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Dwarf Fortress - Addiction in ASCII - Page 21

Forum Index > General Games
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Impervious
Profile Blog Joined March 2009
Canada4222 Posts
June 03 2011 14:26 GMT
#401
On June 03 2011 23:24 Logo wrote:
Show nested quote +
On June 03 2011 22:43 Impervious wrote:
On June 03 2011 13:00 Ulfsark wrote:
So I have a dwarf who has 30 kittens... that dwarf alone is causing a huge drp in FPS, I am debating putting a end to him and his cuddly things.

Edit: Creative way to a kill broker. If you have goblin cages lock him in a room full of goblin cages activated via lever, or any time of feral beast.

Make a drowning chamber, Force a cave in of his bedroom. The possibilities are endless.


At the moment, my idea is to send him to wrestle with some alligators that are roaming near my fortress.

On June 03 2011 22:24 Glenstorm wrote:
On June 03 2011 12:59 Impervious wrote:
So, I have to think of some creative way to kill my broker now, because of how badly this guy just let me down. Any suggestions?


If you change the trade depot setting from "Only Broker May Trade" to "Anyone May Trade" (b), any available dwarf will come to handle the trading (lower broker skill gets you worse deals), good for emergencies like these.


I did. And nobody showed. -_-


Once the caravan starts arriving (as in enters the map) just set your broker to have no jobs enabled (including hauling) so he has nothing better to do than go to the depot and trade. Even if he eats/sleeps/drink he should still have plenty of time to trade.

I did. And he still decided to bring items to the depot, instead of trading -_-
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Tabularasa
Profile Joined July 2010
Germany116 Posts
June 03 2011 14:35 GMT
#402
There are way to few pictures in this thread!

Here are some impressions of my latest fort - its pretty safe and stable, most dwarfs are happy and my military is well equipped and trained. Sadly I only get around 25fps, because my population has grown to 250. Should have done some birth control :o

There are some notations, but they are part german (posted this elsewhere before). But in any case, here is my massive fort:
[image loading][image loading][image loading]
Here you see the main above-ground layout, with the constructed and natural walls constricting points of entrance. My legendary marksmen guard those entrances in turns from key location or from the front tower. And if anything gets past the marksmen, they usually meet my army training in the courtyard.
Also I made a dwarfen sauna (mist generator), which keeps my dwarfs very happy :3

[image loading][image loading][image loading]
I like organizing my stockpiles, so I can instantly see how much stuff I got... good thing I have pretty much LOTS OF EVERYTHING.
Also notice the fancy King's Rooms (with a bath and extra treasure vaults :3) and the "siege defence entrance" at the left. Thats also where I drop spare cows, donkeys and horses at enemys.
The statue garden at the lower left sadly got ruined by pets, since they don't care about staying on the paved ways. I wanted a green haven for my dwarfs to stroll, not a mud-pit with dogs and donkeys everywhere /o\

[image loading][image loading]
The only thing I've been missing is a source for magma. I've got lots of caverns below my fortress, so its kinda tedious to work through them - but I don't really need magma anyway.
KeKeKeKeZergru..... forgot my Spawningpool :<
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
June 03 2011 14:36 GMT
#403
On June 03 2011 23:22 Haemonculus wrote:
Show nested quote +
On June 03 2011 23:11 plated.rawr wrote:
You have to butcher it first. Set up a butcher shop, and make sure someone's enabled butchery.

You'll also get a heap of bones, fat and animal hide doing that. Tan the leather to make leather stuff, and use the bones for practice bolts or decoration or something.

Gotcha, thanks. One of my Dorfs has been hunting vermin for food, despite having plenty of food in the stockpiles, and having just killed a moose. I guess she likes rats or something, lol.

You might need to cook meals out of parts of the animal before they'll touch it.

According to the wiki, organs are edible unproccessed, but there's no mention of the base creature meat. I'm guessing you have to prepare the rest of the animal.
Savior broke my heart ;_; || twitch.tv/onnings
ChinaWhite
Profile Joined March 2011
United Kingdom239 Posts
Last Edited: 2011-06-03 15:14:55
June 03 2011 15:11 GMT
#404
I'm not sure, my dorfs seem pretty happy eating the meat of slaughtered kittens (population control is important) withough any method of cooking (dont tend to make kitchens until later).

I do treat them quite badly though, so i guess it's possible they just develop a taste for raw flesh over time.

It's a shame you can't indulge canableism really, would save time on burials etc.
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
June 03 2011 15:27 GMT
#405
Does anyone have any experience building high walls? I've got a nice 1-tile tall wall around the entirety of my fortress. I want those walls to reach the sky! So I build ramps at various spots so the builders can get up. When I'm building the next level though, they tend to trap themselves zzzzzz.

Any way around this? Do I need lots more ramps or something? Do I need to make the walls a few tiles wide so that there's always something to stand on?
I admire your commitment to being *very* oily
Impervious
Profile Blog Joined March 2009
Canada4222 Posts
June 03 2011 15:31 GMT
#406
They need somewhere to walk. Make a floor to go along with the wall, and they'll be able to move around.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Ulfsark
Profile Blog Joined September 2010
United States958 Posts
June 03 2011 17:36 GMT
#407
On June 03 2011 23:22 Haemonculus wrote:
Show nested quote +
On June 03 2011 23:11 plated.rawr wrote:
You have to butcher it first. Set up a butcher shop, and make sure someone's enabled butchery.

You'll also get a heap of bones, fat and animal hide doing that. Tan the leather to make leather stuff, and use the bones for practice bolts or decoration or something.

Gotcha, thanks. One of my Dorfs has been hunting vermin for food, despite having plenty of food in the stockpiles, and having just killed a moose. I guess she likes rats or something, lol.

So I have a bunch of tame oxen wandering around. How do I mark them for slaughter? We're about to have a food crisis lol.


Hit Z then go to animals, then hit B on the creatures you wish to mark for slaughter.
gg wp
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
Last Edited: 2011-06-03 19:27:45
June 03 2011 19:23 GMT
#408
Oh man robbing elves is so much fun....

Now if only they'd brought an anvil... jerks

edit: Auuughhhh my weaponsmith entered a mood... and I have no anvil so no forge or metalsmithing... ruh roh
I admire your commitment to being *very* oily
ChinaWhite
Profile Joined March 2011
United Kingdom239 Posts
June 03 2011 19:29 GMT
#409
Yeah you really need to be able to take advantage of weaponsmith moods - chances are he'll turn into a legendary weapon or armour smith if you can provide what he needs, it's horrible to miss out on that
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
Last Edited: 2011-06-03 19:56:07
June 03 2011 19:52 GMT
#410
On June 04 2011 00:11 ChinaWhite wrote:
I'm not sure, my dorfs seem pretty happy eating the meat of slaughtered kittens (population control is important) withough any method of cooking (dont tend to make kitchens until later).

I do treat them quite badly though, so i guess it's possible they just develop a taste for raw flesh over time.

It's a shame you can't indulge canableism really, would save time on burials etc.

Sounds odd. As far as I can remember, kittens do not yield meat on butchery - only a skull. You have to butcher actual cats to get anything worthwhile.
On June 04 2011 00:27 Haemonculus wrote:
Does anyone have any experience building high walls? I've got a nice 1-tile tall wall around the entirety of my fortress. I want those walls to reach the sky! So I build ramps at various spots so the builders can get up. When I'm building the next level though, they tend to trap themselves zzzzzz.

Any way around this? Do I need lots more ramps or something? Do I need to make the walls a few tiles wide so that there's always something to stand on?

You need to be careful if you do not build scaffolding for your dwarves. I usually build two ramps (or if it's a fully connected wall on both sides, just one), so that workers can work on each side of the wall at the same time. Then I only assign two tiles of wall at a time, directly opposite of the ramps - this way, I'm assured that my workers start off at the furthest area, and doesn't build themselves in.
Savior broke my heart ;_; || twitch.tv/onnings
ChinaWhite
Profile Joined March 2011
United Kingdom239 Posts
June 03 2011 20:02 GMT
#411
Ah, well i butcher both, I guess i've not been getting anything from the kittens then. As long as they're marked for death all is well.
Fontong
Profile Blog Joined December 2007
United States6454 Posts
June 03 2011 20:30 GMT
#412
Well I managed to get through the first year of my tundra fortress with no tools on embark. I didn't bring any wood besides the wagon, so I had to deconstruct it just to make a butcher for meat and a craftsdwaves for bone bolts. Every time a stack of bolts was made the hunter would go shoot some poor elk a few times and leave there half dead. To solve this, I used those animals as training and just assigned unarmed soldiers to go finish them off. Anyway, I did a journal with screencaps so I'll post it up when I get a chance later.
[SECRET FONT] "Dragoon bunker"
ChinaWhite
Profile Joined March 2011
United Kingdom239 Posts
June 03 2011 20:45 GMT
#413
So what did you take with you in place of tools? Just extra food, or were you deliberately handicapping yourself?
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
June 03 2011 20:51 GMT
#414
On June 04 2011 04:29 ChinaWhite wrote:
Yeah you really need to be able to take advantage of weaponsmith moods - chances are he'll turn into a legendary weapon or armour smith if you can provide what he needs, it's horrible to miss out on that

Yeah he just went insane too. Time to see what sort of "fun" this results in!

So I built a ring of floor a tile off the ground around the bases of my castle walls. A dwarf has somehow gotten stranded up there, despite being RIGHT FREAKING NEXT to the ramp down. What the shit why can't be walk back down the ramp? There's nothing in his way T_T;;;;
I admire your commitment to being *very* oily
Logo
Profile Blog Joined April 2010
United States7542 Posts
June 03 2011 21:04 GMT
#415
On June 04 2011 05:51 Haemonculus wrote:
Show nested quote +
On June 04 2011 04:29 ChinaWhite wrote:
Yeah you really need to be able to take advantage of weaponsmith moods - chances are he'll turn into a legendary weapon or armour smith if you can provide what he needs, it's horrible to miss out on that

Yeah he just went insane too. Time to see what sort of "fun" this results in!

So I built a ring of floor a tile off the ground around the bases of my castle walls. A dwarf has somehow gotten stranded up there, despite being RIGHT FREAKING NEXT to the ramp down. What the shit why can't be walk back down the ramp? There's nothing in his way T_T;;;;


Most likely because of this: http://df.magmawiki.com/index.php/File:Invalidramp.png

Ramps have some sense of direction (though they magically turn around as you change the terrain around them). I highly recommend stairs as scaffolding. It's more dwarf work, but it'll save you tons of headache because it's much harder/impossible for dwarves to get stuck.

Also you can use diagonal directions to influence how dwarves deconstruct/contruct things I believe. Masons always try to work N/S/E/W (not in that order) over the diagonals which is helpful for keeping dwarves unstuck.
Logo
Fontong
Profile Blog Joined December 2007
United States6454 Posts
Last Edited: 2011-06-03 21:13:25
June 03 2011 21:13 GMT
#416
On June 04 2011 05:45 ChinaWhite wrote:
So what did you take with you in place of tools? Just extra food, or were you deliberately handicapping yourself?

I only took the default amount of food. I took like twice the default number of drinks though, and even with that I barely survived to the caravan. Food wasn't a huge problem because of hunters.

I didn't change a whole lot of the standard embark items, past removing the tools and anvil. I just brought a suit of bronze armor to use up the last remaining points. I did bring an axe, but it was only used as a weapon since the map contains no trees on the surface whatsoever. In the end, I had to melt down the armor to make a pick since the caravan didn't bring any real metal bars and without a pick I never would have made it much longer. But more details in the report later.
[SECRET FONT] "Dragoon bunker"
ChinaWhite
Profile Joined March 2011
United Kingdom239 Posts
June 03 2011 21:29 GMT
#417
Nice, Not that skilled yet myself! Look forward to reading future updates.

Another great thing about this game - easy to play in window while watching MLG!!!!
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
Last Edited: 2011-06-03 22:28:53
June 03 2011 22:02 GMT
#418
On June 04 2011 06:04 Logo wrote:
Show nested quote +
On June 04 2011 05:51 Haemonculus wrote:
On June 04 2011 04:29 ChinaWhite wrote:
Yeah you really need to be able to take advantage of weaponsmith moods - chances are he'll turn into a legendary weapon or armour smith if you can provide what he needs, it's horrible to miss out on that

Yeah he just went insane too. Time to see what sort of "fun" this results in!

So I built a ring of floor a tile off the ground around the bases of my castle walls. A dwarf has somehow gotten stranded up there, despite being RIGHT FREAKING NEXT to the ramp down. What the shit why can't be walk back down the ramp? There's nothing in his way T_T;;;;


Most likely because of this: http://df.magmawiki.com/index.php/File:Invalidramp.png

Hohohohoh good catch, so that's what's happening.

I fixed the problem by just building loads of staircases all around the perimeter of the fortress. Now my dorfs can get to all areas of the upper wall, but for some reason still occasionally think a certain block is impossible to build. So I have to de-mark it, re-build it, and then they can build it without a hitch. Dunno what's up with that.

Insane weaponsmith just died of thirst t.t;;

edit: What the shit does an anvil cost? New caravan just showed up and they won't trade an anvil, (of which they have 3) for 7 bins full of gems.... JERKS
I admire your commitment to being *very* oily
ChinaWhite
Profile Joined March 2011
United Kingdom239 Posts
June 03 2011 23:01 GMT
#419
That cant be right, steel ones are expensive but not that much. Do you have a broker with appraisal skill? You should be able to see the value then
Impervious
Profile Blog Joined March 2009
Canada4222 Posts
June 03 2011 23:31 GMT
#420
fml

I decided to keep the broker around for a bit.

Elves showed up next, as expected. They did not have any iron or steel, so I could not fasten another anvil.

Next, my fellow brethren from the mountainhomes showed up. I have no idea what they had, since I was ambushed about 5 seconds after they showed up by 2 groups of goblins.

Before the traders could get within the safety of my walls, they were surrounded and slaughtered by the goblins.

Of course, my dwarves being the idiots they are, decided to venture outside of the burrows I established for them, and they tried to pick up the dropped items..... My population dropped from high 40's to low 20's from a handful of goblins, because of how dumb these guys are.

I'm probably at the start of a downward spiral..... Sure, I've got food and drink, but half of my population is pissed at what happened, and a bunch are injured, and I don't have enough medical supplies to take care of it all.....

Of all people to survive, the broker was one of them. Fucker was probably snoozing and fattening himself up during this ordeal.....

I think I'm just going to kill him, and then abandon the fort for a new one at this point.....
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
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