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Messages - joeclark77

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166
DF Dwarf Mode Discussion / Re: Occupations
« on: May 22, 2013, 08:09:06 am »
Female dwarfs are specialists in my forts with usually only one profession.  Some have two professions: carpenter/bowyer, gem cutter/setter, butcher/tanner, milker/cheeser, shearer/spinner.

All male dwarves (unless they are masters or legends in some important skill) are given the title "Reservist" which gives them:
- the outdoor jobs: woodcutting and plant gathering
- the construction jobs: carpentry/masonry/architecture/mechanics (so they can help with constructions; workshop profiles are used to reserve the actual workshops to skilled specialists)
- the skill-doesn't-matter jobs: butchery, tanning, brewing, pump operating, furnace operating, wood burning

These reservists are also my pool of recruits for the military, and many of them are off-duty crossbowmen who can be called up when needed.

167
I don't think I would do the cave-in method if only because it would leave an ugly scar on my landscape.  Instead I'm leaning toward a vertical stairway going down two z-levels, then a horizontal hallway 2 urists long, then a big room, and just carry everything in by hand.  Dwarves unload stuff quickly enough almost every time.  For the 10-20% of the times they get killed by something before unloading is finished, just back up the savefile and do it again.

I like clean architecture.  Later on almost that whole dirt layer will be mined out for a tree farm, so the shape of the inital room doesn't matter.  The staircase will be re-purposed as the central stair of an archer tower and/or emergency fortress exit.

As an alternative I have thought of maybe constructing a simple 5x5 box around the wagon, with a roof, deconstruct the wagon and then dig straight down.  That might be even faster than your cave-in method.  If my calculations are correct it should take 29 logs: 20 for the 5x5 wall and 9 for the 3x3 roof.

168
DF Dwarf Mode Discussion / Re: Hello new here
« on: May 21, 2013, 09:37:52 am »
Hello,

Thanks for this information.
I am just learning the game with youtube videos from zemalf and couldnt understand why a big world
With history has to be created. I thought it would make sense if you good travel with dwarfs and attack other things in the world.

But I better focus on defending the fortress for now :)
This game is really a personal project of the developer, and thus unconstrained by the usual commercial and utilitarian considerations.  It is already way more detailed than is necessary, and one day will probably be about as richly detailed a "fantasy simulator" as it is possible to imagine.  This uniqueness is part of its charm.  We players just have to remember that we're "along for the ride" as he builds his game.

169
Also make sure that your spears are not elf-made wooden spears.  Those are NOT for training.

170
The first thing to do is to seal the entrance to keep the undead away so it doesn't get any worse.  Then give the hammerdwarf a private bedroom.  Slaughter the pack animals and start making prepared meals out of them.  Build coffins/caskets and bury any dead dwarves so they don't give a bad thought.  Dig channels into the aquifer so the dwarves can collect fresh water to wash themselves.  All this can be done before you get down to business breaching your aquifer.

171
I'm trying to figure a plan for the traders/migrants.  I need to understand the migrant pathing, they want a meeting hall isn't that right?  The problem is trying to figure out how to get them underground fast!
It depends how evil  your embark is.  If you have a re-animating biome, you may get to the point where there's a permanent zombie mob all over the surface and you can never safely open your doors.  That's a tough situation.  On the other hand you may only have intermittent visits from undead creatures who simply wander at random around the map.  In those cases it's often likely that migrants (pathing directly to your fort) will get to the door without encountering the wild"life" or get there ahead of them.  So there are maps where you'll get most migrants most of the time, and maps where you'll lose every migrant for the first few years.

I would suggest reserving the first soil layer for underground tunnels all over the map which attach to emergency entrances (i.e. hatch covers) all over the place.  This gives you a way to get migrants in, and also to get lumberjacks or haulers out, to the places you want them when the zombies are occupied elsewhere.  If you do this, have all of the tunnels feed into a more secure (airlocked and trapped) entrance on perhaps the second soil level.  That way you don't have to set up traps, etc, for every single entrance.

Another thing I like to do is build archer towers near my entrances.  If it's a close race between migrants and zombies, the archers might take out the first couple zombies so that some of the migrants can get in before you have to close the door.

172
Tell us more about the site!  I'm looking for a nice evil embark myself.  Any colorful weather?

No sorry, weather wise the place is a cozy temperate..

I guess you haven't tried enough evil embarks to get what I mean by "colorful weather".  I meant like rain storms of red blood or purple "disgusting ooze" etc.

173
Tell us more about the site!  I'm looking for a nice evil embark myself.  Any colorful weather?

Personally I find that it's easier to dig in quickly, stockpile your goods inside, and then wall off the doorway, than to build a palisade wall on the surface which won't even protect you from flying creatures.  Then you can construct your "true" entryway and get the drawbridges hooked up at your leisure before exposing yourselves to the surface again.

174
I'm looking for an EVIL volcano embark with huskifying/thrallifying weather.

Must have:
- volcano
- husk/thrall cloud or fog
- goblin, elf, & human neighbors

Some of the things I'd like to see (you don't have to hit all points):

- NO evil rain (i just don't like the way it makes the landscape look)
- live sliver barbs
- live glumprongs
- flowing water
- sand and clay
- either casserite+copper OR iron+flux
- high savagery
- reanimation
- part of the map NOT evil

175
It's amazing how fast you get legendary in a succession fort.  When you play the game single-player, you have to live through all the years of the fort.  On here, though, it's like three or four updates from being a useless weakling to being a spearmaster with adamantine kit.  Heh.

Only two months left... maybe dig a moat or build a tower or something to leave your mark on the place.

176
2 warriors (usually swordsdwarfs)
2 miners
1 weaponsmith/armorer
1 planter/herbalist
1 appraiser (expedition leader and future dedicated broker)

177
There should be some goblinite we can melt, no?  If not, buy some toys and junk from a caravan.  If you really get desperate, the doors on my apartments are made of copper.

178
Lately I've been trying "terrifying" embarks so I begin by digging down one level, then horizontally a few tiles, and then digging out a big room.  This is the fastest way to get everything and everyone inside, and it can then be walled-off quickly with a single piece of wood or stone in the entry hallway.  Later, when things are safe, I'll build a more elaborate horizontal entryway with a trade depot and everything.  Typically that 1x1 vertical entrance will be re-purposed as an archer tower.

So I guess my point is, it doesn't matter so much how you initially dig in.  What matters is how you architect your "true" entryway and defenses.

179
Who was the reptileman vampire a diplomat of?  The humans?

180
joeclark77,thank you.
i tryed to check it out - but i couldnt.
there were 1000+ rejects and the creator gave me options to ignore rejects or continue searching etc. i dont know what to do :)

You have to (t)olerate each of the error types.  Yeah, it's like the 5000th world it generates, but it works!  (I fiddled with the world-gen parameters a lot to try and get volcanos next to waterfalls, and this tends to make screwy worlds without enough lowlands or what have you.)

The iron on this map isn't really very deep below the plain.  It may say "deep metals" simply because it's in an igneous layer rather than a sedimentary one (it's hematite), or simply because the volcano above it is rather tall.  I'm pretty sure that the iron is higher than the first cavern.

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