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Messages - Urist McVoyager

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1066
DF Dwarf Mode Discussion / Re: Coal - the myth, the legend.
« on: July 21, 2014, 09:26:06 pm »
In my last fortress I found a shitload of coal and lignite. It was fun digging all of that out and smelting it into coke.

1067
DF Dwarf Mode Discussion / Re: A Noob's Game
« on: July 21, 2014, 09:24:27 pm »
Yes, the tree thing is a bug. You're completely new, so you might not know what an epic change these trees are. They used to be nothing more than a one-tile wide symbol on the ground that yielded a single log when cut. Now they're behemoths that can fuel an entire fortress within ten or twenty cutting jobs. So, going from a single tile to massive structures in their own rights is definitely going to involve growing pains.

And that King might be a bug, but it might also be a sign that your Civ is undergoing unrest. If the old King died and your citizen was his heir, he just became King and you're going to have to house him or kill him and hope he doesn't have other heirs in your Fortress.

1068
The good thing about artificial caverns is that they aren't infested with wildlife unless you set said wildlife loose yourself. So the bigger you can dig them, the more material you can safely get. Besides, the higher the trees/shrooms can get, the more logs you can get from each job done.

1069
DF Dwarf Mode Discussion / Re: A Noob's Game
« on: July 21, 2014, 09:18:49 pm »
You dug out roots. He might have accidentally taken out the tree. Those things are bonkers on collapses, and sometimes send logs crashing through several levels of solid material.

1070
DF Dwarf Mode Discussion / Re: The terrible artifact topic.
« on: July 21, 2014, 09:17:22 pm »
Yeah, that millstone will bring value and happiness to your public space just by being there, so set it up where everyone can admire it. And if you happen to work out the pluming to use it in the dining hall, you can kill two birds with one stone.

1071
DF Dwarf Mode Discussion / Re: A Noob's Game
« on: July 21, 2014, 09:12:48 pm »
The thing to remember is that your first season is generally just setting up the basics. The second and third seasons provide migrants that will flesh out your skills. So you only need to rely on those starting seven for a season or two. In that first season you're mostly digging out and furnishing farms, storage for food and resources, workshop spaces, bedrooms, and workshop areas. The digging out alone will take a while, especially with only one miner. Once you get the carpenter and mason shops up, you'll start furniture making and setting. And remember, every piece of furniture set is going to take time away from other things, so your people are going to be plenty busy doing stuff other than those economic jobs for a while anyway.

The bedrooms and dining hall are critical and should be done by First Season's end. Between the morale issues of not having them, and the Internal Meeting Hall function of the dining hall, they're management tools that'll keep your fort safe. Otherwise your migrants will gather at the wagon and be easy prey for animals and enemies.

1072
DF Dwarf Mode Discussion / Re: Shooting off Walls
« on: July 21, 2014, 09:05:57 pm »
Another easy way is to only give the dwarves a single tile wide walkway to stand on. They have a 3-tile radius to play with when it comes to stationing, but if there's nowhere to stand away from a fortification, they'll be right where they need to be at all times. Easy way to do that in a tower room is to carve out the center of the room so it only has a one tile edge to stand on. I don't think ramps count as standing room, so having a few for access to the bottom floor shouldn't be an issue.

1073
DF Dwarf Mode Discussion / Re: Collapse on surface breached fort??
« on: July 21, 2014, 08:55:48 pm »
Dig in very deep, build your main fortress on stone, and pave every piece of soil as you come to it. Carve stones into blocks to maximize materials for it. Not only will it prevent tree growth, it'll also increase the value of the Fort.

1074
DF Dwarf Mode Discussion / Re: A Noob's Game
« on: July 21, 2014, 08:50:22 pm »
I'll accept this as baby steps on the no-cheating front. The vanilla points are in the 1300s range, not multiple thousands. To get the full feel of the game, you should have to be selective about what you bring.

There's also a lot of skills in your set-up. While I can see the use in a dedicated trader/bookkeeper, you don't necessarily need the book-keeping skill as a starter. Even without it, I've managed to set a no-points keeper to highest precision within a season or two. With a grower and so many seeds, you don't really need an herbalist. You could swap that butcher to trapping, if you're looking to feed into the leather industry.  I generally set my carpenter and mason as two separate people so the carpenter can be doing beds while the mason triples up on doors, chests, and cabinets.

The set-up I was given involved 2 miners, a mason, a wood cutter, a carpenter, a grower, and a brewer. With the new version, I'd double up the mason as a mechanic and add in architecture so it can set up defenses early. A grower won't be constantly busy, so you could double the grower as a brewer. You'll be constantly mining for more space/stone, so you might want your miner to be dedicated/hauling for the few down moments it has between rooms.

Sorry for the wall of text, I'm just passing on how I do things in case you can pull ideas. Play however you want.

1075
DF Dwarf Mode Discussion / Re: Reclaim Awesomeness in .40.03
« on: July 21, 2014, 08:38:30 pm »
Naw, considering Dwarves are subterranean, and some of those caves/lairs have tunnels in them leading down to the caverns, the early Dwarves probably lived in those caves. Back then, wagons were wild and would come underground, or be killed and hauled home by beasts that ate them. And the first Carpenters used wagon wood to build their shops, and the axes used to cut down the fungi of their home caverns. The war with elves came because the Dwarves needed to use the surface for travel, before the days of the pick.

The first artifact picks were weapons for killing elves. It was only tangentially discovered that they mined rocks just as well as Elf Skulls. They happened to have been made when Urist McVisionary invited an elf to his home, and took to a Fell mood to make the first ever Elfbone Pick.

1076
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: July 21, 2014, 08:22:37 pm »
A lot of them wouldn't understand and you're liable to eventually find someone who thinks we're dangerous or just plain insane and need locked up.  ::)

1077
DF Dwarf Mode Discussion / Re: Cloth and thread problems
« on: July 21, 2014, 08:20:59 pm »
Good to know. I was going to learn the minecart system on my next fortress.

1078
Artificial caverns for tree farming sounds like a totally dwarven thing to do. Rock on!

1079
DF Dwarf Mode Discussion / Re: Shooting off Walls
« on: July 21, 2014, 07:52:14 pm »
The idea of a fortification is that you're not sticking your head out between the bars to make shots. It's like those archery holes you see in the walls of real-world castles. So the angle issue is accurate, and should be a feature, not a bug.

I read on the Wiki that it's a 20 tile radius, but you won't get a range reduction until you're about four Z-levels above or below the target. The first three only seem to affect that fortification shadow. After that you get a 1-tile horizontal reduction for each Z-level above or below.

1080
You need seven or more tiles of empty space to prevent a successful jump. If a tree branch is big enough for a running start, a jump can clear five or six tiles max. So you need to clear out more space than that. Seven is the safe minimum for preventing jumps.

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