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Author Topic: What's going on in your fort?  (Read 6188947 times)

Player111444

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Re: What's going on in your fort?
« Reply #45720 on: January 22, 2016, 07:31:43 pm »

Huh. funny...

For some reason i don't get any human merchants coming to my fortress even that im one of their neighbors they don't come.

only the elves and some human bards.

Playing DF 42.04

EDIT:
Damn Keas returned.

It's time for the kea war... using my mid tower...
« Last Edit: January 22, 2016, 08:00:20 pm by Player111444 »
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cochramd

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Re: What's going on in your fort?
« Reply #45721 on: January 22, 2016, 07:35:29 pm »

Just started another fort. Embarked, started digging. To my surprise, cave moss is growing as soon as I dig out the first layer of soil. Didn't breach caverns yet. Wtf?
When you breach a cavern in one fort, it's considered breached for every fort that includes that cavern in the embark. Consider yourself lucky: you've can start an underground tree farm without having to breach the caverns.
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khearn

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Re: What's going on in your fort?
« Reply #45722 on: January 22, 2016, 07:47:25 pm »

cochramd: I'm afraid you'd just run into Brook's Law: adding manpower to a late software project makes it later. Although not quite in the way that Fred Brooks meant it. If you added another 300 dwarves, your FPS would probably be down to 1.
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cochramd

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Re: What's going on in your fort?
« Reply #45723 on: January 22, 2016, 07:52:25 pm »

cochramd: I'm afraid you'd just run into Brook's Law: adding manpower to a late software project makes it later. Although not quite in the way that Fred Brooks meant it. If you added another 300 dwarves, your FPS would probably be down to 1.
Yeah, but then I'd just let it run overnight while I slept and I wouldn't lose any of my time because the next caravan was going to pause the game anyways.

There is miasma coming from my new butcher shops, despite them being right next to the new food stockpiles. Guess I better get the kitchens going too....
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khearn

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Re: What's going on in your fort?
« Reply #45724 on: January 22, 2016, 07:55:21 pm »

Always build doors in the entrance to your butcher's shops. Sometimes, things just don't get hauled out of them quickly enough.


Hmmm, that belongs in the tips and tricks thread.
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TD1

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Re: What's going on in your fort?
« Reply #45725 on: January 22, 2016, 07:57:53 pm »

I always build them in my surface animal pen
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khearn

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Re: What's going on in your fort?
« Reply #45726 on: January 22, 2016, 08:04:32 pm »

Yeah, doors (set to stop animals) are a good idea on any pastures. If an animal end up outside its pasture for whatever reason, it won't wander all over your fort, and it's less effort for a dwarf to take it back. My underground pastures are usually all in one big room with doors at the exits. The farmers' workshop also goes in there so animals that have been sheared don't wander off, given that shearers are happy to fetch the animal from its pasture, but can't be bothered to take them back afterwards.
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martinuzz

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Re: What's going on in your fort?
« Reply #45727 on: January 22, 2016, 08:11:24 pm »

Just started another fort. Embarked, started digging. To my surprise, cave moss is growing as soon as I dig out the first layer of soil. Didn't breach caverns yet. Wtf?
When you breach a cavern in one fort, it's considered breached for every fort that includes that cavern in the embark. Consider yourself lucky: you've can start an underground tree farm without having to breach the caverns.
this is my first fort in this world. I did run an adventurer through tunnels though, I guess that caused it then.
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cochramd

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Re: What's going on in your fort?
« Reply #45728 on: January 22, 2016, 08:22:45 pm »

Just started another fort. Embarked, started digging. To my surprise, cave moss is growing as soon as I dig out the first layer of soil. Didn't breach caverns yet. Wtf?
When you breach a cavern in one fort, it's considered breached for every fort that includes that cavern in the embark. Consider yourself lucky: you've can start an underground tree farm without having to breach the caverns.
this is my first fort in this world. I did run an adventurer through tunnels though, I guess that caused it then.
Must've been.

Doors would be great, if I had any walls. I'm also having trouble getting the dwarves to make stockpiles as I envisioned them. All I want is a stockpile of pigtail threads and GCS silk threads and a stockpile of dimple dye feeding a dyer's shop that feeds only it's masterworks to another stockpile, which feeds them to a craftsdwarf shop that makes them into instrument strings. But apparently, I/they managed to bungle that up.
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Greiger

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Re: What's going on in your fort?
« Reply #45729 on: January 23, 2016, 02:03:25 am »

First siege of .42.  All my fortresses before have been getting lucky(?) and not having any hostile forces close enough.

Archers in the fortifications engraved into the artificial cliffface, they take one set of shots at the approaching goblin forces.... and then climb through the fortifications and then down 4 z levels to the ground level before they continue firing.  My archers clearly do not understand the concept of fortifications.

I order the melees to charge out the gate.  The battle is now UNDER the long bridge into the main gate, so I don't think they will arrive in time.  Fortunately the melees reach the first bridge support pillar and just climb down arriving pretty much on top of the goblin squad closing in on the now very exposed archers.  It is a slaughter, my soldiers are better trained and better armed and bigger than the gobbos.  Every goblin died.  Losses on my side are just one crossbowman that broke a hand falling from a failed climbing check.

I think I'm going to need to rethink my fortification designs before Orcs show up.  Easiest way would be to dig out more cliffside to make the fortifications higher up.  But I'm worried that that won't actually stop them from doing the climb and will just make the falls more lethal.
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FrisianDude

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Re: What's going on in your fort?
« Reply #45730 on: January 23, 2016, 06:27:28 am »

I think my previous loss of Dodokor may have been the death knell for my civ. I started a new fort, same world, same civ 'the creative diamonds' and just now in summer (started in Winter) - I realize I've still got only my starting 7. They also show up in the civ screen, with no one having been here yet which is a poor sign. There are like ten different baronies though
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cochramd

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Re: What's going on in your fort?
« Reply #45731 on: January 23, 2016, 06:31:25 am »

My miners seem to be doing everything but mining. Damn all this food I have and how long it takes to haul! All these prepared meals are going straight to the caravan when it comes.
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HiddenEyes056

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Re: What's going on in your fort?
« Reply #45732 on: January 23, 2016, 01:22:15 pm »

My miners seem to be doing everything but mining. Damn all this food I have and how long it takes to haul! All these prepared meals are going straight to the caravan when it comes.
There's a reason I remove all tasks from miners except for the most relevant one. Those guys will happily haul a mitten across your fortress rather than dig out the last tile of your noble's bedroom.
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Bakaridjan

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Re: What's going on in your fort?
« Reply #45733 on: January 23, 2016, 05:48:19 pm »

First siege of .42.  All my fortresses before have been getting lucky(?) and not having any hostile forces close enough.

Archers in the fortifications engraved into the artificial cliffface, they take one set of shots at the approaching goblin forces.... and then climb through the fortifications and then down 4 z levels to the ground level before they continue firing.  My archers clearly do not understand the concept of fortifications.

I order the melees to charge out the gate.  The battle is now UNDER the long bridge into the main gate, so I don't think they will arrive in time.  Fortunately the melees reach the first bridge support pillar and just climb down arriving pretty much on top of the goblin squad closing in on the now very exposed archers.  It is a slaughter, my soldiers are better trained and better armed and bigger than the gobbos.  Every goblin died.  Losses on my side are just one crossbowman that broke a hand falling from a failed climbing check.

I think I'm going to need to rethink my fortification designs before Orcs show up.  Easiest way would be to dig out more cliffside to make the fortifications higher up.  But I'm worried that that won't actually stop them from doing the climb and will just make the falls more lethal.

There are lots of reports of this all over the forums. Personally I've never seen it, but then I always build my fortifications overhanging (i.e. one tile to the outside of my walls) to prevent climbers from coming over. It's also easier to build because your builders can walk on the last row of wall below the fortifications instead of having to build scaffolding or floors first. I also always build walls and then carve fortifications into them because that gets me floors above and below.
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FantasticDorf

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Re: What's going on in your fort?
« Reply #45734 on: January 23, 2016, 07:42:59 pm »

Just started another fort. Embarked, started digging. To my surprise, cave moss is growing as soon as I dig out the first layer of soil. Didn't breach caverns yet. Wtf?
When you breach a cavern in one fort, it's considered breached for every fort that includes that cavern in the embark. Consider yourself lucky: you've can start an underground tree farm without having to breach the caverns.
this is my first fort in this world. I did run an adventurer through tunnels though, I guess that caused it then.
Must've been.

Doors would be great, if I had any walls. I'm also having trouble getting the dwarves to make stockpiles as I envisioned them. All I want is a stockpile of pigtail threads and GCS silk threads (1) and a stockpile of dimple dye feeding a dyer's shop (2) that feeds only it's masterworks to another stockpile (1a), which feeds them to a craftsdwarf shop that makes them into instrument strings (1b). But apparently, I/they managed to bungle that up.

1 - Sort the threads in a stockpile by editing the separation rules, pause the game first before establishing the pile, collect any thread you brought with you on embark into a disposable accept all stockpile, lock it down into closed stockpile when its all processed and run future production chains through it. Then establish a mass general cloth (or at-least separate category cloth *silk/plant/yarn*) pile/piles to take loom products for the clothier and (2)

1a - Same again with the stockpiles, establishing a second dye shop running off a shared supply of dye is recommended to shoving them all in the same workspace where it may get cluttered. Only a very highly trained dye specialist (embark lvl 10 recommended proficient tradesdwarf) can ensure quality as there are no special means, (aside from quantum stockpiles via player driven quality control) of sorting it in the UI and then placing dumps over closed link exclusive production chains (once it is reclaimed with D -> B 'reclaim') which will accept it into the stockpile (very useful for *laboriously* decorating objects)

1b - seperating cloth from strings into seperate closed non-linked stockpiles (as well as closing off the loom stockpiles) can stop thread being eaten by your looms (that is unless you turn "auto loom" off via orders" and give it enough survivability to be applied in hospitals & your suggested craftshops.)

2 - Start a dimple dye production chain (grind it, bag it, dye it), greater ability to control this is offered via the Orders "Workshop Options Menu" for setting clothiers selection choices to dyed cloth products only, now unless full you have room for bins of both dyed and regular cloth (whether you do/don't want to seperate them is up to you), once the clothier runs out of dyed material they will just stop there (this is the "Use Dyed Cloth" order vs "use any cloth" which is indiscriminate)

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