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Messages - Catsup

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346
Because one stack of good food can be worth 50,000 dwarfbucks while a barrel full of tallow cakes is worth less than one hundred, can't be traded to elves, and would be happily eaten by dwarves. 91.6% of the adult population of Arrowstockades is ecstatic and there isn't an unhappy dwarf in the whole shebang.
barrels? what barrels? you should be using stoneware large pots since those are created practically free if you have a magma forging system up and running and has twice the capacity of barrels. In my biome i dont have the luxury of excess wood, and the little wood that do accumulate on the surface are guarded by the dead and huskifying weather.

anyway, you should be able to trade the tallow slop to elves, just dont try to sell them the barrel and you'll be fine. My fort doesnt use barrels for food at all tbh, just a quantum stockpile in a small room in the middle of the dining room that accepts only prepared foods. Remember, your just trying to get rid of bad food by selling the tallows, if you need valuables to supplement it producing more food works too, add in some high value ones after all the tallows are in the depot and ready to be traded.

347
wait wait wait wait, so you trade the good stuff away and leave crap for your dwarves? why do that? i end up trading the worst stuff away, which are mostly green glass furniture worth 100 each and i managed to buy the dwarven caravan. I supplement my crap with masterwork silver and steel serrated discs which are worth 17k and 45k each apiece undecorated if im a little short on allowed weight/crap. IMO prepared food isnt really worth trading, and if you're trading it you might as well just give the elves the tallow to eat and produce more food overall so you can have enough good non-tallow food to overfeed your fortress. I didnt really keep count, but last i checked about 95% of my dwarves were ecstatic with the remaining being mainly ones who detest common vermin like flies.

as for dumat, cutest lil dwarf i've ever read about, i'd wanna hug her if i could and rescue her from that hell (no offense lol, just going along with the story) and let her live in paradise at cherishedshades! (where only about 70% of the land animates the dead) though i think she might be miserable here too, for other reasons, or at least appalled and horrified.

348
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 20, 2013, 02:11:20 pm »
On the same note, Can anybody tell me whether disease resistance affects the said dwarf's chance survive or even resist FB poison/dust/breath?
your pretty screwed, theres no way to resist rot. Should have used a trap like the one in my sig.

349
Preparation? For what?!

That right there is actually horrifying. Poor goblins. They're not even allowed to die of old age.
for my collection of horribly tortured goblin leaders in my dinning room. Im trying to get a collection of one of each type of goblin weapon master, including their civilization leaders.


350
DF Gameplay Questions / Re: Two Question in one
« on: April 20, 2013, 11:12:08 am »
elves are at peace with wildlife, so your war animals are useless against them.

351
this fort is kinda tragic after thinking about it more, why the hell would the overseer force his dwarves to make fancy goods for export when not all of his dwarves even have their own room yet? in my current fort im busy outfitting each dwarve's rooms, be it peasant or legendary armorer, with masterwork beds, green glass cabinets, green glass doors, and green glass boxes (all masterworks). And exporting the exceptional and lower crap as my "golden goblets encrusted with gems".

I have a great engraver in training to becoming a legendary engraver so he can turn everyone's decent bedrooms into great or royal bedrooms. My dwarves also eat masterwork roasts, not tallow slop and stones are never hauled unless the stone stockpile has 3 wheelbarrows (i set unlink it until it has 3). There are 2 separate 2x2 stairways so there is almost no traffic jam.

The jails are rooms with a artifact chain or masterwork steel chain encrusted with crystal glass and studded with gold. that has 3 stockpile squares next to it as food, 3 as drink, 1 as masterwork bed, and 1 as masterwork chair. So they have everything they need (they dont need to actually reach the table to use it, just the chair), in addition to 2 masterwork statues beside the masterwork table for them to admire. Unhappy dwarves are also burrowed inside the jail rooms for rehabilitation until they feel better.

EDIT: for clarification purposes when i mentioned i had no jails in my first post, i have no jails ENABLED in my fort most of the time, and just let my unquestionably weak captain of the guard beat on dwarves with his featherwood training swords, jail time is wasted labor. I do have rooms i can set as jails right away though, if a particular dwarf is being violent and needs isolation.

EDIT2: this story makes me feel happy in the way i run my fort, as the starting 7 are treated no different than any other dwarves. (and in fact, i look down on them with contempt because they are all friends with each other, and are tantrum fodder; most of my other dwarves only have their spouse or have no one). In fact, of my starting 7, 6 of them are still just peasants, with 1 becoming one of my legendary miners. I neglected to become a barony to spare my dwarves the grief of additional mandates, and the life of a dwarf that would have became the baron; my mayor is chosen from the dwarf with the most easily crafted preference: barrels, which i need anyway for food storage in my fort.

352
DF Suggestions / Re: Allow unhappy dwarves to leave your fortress
« on: April 20, 2013, 09:28:57 am »
That's creepy and kind of 1984.

I'd rather let them flee than kill -vanish- them for not loving the Big Brother (me).
"I don't care if you watched a spider kill your baby. Be happy or deal with the consequences".
lmao i should sig this hahahaha, but no its not creepy, its cold and unempathetic, but its efficient and effective. And i deem it a valid playing style for a game. My fort's motto is survival of the fort at any and all costs, even if it means 99% of the fort has to be smashed so 1 survivor remains for the next migrant wave, then so be it. My dwarves live so that they may maintain my fort at all costs, and in return they are given great bedrooms and masterwork food, and all the drink they can guzzle. When its require i expect them to die for my fort with a smile, to kill their neighbors, friends, and children with a smile should it be necessary, if it means the survival of the fort.

353
DF Gameplay Questions / Re: Question about the Monarch
« on: April 20, 2013, 08:54:24 am »

Err is that how your monarch looked like?

Well I never got any mandates till now since my duke has no preferences for any items or furniture just the remaining stuff colour,shape,creature,food etc etc. So now this new monarch is going to be a pain...

wait what? if a dwarve has no preference for items, then they'll make no mandates? what if they have a preference for a particular material, but no items, would they still mandate items made from that material?

asking this cuz my original mayor (elected by my dwarves) only had material preferences. The current mayor was chosen by me, and rechosen after each of his terms for his liking of barrels (that i make anyway), but a mayor with no mandates would be awesome.

354
DF Suggestions / Re: Allow unhappy dwarves to leave your fortress
« on: April 20, 2013, 08:49:57 am »
unhappy dwarves that i deem unworthy of rehabilitation in my royal jail room/rehab room leave my fortress through death from the atom-smasher room (usually reserved for children). Its better than to have them tantrum and kill other dwarves that may be more useful, and may cause more tantrums. Slabs are built for them before their ghost appears so no one knew they died, no one else gets any unhappy thoughts from their death.

355
Why do my dwarfs insist on placing individual body parts into tombs, when we don't even have enough coffins for the piles of FULL dead bodies that are busy away haunting the fort?


i made dwarves NOT_LIVING during world generation so they will never appear as undead in necromancers' sieges, that should help if you are getting massive amounts of dwarven corpses due to those sieges. You should be able to keep coffin production up quite easily though, because those can be made from stone, wood, and glass and its usually easy to get alot of stone and sand for glass.

356
Solution: don't use the manager. Go directly into the glass furnace's task list from the Q menu, order up a repeating sand collection task, followed by a repeating item production task. Whoever goes to work there will alternate between the two.
this is what i already do by default, i manually queue repeats on both collection and the magma glass furnace.


and @ starver

my forts cap is set to 450 though i've actually yet to get that many. My fort is surrounded by a haunted biome with some of the middle part being wilderness. Undead ponies that can kill through steel helmets occasionally wander the surface in groups, but the real danger is the evil weather fog that turns anything caught in it into a husk. Still though, i dont use burrows save for getting everyone inside during a siege because i simply avoid the surface most of the time and monitor my dwarves when their wood cutting or plant gathering.

all of my peasants have both wood cutting and plant gathering enabled so i can quickly storm the surface when there is no evil weather to strip a section of it bare, before looting and going back to cover.

As for mothers and children, i treat female dwarves the same as males, no exceptions. When i have more children than i need to do the harvesting they are sent to my child-smasher and slabbed before the ghost appears. In my current forts though, the cases of children being "spirited away" are fewer because i set the child cap lower, and i only resort to smashing if there really is a uncontrolled child-splosion.

357
DF Gameplay Questions / Re: Question about the Monarch
« on: April 20, 2013, 08:21:37 am »
what if you want to be the capital of your civilization because your fort is truly the greatest of the world? and couldnt care less about the loss of the liason because your fort is completely self sufficient without crappy imported goods? but still do not want annoying mandates? Revolution time!

358
you dont need to make anything trainable to weaponize it. Chaining it makes it non-hostile to your dwarves, but it will still fight back if hostile invaders and undead attack it. This means you cant use it as an out-right weapon by directly assigning it to a military dwarf (but most vanilla creatures are not trainable, so this is the case for alot of animals). But you can keep it as a guard to find kobold thiefs or put it in a pit and feed it invaders.

you can also chain it outside so it gets turned into a husk by evil weather to make it a stronger weapon. I really dont recommend modding to make it trainable though, because it is a sentient creature, not an animal, IMO it just feels exploitish to make sentients tameable. Hopefully that'll be fixed in the future with the addition of torture chambers like in dungeon keeper, where you can torture enemies and hostiles until their puny will breaks and pledge to serve you if you give them reasonable accommodations and food, and agree to stop torturing them.

359
DF Dwarf Mode Discussion / Re: Regarding cavern wildlife
« on: April 20, 2013, 08:07:47 am »
modded them to lay a low number of eggs so i cant mass them, but most creatures in my modded worlds can reproduce. Dragons also grow up in 30 years or so, which is 3 times the lifespan of my typical fort.
Have you considered that there may be a possible causal relationship between those two facts? :P
no, i havent played df for that long yet, so i tend to abandon if i see my fort as too inefficient, too ugly, or just as something i dont like anymore. If i knew i could start over and make it way better, i would. I've reached the stopping point for that already, and my last fort was going to be my forever fort, but succumbed to a crash-on-load bug that kept crashing it, so i was forced to abandon. Theoretically if i didnt abandon anything, i think i would have a fort that can last indefinitely considering i get rid of all tantrum spiral fuel in advance; have lockdown systems in place; and enough food production and accommodations to sustain a fort without a population cap.

Hey thanks!It's so obvious they are in the lake which is 1 level above a fudging magma sea. All I need is one pump that too!

Coming up next: A thread asking for help on how to de-magmify a cavern layer :P.
i think i know a way, just channel down to the magma sea and make sure to channel out the last tile from the side. Then build a magma safe grate over it. If you're cavern is already full of magma and you cant go to channel the surface tile, then im sure theres a exploitish method with retracting bridges that lets you channel from below. Otherwise a controlled cave-in on a piece of single floor can be used cause a hole to appear.

360
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 19, 2013, 07:57:57 pm »
2 forgotten beast related accidents in the same week...*sigh

forgotten beast #1, giant tick with poisonous gas managed to get through my cave-in trap because i was busy monitoring the pitting of zombies and transferring of necromancers (which proved extremely fun this one time, since they wave at the corpses when passing the refuse pile).

I sent my military of 13 marksdwarves total to take care of it, and they managed to kill it fairly easily. the beast fell the the ground and could not advance into melee after being peppered with bolts, but hurled it's noxious gas at my army. Soon my army was crippled, even though they managed to kill it, most of them fell conscious with a fever and numbness in the right arm, quickly filling up my 1-bed hospital. My mayor was amongst them too, since he was also the militia commander (though he isnt the strongest fighter i have). 1 Whole week of dwarven labor from several dwarves wasted since they were awaiting diagnoses, but didnt have any apparent injuries at all.

forgotten beast #2, giant humanoid made of mud, coincidentally also having poisonous gas. This time i was ready, i was gonna monitor my cave-in trap until its dead. Everything went well except when i ordered my dwarves to pull the wall-in lever of the trap. Looking at the trap i saw that the outpost liason, for some stupid reason, decided to go into the trap's hallway. The forgotten beast fought with the liason and managed to rot his whole body with the syndrome, even knocking him unconscious, but the liason eventually managed to punch the beast to death when he finally came to. So now i have a miasma spewing, but still alive diplomat following my mayor around and spreading miasma everywhere.

oh and this one soldier is also miserable and close to tantrumming due to lack of trousers for his military uniform, so hes pantless. I quickly made some masterwork bone greaves and ordered my military to wear that (note: i already have full coverage of the legs with steel high boots and mail shirts, and greaves are quite heavy, so i use bone and leather armor for some parts of my marksdwarves squads' gear). The miasma spewing diplomat sent him over the edge, but he surprisingly calmed down instantly (presumably because i gave him the greaves a while ago, but hes still sad for some reason).

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