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Author Topic: Help a guy make the leap :(  (Read 5012 times)

nordak

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Re: Help a guy make the leap :(
« Reply #15 on: December 01, 2010, 04:17:58 pm »

Danger rooms are dangerous, yes those blunt no quality training spears can kill.... I had a dwarf get his brain removed through his shoe, and I don't think he was wearing it as a helmet.
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Exerpt from townbrush.txt by Internet Kraken:

"Nobody wants to live in Townbrush, and for good reason. Almost everyone that has come to Townbrush has been eaten, stabbed, crushed, drowned, hacked, incinerated, or beaten to death with an octopre skin backpack. When we're not under siege, we're being attacked by Forgotten Beasts. And when we're not being attacked by Forgotten Beasts, there's probably a zombie whale crushing someone to death in the dining room."

pixl97

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Re: Help a guy make the leap :(
« Reply #16 on: December 01, 2010, 06:11:13 pm »

Danger rooms are dangerous, yes those blunt no quality training spears can kill.... I had a dwarf get his brain removed through his shoe, and I don't think he was wearing it as a helmet.

Different players keep saying this, but I've never ran in to the issue, and I've been using the rooms a lot lately, I have a few masterwork training spears in it too.

Make sure you don't use MENACING SPIKES, yea, that will waste your dudes quick.

Make sure you use robes and have shoes on.

Be prepared to lose pets to the room. Not that this is a bad thing, the soldiers will become hardened badasses after enough kitty gore is spread around.

I look at it this way, I run the risk of losing a soldier once in a rare while to the room, versus losing an entire squad to the first siege that shows up because of the much slower training rate.
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Sutremaine

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Re: Help a guy make the leap :(
« Reply #17 on: December 01, 2010, 06:25:00 pm »

There are a number of exciting and very functional airlocks you can design for traders.
Oh yes, I know all about those. The problem in 40d was that even if you limited the caravan's spawn options to precisely three tiles, the liaison would appear randomly. That could be gotten around by building bolt holes around the edge and separating them from the fort with floor hatches locked and unlocked at the player's will, although you'd still be in trouble if your liaison spawned close to an ambush. Haven't done any testing in 2010, but I assume for the moment that the only changed behaviour is the initial lack of wagons.

Anyway, to the OP: you climbed the cliff once, you can do it again. Imagine what the view will be like once you reach the top. :)

It is sort of a pain living like hobbits until the cavern is ready for colonisation and harvesting. And by 'ready', I mean 'walled off by bits of what used to be the roof'. But the caverns are very cool places.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

cog disso

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Re: Help a guy make the leap :(
« Reply #18 on: December 01, 2010, 07:30:34 pm »

Quote
make the leap

OH BOY.
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Chicken Launcher

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Re: Help a guy make the leap :(
« Reply #19 on: December 01, 2010, 07:45:10 pm »

I was also extremely confused by the military interface, but it's just like learning to play DF for the first time: it's confusing at first, but once you learn to use it it'll become second nature. I recommend captnduck's tutorial videos, they helped me. The only real problem with DF2010 for me is that the economy is missing and the nobles are a little wonky. All of the new features are definitely worth it, though.
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"Did you ever notice any time you see two groups of people who really hate each other, chances are good they’re wearing different kinds of hats? Keep an eye on that, it might be important." - George Carlin

Silophant

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Re: Help a guy make the leap :(
« Reply #20 on: December 01, 2010, 08:14:35 pm »

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.
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Shoku

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Re: Help a guy make the leap :(
« Reply #21 on: December 01, 2010, 09:37:36 pm »

I haven't paid super close attention to it but I think he pops in with the traders. Not that it matters that much though, the game assigns you a new one if he dies now.
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absynthe7

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Re: Help a guy make the leap :(
« Reply #22 on: December 01, 2010, 09:51:44 pm »

Make the jump.

You know that "Holy crap, that was awesome" feeling you get occasionally when playing? Those happen all the time in DF2010.
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Loyal

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Re: Help a guy make the leap :(
« Reply #23 on: December 01, 2010, 11:30:39 pm »

The military system is completely opaque, but once you get past that it's rather smooth sailing, outstanding bugs aside.

It's nice having Goblins be a credible threat to your fortress.
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Shoku

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Re: Help a guy make the leap :(
« Reply #24 on: December 02, 2010, 12:50:21 am »

Since everyone keeps railing on the military screen I'll just write a small guide through it.

1.
(m)ilitary has 7 tabs.
(p)ositions is basically the screen you're familiar with where you can (c)reate your first squad. Easy enough.
(a)lerts is your stay indoors type option as well as telling the soldiers to guard certain spots or whatev. It has three columns that show the name of the alert (enter assigns it to civilians here,) what squads are set to it, and the burrow that civilians will stay in under that alert. It comes populated with one alert that will get soldiers sparring once they are assigned to a barracks and on that will set them to work on civilian duties, just so you don't have to quite figure that out your first time.
(e)quip tells individual dwarves what uniform to wear (or their whole squad if you hold shift when you press enter with them selected.)
U(n)iforms is the screen for actually defining those. You start with leather, metal, and archer predefined but you might as well make your own once you care what they are equipped with. I don't like what enter does on this screen but oh well.
S(u)pplies and ammunit(f?)ion you can figure out later.
and (s)chedule ties in to alerts, namely it is the instructions for squads during whichever alert. You can tell them to do something different each month if you want and say how many need to do it (if you assign a minimum of 4 in a 6 man squad two guys will go off to eat/drink/sleep and then come back over before someone else goes off to do those things- unless it's life threatening.) The copy and paste functions here are convenient.

You'll have to go to the horrible effort of looking at the top or bottom of the screen to find the keys for doing any of those things but I'm sure you can handle that.

2.
(s)quads is a real time menu- going into it does not automatically pause the game. Each squad you've defined back in military shows up here and gets a letter up at the top. You've got to choose them before most of the options here become available. You can tell them to (a)ttack a particular unit, though this is sometimes glitchy. If you were careful about your squads in 40d you know to tell them to (m)ove (or maybe it was station?) somewhere until you see they're grouped up and then you send them in. They'll still attack hostiles near enough to them so this is often as good as a kill command. You've got to hit cancel (o)rders to let them stop doing either of those things and go back to their regular schedule, even if they already killed what you told them to attack. The other options here are duplicate functions from the military menu, except for select individ(p?)uals which I don't use at all.

Basically the menus just aren't a format you're used to and some of the selection methods aren't quite like what Toady did so many years back when he set up other things.
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Graebeard

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Re: Help a guy make the leap :(
« Reply #25 on: December 02, 2010, 02:22:50 am »

What's the best way to switch over, and are the "problems" that 2010 has (that were not present in 28.xxx) as easy to ignore or work around as you guys make it look?

Fear is the mind killer.  You are able to play Dwarf Fortress.  That means you're better/smarter/sexier than 99.99% of people.

Don't do it because you have to.  Do it because you'll lose.  Do it because it's a challenge.  Do it because you can.
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At last, she is done.

The Dog Delusion

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Re: Help a guy make the leap :(
« Reply #26 on: December 02, 2010, 05:06:40 am »

Alright guys - I'm gonna DO this thing.

I'm gonna do this sucker all the way up his ass. I'm gonna jump in, I'm gonna lose, I'm gonna have fun, and then I'm gonna start that cycle over again, because you guys are right - that element of occasionally losing is what's been missing from the old version for me. I miss the feeling of "I'll do better next time" and "well, that works, but now that I know how to do it, I can make it faster and more efficiently next time." The feeling of NEXT TIME is what's been missing for me...every one of the last forts I've made has pretty much only ended because I got bored, not because of any cataclysmic Fun. And that's what this game is about.

I'll keep you all updated on my failures :)
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Nyxalinth

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Re: Help a guy make the leap :(
« Reply #27 on: December 02, 2010, 02:51:44 pm »

Yay I'm not the only one!

I take a stab at the 2010, then I end up feeling like a dwarf startled by a harmless critter:

Urist McNyx cancels figure out 2010: Interrupted by Military System

Then a week or two later I poke at it again.  I'll get there eventually.
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Nyxalinth likes the color blue, gaming, writing, art, cats for their aloofness,  Transformers for their sentience and ability to transform, and the Constructicons for their hard work and building skills. Whenever possible, she prefers to consume bacon cheeseburgers and pinot noir. She absolutely detests stupid people.

slothen

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Re: Help a guy make the leap :(
« Reply #28 on: December 02, 2010, 06:55:39 pm »

just remember, for the military, leave them on inactive and use the station and kill commands to direct them when enemies come.  Don't worry about active training until you get a better idea for how demonstrations and such work.
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The Dog Delusion

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Re: Help a guy make the leap :(
« Reply #29 on: December 03, 2010, 11:48:13 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?
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