survived the rain because he actualy got underground fast enough and the rain missed him... but his reanimated friends ate him.

221
As for dwarves in squads, i like a good bit of sexism, the military is stricktly for men, as i dont want the women running around having babies mid-fight :)
Oh come on there's nothing more entertaining than a female dwarf(or wardog) poping out a sprog the instant after they get a killing blow.  Talk about bein hardcore.

222
DF Gameplay Questions / Re: Pump Stack
« on: September 27, 2013, 12:36:15 pm »
correct me if I am wrong: the whole stack cannot pump from the same direction, it has to alternate

That is correct, I assumed he was just showing a single layer to indicate where he had the gaps and he was alternating for each layer.

223
DF Gameplay Questions / Re: Keeping dwarves inside
« on: September 27, 2013, 12:33:52 pm »
you can also set items and bodies to be forbidden on death. That may be annoying sometimes, so you can change it back when the siege/assault is over

Not really that hard to do a mass reclaim over the site of a battle when its time to clean up, and maybe your hospital depending on how things went.  As long as you dont let enemies go and touch your civies in bad places you shouldnt have alot of random auto forbiden equipment scattered outside of where the battle happend.

224
DF Gameplay Questions / Re: Military equipment & morale
« on: September 27, 2013, 12:27:03 pm »
Swaping only pisses them off if they have no civilian or military skills (get pissed swaping to one without skills)  Part of the reason for haveing fewer than 10 minimum is so some can rotate off to go eat/drink when needed.

225
DF Dwarf Mode Discussion / Re: How do I stop this tantrum spiral?
« on: September 27, 2013, 03:22:23 am »
I stand corrected on the sealing.  To be honest I tend to seal the HFS in prior to the final colapse and so tend to end up in a mostly recoverable situation asumeing the tantrum spiral from my military geting wiped out dosent finish things off.  Didnt know that tidbit about remaining monsteres populating from the outside in however.  Explains the one time I tried to seal things off and the reclaim was really hairry, though I'd just missed an exit.

Pages: 1 ... 13 14 [15] 16 17 ... 38