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Author Topic: Been around 2 years or more since I last played... lots of varied questions  (Read 527 times)

Scruiser

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So I started up a fort after around two years since I last played seriously (I can remember trying to start a fort sometime shortly after books/libraries/taverns were introduced, but my last real fort was before taverns/libraries/temples).  I've read about some of the changes since then... but I still have some questions

  • What is the best way to get my dwarves to write books? (I've got them reading a bunch okay, and a scribe churning out copies of books I have bought or taken from invaders, )
  • Are there any good threads with dwarven science about the raid features.  I have successfully stolen a beak dog and a leather bag but I am curious of the right number/skill-level of raiders before I get more aggressive with it...
  • About conquering an enemy site... what sort of odds can I put my would be conquerors up against?  Is it like world gen were a few legendary dwarves can stomp a hundred of enemies because the simulation gives them 1v1 fights?
  • I had a siege in which somehow a lone goblin got way ahead of the main enemy force (as in I am not sure they even came with the sieges themselves), past my multiple layers of guard dogs and drawbridges and deployed military and ended up inside my fort slaughtering my animals...  Are spies implemented yet?(I found a mention on the wiki of agents, could it have been an agent?)  Could it have been an entertainer joining forces with the siege?  A snatcher that went aggressive when the siege came?  Or do sieges have members with high level ambush skill move ahead?  I guess if I checked their inventory I could have figured out if they were an entertainer turned against me at least, but I didn't think to as I was panicking over my dwarves taking too long to pull my drawbridge levers...
  • On the same note... I had a goblin siege in which some of the members were carrying books and instruments instead of weapons... whats up with that?
  • I've read small temple spaces are good to force dwarves to socialize/pray together... but I also need large temple space for dances?  Which should I prioritize?  I also read a mention that overlapping temple spaces can get around the simultaneous needs to make dwarves socialize and pray to separate gods... can anyone explain that in detail
  • So to cope with the new emotion system, I've got a library that is well used, masterwork engraved 5x5 bedrooms for every dwarf, a regular supply of well-crafted to master work clothing, a variety of food from the caravans, temples to all gods with at least 10 followers, a tavern, stone crafting turned on for all dwarves that don't have important jobs or other crafting jobs and then stone crafts set to repeat on workshops with skill profiles set for low skill dwarves.  I haven't dared experiment with military rotations yet, but that's next on my list (advice on this would be appreciated).  Any other tips on managing emotions?  Anything I am missing?  I thought I was on top of it, but then cleanup on a 100 goblin siege sent several of my dwarves into tantrums and made a lot of dwarves stressed.

As for older features... I've only tried using minecarts in a single fort and I've seen the benefit out of using them... can anyone sell me on the idea of using them or point me towards a good tutorial?

Thanks for the help!
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PatrikLundell

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1. Assign suitable ones as scholars (not scribes: those are just copy machines), provide tables, chairs and quires (or other forms of writing material) in the library. However, visiting scholars tend to be more productive.
2. Don't. It's broken, as your fortress will eventually crash due to the equipment corruption bug. Sure, you can get a dozen, or maybe even a score of years in before it happens, but eventually it will happen (I stopped playing after having lost my 5:th or so fortress due to this bug).
3. Don't think there's any really good investigation made. It seems a full squad can often take sites with about 100 inhabitants, but note that trolls/ogres/blizzard men (goblins), or elephants etc. (in the case of elves) are not included in the number of inhabitants.
4. The most likely cause is a hole in the roof somewhere resulting from cutting a tree. Snatchers sneak, so if your guard dogs are poorly placed and you have no traps they could possibly get past those.
There's also a bug (mostly squashed, but cases have still been encountered) where the whole fortress goes into chaos where inhabitants and visitors start fighting when a siege happens. I've never seen an actual spy, but goblin civ members come as members of performance troupes and report the location of the traps they've seen back to their civs (in fact, all visitors do that). However, I haven't had that kind of spy inside the fortress at the time of a siege, but I wouldn't be surprised if they'd align with their civ.
5. It's been noticed, but not explained...
6. Temple dances are exceedingly rare, so don't bother about that. Also, I'd focus on socialization in the tavern rather then the temple(s). I've never overlapped the social zones (science basically happened after I stopped playing).
7. Mood management through crafting will likely have to be overseer management intensive, or you'll have some non crafter(s) hogging the "hobby" workshop excluding the others and neglecting their real duties. There's no good answer for that one.
Militia rotation doesn't work properly as off duty dorfs spend almost all of their time on individual training rather than their civilian job/R&R. However, someone recently came up with the clever trick of burrowing everyone (civilian alert burrow) in a burrow that covers everything except the training facilities. That causes them not to go there except when on duty (and a bit of burrow management when you need "real" burrows active).
Siege cleanup is a serious danger to fortresses currently.

The best usage for mine carts is as part of (mine cart) quantum stockpiles. If your fortress has permanent activities far apart from each others it's possible to set up mine cart routes to carry materials between them, but it's a fair bit of work, and you need to block access to critters from automated paths or get a self reinforcing roadkill explosion eventually. Barrels (such as booze) and bins cannot be transported with mine carts (they're manually hauled back to the feeder stockpiles due to what's presumed to be a bug).
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Scruiser

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Thanks for the help! Excellent.

1. I assigned a lot of worthless dwarves as scholars, I'll use Therapist to check for more relevant skills.  (It seems someone has done science in a more recent thread)
2. I had read about the corruption from sending raid on uninhabited sites and dead civs, but I didn't realize the corruption bugs were that widespread and unavoidable.  Thanks for the warning...
3. Well that sounds fun, but I don't want to risk the whole fort over corruption and crash bugs.
4. The hole in the roof is plausible given the position of my underground pasture... I'll check the roof carefully.  Edit: you got it exactly right.  I had a hole in the pasture roof from where I cut down a tree above my pasture.
5. They were a bunch of recruits, so I wonder if the goblin civ throws random performance groups and scholars at you...
6. Well, I guess I can save on space in my temple layout at least. 
7. I might abandon the general crafting and try it on the few dwarves close to cracking.  The specialized training zone burrow sounds like an interesting trick.  I think I might try micromanaging corpse hauling labor on therapist to avoid the mentally vulnerable dwarves.
« Last Edit: December 05, 2019, 06:15:45 pm by Scruiser »
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