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Messages - Victor6

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31
Sooner or later you end up with idlers and excessive production anyway so the kids don't really matter, but Dwarf children are a great bonus resource for training if you use them correctly. Immigrant kids also come with free clothes, so if you must kill them make sure to do so in a way that preserves the free socks (drowning, pits, spikes etc).

I can't remember if this was filed under dwarf day care, but it's always a fun thing to try now and then;-

Step 1: Build a children's sleeping area (1x1 room with a bed for each child)
Step 2: Wait until child goes to their room, then lock the door.
Step 3: Pull lever and dump 100's of excess seeds* on child from overhead trapdoor.

If the child survives to adulthood he\she's got decent dodge and armour user skills so they make ideal recruits. If they get wounded they're a great source of training for your doctors. Sure, some of them end up blind and crippled (cannon fodder), or bludgeoned to death by giant rocks when you make a mess of the dump orders and active pits, but that's all part of the fun.

*For simplicities sake use the ones that produce bad booze but are always brought by caravans, like rat weed.

32
DF Dwarf Mode Discussion / Re: Any limit on invaders?
« on: May 16, 2013, 07:10:52 pm »
The option is in d_init.txt (in the data\init folder). It takes effect next time you restart the game.

I'm not 100% sure you can turn it off during world gen, unless there's something under the advanced parameters I've missed.
(Or you're using a mod, then it's possible you may have shot yourself in the foot.)

33
6 miners (1 cross trained in appraisal, 1 with diagnosis, 1 with weapon\armorsmith if I'm feeling paranoid),
1 decent mechanic,
......and a ton of booze.

Farming skills can wait until the unwashed migrants arrive. Masonry, woodcutting and carpentry skills are easy to train and don't supply enough of an early benefit to justify the embark cost.

34
DF Dwarf Mode Discussion / Re: Any limit on invaders?
« on: May 16, 2013, 05:43:08 pm »
There's a few things that could cause it;-

1. You're at peace with your neighbors (unlikely, but possible. Check the (c)ivilisation screen).
2. You're out of range of your neighbors. The embark screen isn't perfect, it can show access to a race even if it's too far away to trade\attack.
3. You already have an active siege\ambushers. - Storing live goblins\wildlife\megabeasts in pits can block addition spawns, cages won't. I'm not sure if forgotten beasts effect this. If in doubt Kill them and see what happens.

Have you had any contact with goblins\kobolds? You should at least have thieves\kidnappers sneaking around if you're in range.

35
DF Gameplay Questions / Re: How do I execute a werebeast?
« on: May 16, 2013, 05:23:49 pm »
If you haven't mapped them yet, a naked solo expedition into the caverns is always fun. With a little luck something interesting will dispose of him (or at least cover him in precious silk).

Haven't found the caverns yet? Make him the only dwarf with the mining labor enabled and order him to channel down 100 or so Z-levels until you hit the lava. (potential fun involved).

If goblins are a problem, why waste a dog? Chain him up outside to act as an early warning system.

36
DF Gameplay Questions / Re: how many new clothes do I need?
« on: May 16, 2013, 05:10:04 pm »
Over producing clothing can cause it's own problems. Dwarves have a nasty tendency to hoard worn (x) clothing in cabinets\chests instead of discarding it for disposal. If their personal storage is full they'll just drop it in their room and refuse to relinquish ownership. Long surviving Nobles (who require 5+ storage items) are the worst offenders, stashing enough socks to supply the whole fort.

Goblinite and traders cause another issue;- If you can't make loincloths then dwarves sometimes wear any they find until they rot off (or the dwarf throws a trantrum), even if there's a really nice pair of masterwork trousers available.

Both can be fixed via DFhack's clearowned x (or X, or XX) command if they both you. Make sure you have replacement clothing handy first.

37
DF Dwarf Mode Discussion / Re: Getting Rid of Ghost
« on: May 16, 2013, 10:40:52 am »
How do I get rid of the ghost before it rips someone's leg off?

If that doesn't work, DF hack has "tweak clear-ghostly" to deal with this case in particular--note that it has some bugs, such as the tile the ghost was last on being permanently marked as "occupied".

If it's a caravan guard, that's pretty much your only option (assuming the ghost has proven resistant to slabs and coffins).

38
DF Dwarf Mode Discussion / Re: Are Thrips Men Hostile?
« on: May 16, 2013, 06:55:28 am »
and can't be butchered

Oh it can be done by editing the following from the entity file (way down to the ethics section of the Dwarves):

EAT_SAPIENT_KILL   
EAT_SAPIENT_OTHER
MAKE_TROPHY_SAME_RACE   
MAKE_TROPHY_SAPIENT

Just by changing from UNTHINKABLE to ACCEPTABLE.
I always do that to get a variety of meats and bones (possibly hairs (for spinning into wool) and leather as well).
Meh, Cheating is the weak mans option in my option. You may as well just suggest removing them altogether.

39
DF Dwarf Mode Discussion / Re: Are Thrips Men Hostile?
« on: May 16, 2013, 03:00:29 am »
Thrips men (and virtually all flying sentients) are irritating rather than hostile. They'll spawn in huge waves, occasionally path into your underground fort and get stuck, clog up any traps they find, and can't be butchered.



40
DF Dwarf Mode Discussion / Re: Being Efficient
« on: May 15, 2013, 09:58:16 am »
if you have 30+ idlers, that means your fortress is more efficient, not less.
Very true. Overproduction is not efficiency, it's waste. It's better to have them lounging around the dining hall than filling yet another stockpile with goods you'll never sell\consume.

41
DF Dwarf Mode Discussion / Re: Stealing Weapons From Prisoners?
« on: May 15, 2013, 07:29:59 am »
Considering the dwarf ballista has an execution capacity somewhere on par with;-
http://www.youtube.com/watch?v=zYV-qYeWPkk.

firing it would be a waste of fort resources.

Prisoners are more likely to die of old age\starvation before the ballista actually hits them.

42
DF Dwarf Mode Discussion / Re: [Security] Depot Bait & Switch
« on: May 14, 2013, 04:05:23 pm »
Based on past experience;- Multiple depots don't really work. Merchants will frequently get stuck trying to get to the wrong depot unless you switch before they enter the map.

Edit;- Post thinking time.
Quote
Problem: Trade Depots are most efficient when placed near the heart of a fortress, but the caravan requirement of a trapless path creates vulnerability when invaders use the same path to attack.
If this is your entire problem, then you're over-thinking your solution. Rather than trying to limit access to the depot from the traders side, limit it for the dwarves. Use drawbridges to create an airlock around the depot. Lock the merchants in during trades and keep your side closed when it's not in use.


43
DF Gameplay Questions / Re: DfHack but not cheating?
« on: May 14, 2013, 03:14:09 pm »
Does it?  What's the command to do that?  I wouldn't mind going from 3 windows down to 2...
No command. Just go to the units screen and press l (not I, or i, but lowercase L - stupid fonts).

If you have DFhack installed it should run automatically.

44
DF Gameplay Questions / Re: Detailed cloaks for uniforms
« on: May 14, 2013, 01:57:54 pm »
cloaks wear.  i suggest getting it on armor, since it won't rot away.

I heard a rumor that if a piece is set as armor (rather than self-chosen clothes) it won't degrade anymore. Is this wrong/am I mistaken? I have not checked it out.
You're mistaken. If you assign clothing as part of an armor set it'll still degrade. The Dwarves won't dump it until it's completely useless either, which is a blessing (no discards, no hoarding) and a curse (negative thoughts).

45
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 14, 2013, 01:36:00 am »
The Forgotten beasts RNG has been a real pest lately.

First up was a webspinning humanoid made of steel weapon resistant crystal glass, During the fight a troll spawned on level 3 and smashed the water\lava control floodgate in the magma sea, putting the carbonite trap out of action.

Then came a flying opal one with deadly dust that dodged the falling ceiling trap. He's been loitering at the entrance for 6 months with marksdwarves chipping away at him. There's 2 ballistas firing, but the chance of them hitting anything before the crew dies of old age is probably 0.

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