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Author Topic: Outpost Rimadablel  (Read 2858 times)

schussel

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Re: Outpost Rimadablel
« Reply #15 on: March 22, 2011, 02:28:37 am »

take one immigrant to be brewer without hauling one cook without hauling design few farmspot outside and inside on soil *no need more that 3-4 2*2 fields and  designate 1-2 immigrants as farmers only without hauling ... rest set to plant gathering and sent them around the map ...
your food and drink problems will be over within a very short timeframe ...

even low farmers quickly generate more food than you can eat ... to train them faster set orders to harvest only farmer (o-h) .. this takes a bit longer then but will train them very fast to high levels

i usually tend to plan the first farm no matter where i embark to be on -1 level on soil (if present what it should) .. even hillsides have enough plateaus to ramp out a decent space from below (watch for trees above to be cut down before that) .. so you can have outside and inside crops next to each other

later (before spring of year 2 at best) roof the area with stones (b-C-f) and its totally safe ... generating you massive food and brewing ressources

its quite that simple :)

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Urist McGyver

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Re: Outpost Rimadablel
« Reply #16 on: March 22, 2011, 06:16:24 am »

You can solve two problems with one mod.

entity_default > [ENTITY:MOUNTAIN] > Replace the last part in all the ethic tags with ACCEPTABLE

Kill the migrants then butcher them. Prepared Dwarf Brain anyone?

For that you need to gen a new world. Kuroda wants his fort to work.
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It's treated as completely normal because this is Dwarf Fortress.  There's absolutely nothing wrong with surrounding yourself with a wall of flames, only to later realize that you're surrounded by a wall of flames.
There's nothing that can't be solved by hurling fifteen roc birds at it.

Nameless Archon

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Re: Outpost Rimadablel
« Reply #17 on: March 22, 2011, 08:20:06 am »

You can solve two problems with one mod.

entity_default > [ENTITY:MOUNTAIN] > Replace the last part in all the ethic tags with ACCEPTABLE

Kill the migrants then butcher them. Prepared Dwarf Brain anyone?
DF needs Kuru.
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Megaman3321

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Re: Outpost Rimadablel
« Reply #18 on: March 22, 2011, 11:51:49 am »

Yeah, but that requires regen.
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Glacial on dwarves being assigned socks:
Quote
You see, here's how I think this works:
Overseer: Welcome to the military! You need to wear socks! Dorf: Oh, I should get military socks. My socks are civilian socks. Dorf discards socks Dorf: You know, I need a whole lot of gear now. I should get socks... last. Oh, but these steel boots with the white goo on them are nice!
I know you can pick up water, then throw said water, while underwater, to kill a fish -He_Silent_H

Kuroda

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Re: Outpost Rimadablel
« Reply #19 on: March 22, 2011, 07:52:18 pm »

You can solve two problems with one mod.

entity_default > [ENTITY:MOUNTAIN] > Replace the last part in all the ethic tags with ACCEPTABLE

Kill the migrants then butcher them. Prepared Dwarf Brain anyone?

For that you need to gen a new world. Kuroda wants his fort to work.
Actually, I'm thinking of forgetting this fort and resettling next to a river. I seem to be managing without any food right now, but the moment I die, it's time for New Rimadablel. But I refuse to mod. I'm completely set on refusing to alter the game (besides graphics... I am not memorizing 500 symbols and their colors) until I have a somewhat successful fortress.
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Kuroda

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Re: Outpost Rimadablel
« Reply #20 on: March 22, 2011, 08:00:29 pm »

Yeah. Problem about those two ghosts. I made some memorial slabs due to the fact their bodies are GONE and their names are nowhere to be found on the list... Am I stuck with a Ghostly Cheese Maker?
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Kuroda

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Re: Outpost Rimadablel
« Reply #21 on: March 22, 2011, 08:07:03 pm »

DFKAGKLCKJAHSDFKLJHSCVBILSDUIWER

Another wave of migrants. This isn't getting any easier, lol.
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Kuroda

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Re: Outpost Rimadablel
« Reply #22 on: March 22, 2011, 09:13:19 pm »

SAVE.

Found the Ghostly Fisherdwarf's partial skeleton, and the Ghostly Cheese Maker got bored with me and left. The fact the icon for his skeleton was the same exact blue as all the items laying around didn't help my search until I randomly found him in front of my farms... Those slabs will come in handy later... I think.
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Girlinhat

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Re: Outpost Rimadablel
« Reply #23 on: March 22, 2011, 09:13:58 pm »

Learn to edit posts.

schussel

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Re: Outpost Rimadablel
« Reply #24 on: March 23, 2011, 02:04:41 am »

Again dude, check the posts above about basic farming by me or the othets at the beginning. .. it's easy and quick to set up and grows effectively the more people you gain. The only issue then would betables and chairs and maybe dorms to have em rest.

In total would be a 5min effort and saves the fort.

And in the future to prevent those issues again, start with lowlevel farming and crafting and try to keep basic until food/booze-stocks are high, as you will gain far fewer immigrants the first year the lower wealth and luxuries are.   :P
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Reelyanoob

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Re: Outpost Rimadablel
« Reply #25 on: March 23, 2011, 04:27:36 am »

I don't think walls and doors matter, when the game scatters your stores. What does matter is weight, meaning heavier items don't move as far. Iron bins work well for this purpose, if you can establish yourself well enough to get them.
[...]

I tested this is vers 31.18 and any walled off areas disappeared from the visible map, but were also debris-free on reclaim. All the reclaim stuff was pathable from the embark point, so you can use walls to concentrate the reclaim materials in a small area around the edge of the map. I don't remember 100% but i think I had to fully wall-off the outer fortress gates for this to work.

EDIT : Tested again and this still works in 31.21. I find that raised drawbridges actually DO block object scattering btw, but retractable ones over a ramp downwards do not.

Also, any location open to the sky, but not pathable to the edge of the map is both still visible and debris-free, except bits near the caverns, which have become invisible.
« Last Edit: March 23, 2011, 04:45:02 am by Reelyanoob »
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Girlinhat

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Re: Outpost Rimadablel
« Reply #26 on: March 23, 2011, 04:48:07 am »

Wait, drawbridges stop debris moving?  Like, replace a door with a raised drawbridge, and stuff will remain in that room?

Reelyanoob

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Re: Outpost Rimadablel
« Reply #27 on: March 23, 2011, 05:23:35 am »

Wait, drawbridges stop debris moving?  Like, replace a door with a raised drawbridge, and stuff will remain in that room?

No, sorry, the opposite. Objects are scattered from the outside edge of the map at ground-level going inwards. I Wall off the whole map 5 squares from the edge, and get all the forts contents like a huge ring around the outside of the wall, nothing inside the wall or the rest of the fort on ANY Z-level at all, except buildings. Just have to knock a hole in the wall to get back in with this trick, because it embarks the wagon somewhere outside the wall too.

Raised Drawbridges are allowed closer to the map edge than walls, so it should be possible to build an outer wall with a small area eg 10x10 you re-embark in and has all the forts previous contents nicely piled up, though I haven't tested it quite to this extreme yet.

EDIT : Floodgates also seem to block the objects spreading. Handy. On a second glance, there are a few objects still in the fortress, but it's really minimal except for raw stone which doesn't seem to get moved.
« Last Edit: March 23, 2011, 05:38:37 am by Reelyanoob »
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Girlinhat

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Re: Outpost Rimadablel
« Reply #28 on: March 23, 2011, 05:34:41 am »

Iiiiinteresting!  So, to have an easy reclaim, you can place 8 walls and 1 floodgate around your main staircase, close the floodgate, and then all your junk will be scattered on the surface.

Naryar

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Re: Outpost Rimadablel
« Reply #29 on: March 23, 2011, 06:51:32 am »

Unsure if you can butcher immigrants.
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