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Messages - mwoody450

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46
DF Gameplay Questions / Re: dangerous economy
« on: December 07, 2007, 03:11:00 am »
A few things I've done, though I'm new to the economy myself:

- Get as many legendary dwarves as possible, since you can assign them rooms for free (hollowing out huge areas in dirt can get you 6 or 7 legendary miners - I call it my "New Deal").
- Make cheap rooms.  I can get down to about 100 monies rent if I build it in crap stone as a 3x3 cross.  The room is literally one door, one coffer, one cabinet, one bed, and one empty space in the center.
- Make beds, coffers, cabinets and doors with a peasant to ensure theyr'e crap quality.
- Obviously, don't smooth/engrave your slums
- Legendary dwarves, with no rent, don't need a salary.  Unless you really need their products, set them to haul while a lower level craftsdwarf does the work.  High level dwarves haul faster, too, since they usually have strength upgrades.
- Military dwarves sparring get really happy (and, er, pregnant).  It's a good temporary solutino for unhappy folks, so long as you take them out before they hit the elite/champion point of no return.
- statue guardians and zoos make for happy dwarves, and if you leave them with no work, they'll start parties here (I suspect its triggered by a low happines level)
- I don't know for sure if this helps, but I have some damn nice barracks (engraved obsidian with statues/etc), so at least sleeping there isn't a chore.


47
DF Gameplay Questions / Creepy Sparring
« on: December 06, 2007, 10:27:00 pm »
Has anyone else noticed a disturbingly high pregnancy rate among unarmed dwarves set to off duty military?  In my 5-year-old civ, I have about 12 children/babies born in the fortress, and ALL of them are the result of wrestling.

Makes the random ripped clothes littering the barracks even creepier...


48
DF Gameplay Questions / Re: Safest military training?
« on: December 07, 2007, 03:51:00 pm »
Now that's interesting, dwarves treating a shot as practice if they're skilled; I hadn't thought of that.  So training marksdwarfship first could actually be a problem, as their increased strength means they hurt other dwarves while they're noobs.  My next fortress, I'll try training wrestling before archery, and see how that turns out.

Of course, this means that training successive skills (i.e. wrestling then hammering then swords etc.) would be almost impossible, as a dabbling dwarf who is already legendary in another skill or two would tear apart anyone who got in the ring...


49
DF Gameplay Questions / Re: Safest military training?
« on: December 06, 2007, 10:30:00 pm »
quote:
Originally posted by Tahin:
<STRONG>So, you have a squad of cripples, eh?
Guess, what? The Fortress Guard is recruiting!</STRONG>

lol - naaaaah, we don't have any Justice-related dwarves in my Civ.  Never assigned a sheriff, never built a jail, and locked the hammerer in a very nice room with plenty of water food (he's been in there 2.5 years and he's still ecstatic!).  Haven't been any negative repercussions yet.


50
DF Gameplay Questions / Re: Safest military training?
« on: December 06, 2007, 07:10:00 pm »
quote:
Originally posted by BurnedToast:
<STRONG>get armor, plate armor stops the vast majority of wrestling injuries. There is no real point in making troops without armor anyway, so I just wait till I have enough armor before I draft anyone.

silver weapons are pretty safe, and copper are not too bad. I'd not give them steel (or obsidian swords) till they have legendary shield use though.</STRONG>


Well, that's the bad part: they're all in iron plate with iron shields.  They have been since before they even started sparring; I made sure of it.  They can't even get to legendary shield/armor use before they're crippled from wrestling.


51
DF Gameplay Questions / Safest military training?
« on: December 06, 2007, 06:50:00 pm »
I've been assuming that the safest sparring option (archery aside) is unarmed combat, since there's no weapon to deal damage.  But a full third of my military force are now permanently untrainable thanks to gray or brown wounds on the neck or spine.  And the number grows every day; all they do is wander around or train their already legendary marksdwarf skill, since there's nothing else to do.

So, I'm wondering: are these unhealable wounds a danger unique to wrestling?  I'm beginning to wonder if I'd rather them bust out my obsidian shortsword collection - or at least some copper hammers - since while the wounds might be worse, at least limb/organ wounds can heal over time.

I guess what I'm asking: is: just how dangerous IS weapon sparring, when compared to the apparently crippling wrestling?


52
DF Gameplay Questions / Re: Red crops?
« on: December 05, 2007, 04:29:00 pm »
Wait, nutrients?  The last time I asked this same question in here, I was told the red crops were ones that wouldn't have time to grow before the season was over, and that fields had no fertility levels outside of a binary fertilized/not fertilized for the season that made it produce more crops.

53
DF Gameplay Questions / Re: Problem getting dwarves to cooperate?
« on: February 03, 2008, 02:31:00 pm »
Just to confirm, I've just watched a trapper go from normal to competent doing nothing but making traps.  He had no labors active save for trapping, and gained no skill in carpentry or woodcrafting (he was making them from wood).

54
DF Gameplay Questions / Re: Dungeon master and his swarm of dogs!
« on: February 02, 2008, 11:49:00 pm »
Are chains any better in the current versions that past ones?  Before, they would snap their chain any time they saw their trainer, resulting in a constant, fortress-crippling stream of chain animal tasks.

55
DF Gameplay Questions / Re: Does water "Push"?
« on: February 16, 2008, 03:10:00 am »
quote:
Originally posted by Ioric Kittencuddler:
<STRONG>3Dwarf doesn't render objects and people.  I never mentioned anything about objects and people either.</STRONG>

But this thread is about water pushing objects and dwarves.  Water pressure is something else.


56
DF Gameplay Questions / Re: Bruised brain
« on: February 01, 2008, 12:53:00 pm »
quote:
Originally posted by Furious Fish:
<STRONG>He'll still be able to fight in actual combat if it comes to it, though.</STRONG>

Aye, welcome him to the "very special" forces.


57
DF Gameplay Questions / Re: Multiple Trade Depot Question
« on: February 01, 2008, 06:27:00 am »
Some people did it, I think, so that caravans had less distance to travel, i.e. if they came from the west they went to the western depot and vice versa.  It made more sense when the human caravan could take a season to meander its way into town.  Of course, even when there was a logical explanation for this decision, it still was a horrible idea because the game doesn't handle multiple depots properly.

58
DF Gameplay Questions / Re: Bone collecting
« on: January 31, 2008, 05:38:00 am »
Totems are only really useful to train up bone carvers, in my experience.  Gem setters have an annoying tendency, though, to select them for improvement, which can be a problem.  But then, better a particularly nice, if useless, totem than a diamond-studded narrow carp leather loincloth.  *sigh*

59
DF Gameplay Questions / Re: Arg! Peasants!
« on: January 29, 2008, 11:05:00 pm »
I have no peasants, at least not for long.  They all become siege operators, wood cutters, planters, pump operators, or some other easy-to-train skill until they hit legendary.  Then they go back to hauling, now with strength and agility to make them go top speed.

60
DF Gameplay Questions / Re: Children
« on: January 30, 2008, 01:26:00 am »
I like kids because they immediately do jobs that require dwarves to have no tasks active, like harvesting plants, while requiring very little resources (they live with their parents) and wielding an inordinate amount of cash, driving the economy.  And because they start with absolutely zero skills, every skill bonus increases their stats (as opposed to ready-made skilled migrant dwarves, who start with a certain level of skill but no strength, agility, or toughness).

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