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Author Topic: Help a guy make the leap :(  (Read 5002 times)

crossmr

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Re: Help a guy make the leap :(
« Reply #45 on: December 07, 2010, 02:32:28 am »

Here is the biggest thing.  No more exploratory mining for a season to find a single vein of ore.  No more completely useless phylite layers.  You get some serious resources here.

Keep in mind that this is changing with the next update, hopefully in a month or less. Ore will be back down to 40d levels or less. On the other hand, there'll be a real trade system, so you'll be able to get traders to bring you mass quantities of raw materials, instead of maxing out your requests for iron ore and having them bring you three pieces of hematite. At least, that's the plan.

don't know how I feel about that. It was pretty barren in 40d. Maybe some kind of in between would be nice. On my embark I've got piles of hematite, lignite, etc on the first level I walked into. Nice, but perhaps a bit too easy

Quote
and then I was completely turned off by having to muddy up any non-surface ground in order to farm on it
This really is trivial. You don't need to muddy outside. And making a couple channels above your farm and running a bucket brigade for 5-10 minutes isn't really hard or time consuming.
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Quatch

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Re: Help a guy make the leap :(
« Reply #46 on: December 07, 2010, 03:10:02 pm »

It sounds from my interpretation more like a balance between 40d and 31x for mineral quantity. The key helper with reduced mining availability will be the new caravan stuff where you should be able to get usable amounts.

I strongly suggest reading toady's reply posts in the FotF thread. Excellent reading.


Oh other advice: unlike 40d, 31x's military is not something you can set up after the attack happens. You really need to have done it earlier. unskilled warriors are pure cannon fodder, and they take a while to actually go and pick up assigned equipment. Definitely set up some reserve squads early on even if you don't have any current need for them.
« Last Edit: December 07, 2010, 03:11:43 pm by Quatch »
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SAVE THE PHILOSOPHER!
>>KillerClowns: It's faster to write "!!science!!" than any of the synonyms: "mad science", "dwarven science", or "crimes against the laws of god and man".
>>Orius: I plan my forts with some degree of paranoia.  It's kept me somewhat safe.

hbar_squared

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Re: Help a guy make the leap :(
« Reply #47 on: December 07, 2010, 04:57:43 pm »

okay, so I've started a new 2010 fort, and I've dig a bit into the mountainside. I think I've got most of the basics figured out, but I gotta ask - what's up with burrows? Do I need them? What's the advantage?
Remember the (o)rder "Dwarves cannot go outside"?

Yeah, that's gone.  First task, make an 'inside' burrow.  (Protip - you can designate burrows in 3D, unlike mining.  Hit enter once, go down 150 Z-levels and over to the other map corner, hit enter again.  Done.)

Then, go to (m)ilitary, (a)lerts, (?) make a new alert, call it ambush, set burrow restriction to 'inside'.

That's as far as I've gotten with the burrows, but so far, it's all I've needed.

EDIT - whoops, another two pages.  Context added.
« Last Edit: December 07, 2010, 04:59:32 pm by hbar_squared »
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Hasek10

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Re: Help a guy make the leap :(
« Reply #48 on: December 07, 2010, 07:40:12 pm »

This thread has inspired me to continue my fortress, build it strong, and search out Adamantine in order to bring justice and Fun.

Thank you.
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EnDSchultz

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Re: Help a guy make the leap :(
« Reply #49 on: December 08, 2010, 04:34:45 am »

For great justice!
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The Dog Delusion

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Re: Help a guy make the leap :(
« Reply #50 on: December 28, 2010, 07:45:35 pm »

okay folks, I decided to report back - I am officially re-hooked on Dwarf Fortress!

So I've definitely managed to overcome the farming thing, and I'm really diggin' the caverns. I even faced a few Forgotten Beasts, and had a couple of dwarves die from paralysis and bleeding after contact with the deadly blood. Fun times! I think I'm even okay with the new military screen...to a degree. I mean, I managed to get my dwarves outfitted and training in the danger room, or in the entry way (thus guarding the main gate) - I can also give move and kill orders to my squads when I'm in a tight spot, or need to clear out a cavern.


I'm still having a bit of trouble with the scheduling thing, though. The interface isn't really a problem, but just conceptually, I can't tell whether it's supposed to work this way and I'm just hung up on the old way of doing stuff, or whether I'm doing it wrong.

Question: Is it normal to have dwarves jumping in and out of service? I've got a squad of 6 sword-dwarves set to be training pretty much year-round, but the number listed on the "Q-screen" always seems to vary from as many as all six being listed as "Swordmasters" to having a mix of masters and regulars, to having only 3 listed military at all. Is there a way to make them stay in the military all the time, or is there no need to do that?
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Keep in mind that the dwarves are essentially alcoholic toddlers, and act accordingly.
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