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Dwarf Fortress (2) - Team Liquid Project - Page 9

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jaj22
Profile Joined September 2009
United Kingdom1376 Posts
July 12 2012 19:26 GMT
#161
IIRC if you assign wheelbarrows to a stockpile, dwarves won't haul to it by any other means. Hence by tweaking the number of wheelbarrows assigned to piles of a particular type, you can indirectly manage how much hauling you want. Also moving stone with wheelbarrows is a lot faster.

Obsidian
Profile Joined June 2010
United States350 Posts
July 12 2012 20:40 GMT
#162
Minecarts are even more productive, assuming you can build the network. They take quite a bit of work, and require a ramp structure rather than stairs, but they move as fast as wheelbarrows and carry up to 5 times as much in a given trip.

I need to get some practice in with them actually... Could really improve construction efficiency.
Luke, you are still a wanker!
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2012-07-12 21:32:42
July 12 2012 21:31 GMT
#163
On July 13 2012 02:41 Dfgj wrote:
I can't believe people make stone stockpiles at all to be honest. It sends people hauling forever and there are more important things to be hauled. I can understand it for megaprojects, but for workshops... eh. Furthermore, obesity* is a leading cause of death among crafters that consume high-calorie dwarven alcohol and don't haul their own goddamn stones.

*Includes related ailments such as 'having all your fat ignited in all-consuming flames' and 'too slow to run from Forgotten Beasts'.


My legendary mason's time is worth a LOT more than Urist McPeasent and I don't want him wandering off to potentially dangerous areas for tone.

Plus if you set wheelbarrows to #1 on such a stockpile (or make it relatively small) you won't spend too much time hauling stone.

I'll generally make a workshop bordered by a stockpile of about 16-64 tiles (depending on project and what not) for stone. Set that stockpile to give to the workshop (so they only use those stones) and then let it go. The stockpile will fill up relatively quickly and from then on there's only 1 haul task for every stone the workshop uses so it's not much time at all hauling.

Plus you can't use a wheelbarrow without a stockpile so it takes way more time to have the mason haul it himself.


-------

I think my next fort will be a mining camp where everything is setup to be a mine track for crazy efficiency.
Logo
Dfgj
Profile Joined May 2008
Singapore5922 Posts
Last Edited: 2012-07-13 00:36:07
July 13 2012 00:34 GMT
#164
Perhaps I'm just biased against stoneworking - I've never had an issue with how quickly it gets done, especially with how many crafts legendary crafters spew out - creating a billion hauling jobs to load everything into bins as it is. Loose stone seems to be goddamn everywhere whenever I play, too. At most, a garbage dump near the various stone-consuming industries that any stone I want cleared can go to (emptying newly-carved storerooms, etc). I've never tried to standardize masonry using single types of rock (interior decorating? You some sorta elf?!), so there's that too.

By contrast, I make stockpiles for metalworking because it takes more parts (that are generally farther away) and is greatly more profitable/important.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 13 2012 01:24 GMT
#165
Can someone tell me why this fucking titan isn't dead:
[image loading]
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Dfgj
Profile Joined May 2008
Singapore5922 Posts
July 13 2012 03:20 GMT
#166
On July 13 2012 10:24 iGrok wrote:
Can someone tell me why this fucking titan isn't dead:
[image loading]

Composed of inanimate material.

Cut off its head.
Obsidian
Profile Joined June 2010
United States350 Posts
July 13 2012 03:35 GMT
#167
Dwarves are Dunb #(a really high one, but #1 for this thread)

Story: So, embark on a river delta, raised over the river by a good 3-4 levels. This means waterfalls, Fun! First wave of migrants come over, and decide to jump off the waterfall... Hun.. well, I didn't have a bridge across that river yet so, yea... fine. No great loss really.

Second wave of migrants come, and I've got a bridge all set for them, but they decide to take the quick path and jump off the waterfall again. I even set up a restricted travel zone around the area to try and get them to use the dumb bridge but only 2 of the whole second wave survives.

Fortunately, this weeds out all of the children, so I'm tempted to leave it as such and call it my Darwinian Thresher. Only those with the wit enough to use a bridge are worthy of survivng. Granted... this isn't exactly a major test, as I mean... really.

Unfortunately, I now have a few ghosts and I'm not even in year 2. I have to wait till winter before the water ices over and I can go dig out the corpses. God I hate dwarves.
Luke, you are still a wanker!
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 13 2012 03:47 GMT
#168
Don't worry, I embarked on a waterfall that led into a river fork chasm. 2 of my initial 7 dwarves died within the first 3 months.

P.S. Shackes where are you!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
]343[
Profile Blog Joined May 2008
United States10328 Posts
July 13 2012 06:38 GMT
#169
On July 13 2012 12:35 Obsidian wrote:
Unfortunately, I now have a few ghosts and I'm not even in year 2. I have to wait till winter before the water ices over and I can go dig out the corpses. God I hate dwarves.


Wait, you can't just engrave slabs?
Writer
shackes
Profile Joined August 2010
Germany148 Posts
Last Edited: 2012-07-13 08:14:43
July 13 2012 08:13 GMT
#170
4th Hematite
Setting up new constructions:
A few individual bedrooms, and baracks tower.

6th Hematite
A bone doctor secretly claims a craftsdwarf's workshop. Let's see what he creates.

13th Hematite
It's a wooden bracelet! Yay!

22nd Malachite
It is a quiet summer. 9 more migrants. Constructions are going well. A few vomiting groundhogs outside, being hunted down.

19th Galena
The time for chilling has passed! A vile force of darkness has arrived.
I draft another 5 dwarves and prepare to fight.

Preparing for a long siege, I set a burrow to everything inside the walls and put it on civil alert.
The door stays open for now.

21st Galena
I'm facing a total of 16 goblins. Two of the human guards of the caravan are jumping in to help.
My military is formed by 24 brave dwarves by now.

[image loading]
Yes, that's our mayor. I hadn't noticed that they elected one of our ranger squad. He's one of our best marksmen.

22nd Galena
We already broke their spirit. 8 dead goblins and the rest is set running.
No casulties, but many minor wounds on our side.

Shackes II did a good job kicking and biting!

Also I've decided to assign one name per season, to make some of these faceless dwarves more memorable. This time it will be our Leader/Marksdwarf. He will known as Liquid`Nazgul.

1st Limestone
Autumn has come.
The forgotten beast is staring through cracks in the cavern wall, startling bypassing dwarves...

8th Limestone
Bad news. Two of my militia captains are unable to walk due to foot and leg injuries. For some reason noone is coming to help and they are getting hungry and thirsty.

23rd Limestone
16 more poor souls join the fun.

10th Sandstone
The captains have been carried to the hospital by now. There's even a diagnoser amongst the newest immigrants. Welcome to your new job, Chief Medical Dwarf.
With his great analytical abilities, he will be DayNine.

18th Sandstone
Shackes II is leading a Fighting Demonstration for his squad.
For some reason the marksdwarves wont use the newly created shooting range.

15th Timber
A vile force of darkness has arrived. Again.
Four of my fighters are still in the hospital, including the two captains. I'll draft 6 new guys into a new squad! :>

16th Timber
Whoops, there are over 50 invaders, including 8 trolls and 10 crossbow goblins.
Our livestock is getting slaughtered.
I will close the front door this time and try my luck shooting through the fortifications.

[image loading]
I guess the archers are getting some training after all!

20th Timber
There are still weak spots in the new construction, the crossbow goblins find a few dwarves to shoot at in spots where the wall is not competed.
Also I'm running low on bolts...

28th Timber
The siege is still going on. Minimal losses on both sides.
Everything is frozen, we have no water to give to our patients. They are most likely going to follow one of the more dark traditions of this fortress. Dehydration.

1st Moonstone
Winter is upon us.
The vampire still has not been discovered yet. To begin this lovely season, another dwarf has been drained. Alone, in the middle of the sleeping hall.
[image loading]


I'm going to play the rest soon.


I could use some tips in the meantime:
- Any way to get water? I guess not.
- Why isn't my archer squad using the archery range, they have the job "Go to Archery Practice" but just hang around in the meeting hall. Bolts are set to T (and C)
Arevall
Profile Joined February 2010
Sweden1133 Posts
Last Edited: 2012-07-13 08:58:19
July 13 2012 08:51 GMT
#171
Guess you have to get water from
caverns

Have you assigned the archery targets to squads? You also need to designate shooting direction, and repeat this for each target (I think).

Also, could you name a dwarf after me? I'd prefer a surgeon, with the power over life and death, mwahaha!
shackes
Profile Joined August 2010
Germany148 Posts
July 13 2012 11:47 GMT
#172
On July 13 2012 17:51 Arevall wrote:
Guess you have to get water from
caverns

Have you assigned the archery targets to squads? You also need to designate shooting direction, and repeat this for each target (I think).

Also, could you name a dwarf after me? I'd prefer a surgeon, with the power over life and death, mwahaha!

No water found in the depths.. Maybe I'll dig a bit deeper

Targets are set up correctly.

Will do, we have exactly one surgeon!
Shi
Profile Joined August 2010
69 Posts
Last Edited: 2012-07-13 13:52:53
July 13 2012 13:08 GMT
#173
In order for marksdwarves to train:

1. Has crossbow/ammo assigned, quiver available.
2. Target constructed, practice room defined, squad training at that target.
3. Squad not training at any other barracks (I think).
4. Squad is inactive in schedule, i.e., not training (important!).

Edit: If they're set to training, they'll train like shield user, dodger, armor user, etc., though sometimes I've heard they'll lead archery/marksdwarves demonstrations.

Edit 2: In response to the post below. I remember there being an automated trainer involving a trapped goblin, a small 1 by 3 or 4 room, pressure plates, and closing doors linked to said pressure plates to absorb bolts and keeping the goblin alive. Bonus points if y'all can make that happen! :D
Hoosegow
Profile Joined August 2010
United States139 Posts
July 13 2012 13:27 GMT
#174
Yeah, archery training has been weird the last several patches. If you set archer squads to train you'll end up with tons of hammerdwarves. You can always cage trap wildlife and drop them into death pits, surrounded by fortifications... for "training"
shackes
Profile Joined August 2010
Germany148 Posts
Last Edited: 2012-07-13 14:26:36
July 13 2012 14:22 GMT
#175
9th Moonstone
I'm under siege from two sides. Above and below.
The forgotten beast is annoying my dwarves again. I'm trying to seal all holes in the wall and ground, but it scares away the builders. One of my hunters is shooting at it.
Since it's quiet above ground, I'll send the archers to help.

10th Moonstone
The Minotaur Slupi Dunemor Cor Suku has come! A giant humanoid monster with the head of a bull.
He wont get in, let's see if he like those goblins out there.

11th Moonstone
He doesn't. He's running for his dear life.

13th Moonstone
The minotaur is dead. He was overwhelmed, only managed to injure one or two goblins.

16th Moonstone
I'm not hitting the forgotten beast. It's a big crossbow bolt graveyard. I've had enough, I'm opening the cavern wall a
move in with the melee squads.

22nd Moonstone
We struck gold!

26th Moonstone
The forgotten beast has been killed. No injuries. Recovering bolts now.

2nd Opal
Another one of many babies this year. We have reached a total of 100 dwarves! Temporarily.

4th Opal
Make that 101. 102. (20 kids)

5th Opal
Nazgul wants buckets. Nazgul gets buckets

11th Opal
The first thirst victim, with many more to come.
In an effort to save the ones that can walk, i remove the remove all the beds in the hospital and set it to inactive. It's not helping anyways.

18th Opal
Export of buckets prohibited. Sorry Nazgul, They are not going to help without water.

3rd Obsidian
Nazgul is kind of depressed. Nothing is working out like he imagined. He lost friends lately. Yet he is able to encourage his fellow dwarves, conducting meetings with other unhappy dwarves to cheer them up.

5th Obsidian
Atis Uzaroslan, bookkeeper and mother, is throwing a tantrum!

7th Obsidian
The 6th thirst victim has been claimed. Atis has calmed down.

16th Obsidian
The siege has ended. We successfully waited it out. Not the dwarven way but at least we are still alive.
Opening the door to get the woodcutting going again.

21st Obsidian
The dehydration has stopped (they're all dead) but one guy just died to an infection. The hospital isn't good at cleaning without water either.

Spring has arrived.


Damn, my construction could not be finished during the siege.

If anyone wonders, it would have been an elaborate trap.

I don't expect anyone to finish it. To make it somewhat effective, the only thing one would have to do is to remove the scaffolding (X updown stairs) so that the bottom thing is only connected to the top by the supports.

Good luck, next guy.
Here's the file: http://www.speedyshare.com/H2bAV/TL.zip



shackes
Profile Joined August 2010
Germany148 Posts
July 13 2012 14:25 GMT
#176
On July 13 2012 22:08 Shi wrote:
4. Squad is inactive in schedule, i.e., not training (important!).


That might be the problem, they were set to active/train. But it's difficult when you're not allowed to disable other labor -_-
In my own forts I disable everything for military and set them to inactive. Works best for training imo.

I'll let the next guy (imallinson?) figure it out.

Note that I deactivated half of the shooting range, just trying different stuff. You might want to activate them again.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 13 2012 14:27 GMT
#177
Should have named this place Thirsthall.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
July 13 2012 14:32 GMT
#178
Just make a resevoir since we have a brook.
I work alone. // Visit TL Mafia subforum!
imallinson
Profile Blog Joined May 2011
United Kingdom3482 Posts
Last Edited: 2012-07-13 16:14:59
July 13 2012 15:41 GMT
#179
It looks like my turn is going to be full of fun. First thing I'm doing is creating a reservoir so we don't have dwarfs dying every winter.

I'm also having problems getting the save file to work. It's not showing up in game even though the folder is in the right place. Ideas?
Liquipedia
Dfgj
Profile Joined May 2008
Singapore5922 Posts
Last Edited: 2012-07-13 16:51:20
July 13 2012 16:50 GMT
#180
On July 13 2012 17:13 shackes wrote:
Yes, that's our mayor. I hadn't noticed that they elected one of our ranger squad. He's one of our best marksmen.

Of course they did. Dwarves know what's up, and what's up is our tower, a pillar of marble that menaces with spikes of Marksdwarves. Whoever rules there, rules Skyhall.

On July 14 2012 00:41 imallinson wrote:
It looks like my turn is going to be full of fun. First thing I'm doing is creating a reservoir so we don't have dwarfs dying every winter.

I'm also having problems getting the save file to work. It's not showing up in game even though the folder is in the right place. Ideas?

Is it a folder within a folder? When I first downloaded it, I made that error.
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