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Author Topic: New player with 2 questions  (Read 1514 times)

khanjackalmoreau

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New player with 2 questions
« on: December 16, 2013, 07:42:05 pm »

Hello!  I'm newly back to DF and decided to try out Masterwork.

I've been playing with it for about 2 weeks, and I have most of it kinda figured out.

I have 2 questions.

When I started this fortress, I toggled every invader switch off so I could learn in peace.  Even if I turn them back on, they won't start invading due to their absence during world-gen, right?

Secondly, I can't seem to figure out the guildhall.  I have plenty of coins from the mint, but all the options at the guildhall are redded out.

Can one of you walk me through how you use the guildhall to put specific dwarves into specific guilds?

I love this mod, thanks for all the great work!

Edit:  I now see there is a gameplay questions thread.  I will post this there.  Thanks.
« Last Edit: December 16, 2013, 07:44:16 pm by khanjackalmoreau »
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kamikazi1231

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Re: New player with 2 questions
« Reply #1 on: December 16, 2013, 08:02:38 pm »

Always glad to see more people joining the mod!

That is correct that because they weren't in world gen they won't show up.

The guildhall won't recognize coins in bins.  You probably have them stored in bins near the guild hall.  Make a new stockpile with no bins allowed for coins and it'll work.  If that doesn't work make sure the coins and guildhall are in the same burrow if you're using them.

To assign specific guilds make a dwarf a manager.  Then you use the workshop profile in the guildhall to assign a specific dwarf to the guildhall.  Then tell him to join a guild.  Never put the reactions of the guildhall on repeat.. it just doesn't work and all your money will burn away fast.  I'd also suggest putting the guildhall a bit out of the way so no other dwarf will run through and be caught in the reaction to join a guild by accident.
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moseythepirate

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Re: New player with 2 questions
« Reply #2 on: December 17, 2013, 12:54:21 am »

I'd also suggest putting the guildhall a bit out of the way so no other dwarf will run through and be caught in the reaction to join a guild by accident.
I don't know about you, but the thought of collateral guildification amuses me greatly.

"Oh good, Urist decided to put up some money for his higher educat-OH GOD I HAVE BEEN CAUGHT IN A KNOWLEDGE EXPLOSION"
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Congratulations, you've managed to weaponize air.

kamikazi1231

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Re: New player with 2 questions
« Reply #3 on: December 17, 2013, 02:19:46 am »

I'd also suggest putting the guildhall a bit out of the way so no other dwarf will run through and be caught in the reaction to join a guild by accident.
I don't know about you, but the thought of collateral guildification amuses me greatly.

"Oh good, Urist decided to put up some money for his higher educat-OH GOD I HAVE BEEN CAUGHT IN A KNOWLEDGE EXPLOSION"

Even better when the dwarf about to join a military caste carries a baby in and the baby picks up the reaction.  Trained since birth to be a killing machine.
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Urist McTeellox

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Re: New player with 2 questions
« Reply #4 on: December 17, 2013, 06:37:43 pm »

Even better when the dwarf about to join a military caste carries a baby in and the baby picks up the reaction.  Trained since birth to be a killing machine.

I'm *hoping* all these hilarious mishaps are fixed in the unified studded-with-patches release, as DFHack r4 is pretty insistent upon only targeting the workshop user, and not their child/neighbour/dog/pet-carp/rare-silk-sock. ;)
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Billy Jack

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Re: New player with 2 questions
« Reply #5 on: December 17, 2013, 11:26:35 pm »

The spill over issue was fixed quite a while back by proper placement of the SYN_CLASS:WORKER_ONLY (I think that was how its specified) in the syndrome.  I would attach the guild reactions to a patch of grass and have no spill over when converting  dwarves in my hall.
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Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

kamikazi1231

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Re: New player with 2 questions
« Reply #6 on: December 17, 2013, 11:47:47 pm »

That's good to know. I've just always been careful with it since the older versions.  Had way too many babies joining guilds. I figure nothing is perfect so I play it safe and keep the guildhall out of way from wandering random dwarves. Can't wait for a good stable version of r4 to be in the official release.  I'm currently using 4d since the new diseases scared me off and there are always bugs with a new interface.  Still is tempting to never deal with metalwraiths again though.

 I do notice that sometimes the reaction will throw the dwarf pretty far.  I'll end up finding the "joining a guild" dwarf a few z levels away sometimes.  I've never experimented with putting the guildhall next to a cliff and see if the fall can kill a dwarf transforming though.
« Last Edit: December 17, 2013, 11:51:33 pm by kamikazi1231 »
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Billy Jack

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Re: New player with 2 questions
« Reply #7 on: December 18, 2013, 10:29:11 am »

It's not throwing them.  They are just walking away to their next job before the transformation takes place.

So unless they are upset and going to end it all, putting it next to a cliff wouldn't be a problem.  :)
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)