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Topics - RedWick

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I play straight up vanilla for starters.  No tilesets.  I grew up playing Rogue-likes, so uckily reading ASCII hasn't been a problem for me for a very long time.  No mods.  I find there's generally enough diversity and challenge without ramping it up.  I do alter the init options a bit, so there is that. 

I don't use DF Therapist to manage my dwarves.  I've run multiple successful forts at 180+ dwarves without a problem.  I assign jobs to immigrants when they walk in (unskilled types usually end up as masons), so I usually have a pretty good spread of jobs initially.  When the number of dwarves in my fortress gets above 80 or so, I stop caring about each individual dwarf.  If I have a job that needs doing in my fort, I find a handful of idle dwarves (of which there are plenty) and turn the appropriate job on.  It's an iterative process.  At some point in a fortress' life, I have enough jobs turned on on enough dwarves that when I want something done, my dwarves spring into action without me worrying or cursing their laziness.

Yeah, at the 180+ population point, it runs slow, but I fold it into how I approach the game.  I generally run the fortress in the background and check back on it every now and again.  And while it's running, I read stuff, or work on other projects or whatever else.  I don't really get worked up over how slow it's running.  Mostly my forts end because I get bored with them and run out of ideas on how to grow them.  I'm really looking forward to the addition of inns and other means of interacting with the outside world, since it'll give me additional in-game goals to reach.

I rely on traps only when I'm just starting off and haven't had a chance to develop a military.  Once my military starts getting its bearings, I deconstruct the traps (or reposition them to act as a last line of defense; usually cage traps).  I leave my fortresses open, with one or two strong bottlenecks that I position my dwarves at.  Early on, I relied on archers, but realized that I didn't mind losing a few dwarves here and there to invaders or rampaging megabeasts.  It just adds to the background story.

I've never tried to manipulate the artifacts that my dwarves make.  I actually enjoy watching one of my mooded dwarves run all over the place and look to see what object they're dragging back to their workshop, even if it only lead me to say "Aww...just an oak log".  I don't really bother training up my weapon/armor smiths (I'm not sure I've ever had one get above proficient).  I don't delve down after the deep blue metal.  It's been a while since I've actively used magma too.

I'm probably not the only one who plays like this, but some days, it seems like I am.


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DF Suggestions / Tailors and clothes repair
« on: February 02, 2011, 04:36:09 pm »
I checked and didn't see anything that obviously connected to the idea, so I'm going to post it up.

Dwarves with the clothier job turned on should have an option in the clothsmaking workshop of patching and repairing clothing and other worn out, non-metal wearables with thread.  A dwarf with a suit of worn out clothing usually just removes the offending article and drops it wherever.  If the repair option were chosen, then a clothier could go around collecting worn out clothes and patch them up.  Maybe each use of thread repairs one level of wear: XX would go to X, X would go to x and x would go back to normal.  This would help to eliminate the unnecessary clutter around a mature fortress, and it would help to keep dwarves from running around unnecessarily naked (as amusing at that might otherwise be).

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I've discovered that dwarves who are assigned to one train at a weapon rack or armor stand will train there even if they're not currently on duty.  I think this means that if a dwarf ever finds itself in the position to be idle, instead they'll go and run through individual training drills on their own.  The combat drills don't take precedent over an actual job that needs to be done.  Now this could very well be a bit of common knowledge that I've somehow missed, but I haven't heard anybody mention it before. 

I had previously only used beds as a source of barracks, and had my squads training in them, but I had never noticed any of my dwarves spending their down-time training.  I decided to use armor and weapon stands in the fort I'm currently running, and decided to use those as the training areas, rather than the beds.  Now I see dwarves training, unprompted.

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DF Dwarf Mode Discussion / How'd that get in there?
« on: April 05, 2010, 04:20:13 pm »
I embarked on a cave.  Somehow my wagon (all 3x3 squares of it) ended up inside the cave, despite the fact that the cave only has a 1-tile wide entrance.

So yeah...this should probably be in bug reports, huh? 

No matter!  I'll keep in in the cave and set up the level it's on as a museum!  Tourists from all over will arrive at my fortress and scratch their heads in wonder at my Marvelous, Space Defying Wagon o' Broken Physics!

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DF Dwarf Mode Discussion / Stupid different colored rocks...
« on: December 15, 2009, 08:21:47 pm »
I have plenty of blocks to build all sorts of constructions.  But they're all in different colors (orthoclase yellow, microline blue, granite grey, and rocksalt white, with a smattering of petrified wood red).  Which means that I can either wait for enough rocks of the right type to be produced, or I can build my fortress so it looks horrifically colorful and random.   :-\

I suppose I could always just go ahead and build stuff now, then replace it when I get the right colors. 

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DF Dwarf Mode Discussion / Interesting spot I just found
« on: October 10, 2009, 02:27:43 pm »
About 70 z-levels tall, chasm, cave river, magma pipe, HFS, sand, a fair amount of trees (it's in a swamp).  No bauxite though.  The view is...well, lemme show you:



That hole in the side of the mountain is the magma-pipe.

I'm not usually one to go for these sorts of locations, but...I could do something interesting with this one.

World Gen Info for those of you who might be interested.  I'll see if I can dig up the map location in a bit.
Spoiler (click to show/hide)

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DF Dwarf Mode Discussion / So this hydra attacks my fortress, right?
« on: February 03, 2009, 12:30:24 am »
I love that when megabeasts get wounded during world gen, they stay wounded when they show up to attack your fortress.  Especially when said wound it their right rear leg and it causes them to fall over unconscious the second they arrive on your map.  Even better is when they slowly crawl toward your fortress, leaving a trail of blood in their wake, and the rest of your dwarves go about hauling wood back inside.

"Eh, wot's tha'?"

"Oh, that's Ade Suckerwastes.  Ee's a hydra wot's been threatening Timberwake since I was a wee 'un.  'spect he'll get to the gate some day.  Leaves a bloody mess though!"

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DF Suggestions / River rapids
« on: November 21, 2008, 06:48:25 pm »
When two rivers meet up, there's usually a multi-z level waterfall that drops directly from the level of the higher river to the lower level one.  My suggestion is, rather than having all rivers that meet up do this sort of thing, instead have a gradual drop in z-levels from the higher level to the lower level one (like one or two levels at a time).  You wouldn't want to get rid of all the large waterfalls obviously, but mixing up the tall falls with rapids would create some more interesting locations to explore and build on.

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Curses / LCS as a conspiracy-type game
« on: August 12, 2008, 09:22:41 pm »
I've been reading the Illuminatus trilogy recently, and I can't help but think that with some tweaks (ok, major tweaks), LCS could be turned into a conspiracy type of game.  Rather than working on changing government, you work on changing/controlling society and fighting against other conspiracies (Discordians vs Illuminati, or what have you).

Not really sure how I'd go about making such a change, but it's crossed my mind recently and I thought I'd toss it out there to see if there's anybody else who thinks it might be a neat thing to work on.

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DF Community Games & Stories / Reclaiming the Homeland
« on: August 09, 2008, 12:23:55 am »
8th Slate, 204

Those vile creatures finally attacked.  Two years after the brave heroes of Passagetrade went forth with vengeance in their eyes and hearts and cleared the lot of them out of one of their homes, they finally decide to try and return the favor.  Sprang up out of nowhere right at our front gate too.  Luckily, our fort's defenders were busy brushing up on their target practice at the gate (standard practice for the dwarves of the Metal of Fire).  Those animals never stood a chance. 

Irfotthor.  Newforest in the common tongue.  Ironic. 

Maybe we can give the wooden weapons of our attackers to the children as toys.  They'll need the practice...

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DF Suggestions / Regional Industries
« on: July 29, 2008, 07:48:50 pm »
Didn't see anything referring to this idea in any of the core or bloats (though, I really only skimmed). 

Have each town, outpost or retreat (or any other kind of settlement a race uses)  develop a local industry.  That is, something that it's good at producing. 

For humans, most of the smaller villages and towns should probably have farm production be their primary industry, for export to the larger cities.  Another possibility could be mining towns, with forges and the like.  Another could be textile production.  The bigger cities could have artisans who could turn raw products into finished products.  Similar focuses could be implemented for each of the other civs. 

The idea would be to make this all highly abstracted during world gen.  Warring civilizations could target specific towns who have a particular industry they'd want to disrupt (target mining/foundry-type towns to disrupt weapon and armor production, target farming villages to disrupt food production, etc.)  Thieves could target locations that produce finished goods, rather than raw materials.

Likewise, this could have an impact on population migrations, based on what profession a person has.  The cities would attract a higher percentage of skilled craftspersons, while costal cities would attract fishermen.  Mining towns and foundries would attract miners and smiths, and outlying towns could attract higher numbers of rangers and hunters.  Potentially, you could set it up so that the cities attract larger numbers of adventurer types so that, when your adventurer wants to start up a party, he goes to a tavern in a big city and asks around (could the production of people crazy enough to go adventuring be considered an industry?).

I think there's some potential here, and I think I've really only skimmed the surface.

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DF Suggestions / Dedicating a statue to a god in Fort mode
« on: July 01, 2008, 10:43:12 pm »
Pretty much what the title of the thread says.  Another option when you highlight a statue.  Instead of defining a statue garden room off of a given statue, define a temple room based off of a statue, and a further option to dedicate such a statue to one of the gods available to your fort's parent civilization (kinda like how you can choose to assign a bed, table or chair to a specific dwarf, only assigning a statue to a specific god).

If you have just a plain generic temple (ie, not dedicated to any god), it would act just like a regular statue garden and meeting area.  A specifically dedicated statue, however, would only attract followers of that particular god, meaning that followers of the same god would socialize with each other more and become closer friends than followers of other gods.  This could then lend itself to all sorts of inter-fort grudges and rivalries between followers of different religions.

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DF Modding / Growdur tag on plants
« on: December 14, 2007, 01:17:00 am »
Has anybody played around with this to figure out how long a growing period the numbers correspond to?  The wiki is silent on the topic, near as I can tell.

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DF Dwarf Mode Discussion / The Swordlovely Project
« on: February 21, 2008, 10:50:00 pm »
First off, go here: Swordlovely

Look around.  Take it in.  There's a lot there.  Iron, gold, galena, gemstones, tetrahedrite, tons of trees...Alas, no flux that I can recall.

Still to be uncovered: 1 magma vent, and 1 adamantine deposit (these can wait until later though, and I forget where they're located exactly).

What I'm looking for:  Ideas of how to fill in that large seven story structure I'm in the midst of carving out.  There's sand in the area, so my current plan involves replacing the walls of that entire bit sticking off the main L with windows (clear glass, if I can manage it).

Beyond that?  It's a lot of space to fill and going with my usual straight corridors filled with side rooms seems...a bit underwhelming for this kind of project.

As an added bonus, I'll narrate the project's design and implementation!

[ February 21, 2008: Message edited by: RedWick ]


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DF Dwarf Mode Discussion / Prepared food stocks
« on: November 04, 2007, 02:28:00 am »
Ok, so you can create food stocks that store just seeds, plants, animal fat, or whatever else you have handy.  How do you set up a stock that only accepts prepared food?

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