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Author Topic: No-digging fort  (Read 2470 times)

forumist

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No-digging fort
« on: September 04, 2011, 02:54:31 pm »

I'm trying a no-digging, no-stone-industry and no-metal-industry fort. I see this as an Ainu village subsisting on hunting and fishing (http://en.wikipedia.org/wiki/Ainu_people).

I used a large embark with lots of trees, a river and a lake. I set pop cap to 30, to avoid nobles with silly demands.

A few problems:

1) I cannot build nor buy mechanism: that's quite limiting (no traps, wells, levers, traction benches). Wood people shoud be able to build traps. Why aren't there wood mechanisms in this game ?

2) I cannot build nor buy a quern, so I can do nothing with hide root and blade weed except trade them, cannot make longland and whip vine flour.

3) Moods easily mean death: I got two migrant metalcrafters. I tried to convert them into bonecarvers, but my hunting/butchering industry was not powerful enough to provide them with enough material. And guess what ? My two first moods were possessions on my metal crafters. The first one went insane and died of thirst. I will have to watch the second one and hope he does the same (better than go berserk).
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EggFibre

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Re: No-digging fort
« Reply #1 on: September 04, 2011, 03:21:35 pm »

You could mod it to allow wooden mechanisms, and it's easy enough to turn of artifacts (and therefore moods).

I'll have a look at what you need to do if you want, but I'm new to modding, so chances are I'll get it wrong. I definatly could turn off moods though.
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Karakzon

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Re: No-digging fort
« Reply #2 on: September 04, 2011, 03:23:06 pm »

you can inport stone through dwarven traders.
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EggFibre

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Re: No-digging fort
« Reply #3 on: September 04, 2011, 03:23:58 pm »

Ok, this page shows you how to get rid of moods, as well as various other things.

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Jacos

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Re: No-digging fort
« Reply #4 on: September 04, 2011, 03:37:52 pm »

It's in your d_init.
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Every few miles, [the dwarves] stop the cart.  One of the dwarfs (sic) gets off, digs a hole down below the dirt layers, licks the bedrock, and then they know exactly where they are.  It's called GPS: Geological Piquancy Sampling.

cam94509

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Re: No-digging fort
« Reply #5 on: September 04, 2011, 03:38:18 pm »

So what you're saying is, you're making an undwarfly, human fort? :P
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Loyal

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Re: No-digging fort
« Reply #6 on: September 04, 2011, 03:38:30 pm »

Quote
you can inport stone through dwarven traders.
He specifically said there would be no stone industry.

I'd go with the custom reactions for mechanisms/querns. Or just do without. What's a lost dwarf now and then?
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Karakzon

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Re: No-digging fort
« Reply #7 on: September 04, 2011, 03:51:06 pm »

its hardly an industry when its one or two stones just for a quern. but still, hope you get your mechanisms sorted man.
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forumist

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Re: No-digging fort
« Reply #8 on: September 04, 2011, 04:55:41 pm »

I don't want to make stone mechanisms. The game is that my dwarves are not allowed to work stone, metal or jewel. All should be made out of wood, bone, leather, cloth, or bought to traders. I already feel cheating with respect to the Ainu theme by using pottery: real Ainu don't make pottery.

So what you're saying is, you're making an undwarfly, human fort? :P

If you look at some old photos of Ainu people, you will probably see something dwarfly in them.
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Cacame channels aquifers into submission by staring at them. Cacame is so badass, kobolds give him their children to leave them alone. If Hidden Fun Stuff digs too far down, they hit Cacame. Cacame once took a Tantrum Spiral and impaled four enemies on it.

Triaxx2

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Re: No-digging fort
« Reply #9 on: September 04, 2011, 06:33:23 pm »

I'd suggest using something like Rune Smith to remove metal crafting from dwarves like that.

Alternatively, just wall them in with doors and wooden walls.
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GreatWyrmGold

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Re: No-digging fort
« Reply #10 on: September 04, 2011, 09:50:50 pm »

Clay is nigh-vital. Wooden furniture will require a lot of your wood, to say nothing of bins, barrels, trade goods, and other miscellaneous crap. Wood walls? Uh-uh.

If it makes you feel better, build the walls and stuff out of the raw clay and imagine they're using mud walls.
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Girlinhat

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Re: No-digging fort
« Reply #11 on: September 04, 2011, 10:08:34 pm »

Clay furniture will still need charcoal, so, yeah...  I like the raw clay walls though, you can get impressive pretty quickly using raw clay.

Either way, I've very frequently done wooden walls and whole forts.  The trick is, woodcutting a lot.  Especially if you've got no miner or smith, then you should have spare of your 7 to devote to woodcutting/carpentry, allowing you to deforest an area quickly.  It's a little cramped, but a 3x3 embark can usually provide enough wood for a 20x20 with a roof, with leftover for doors and furniture and a fortification along the top.

gSamp108

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Re: No-digging fort
« Reply #12 on: September 04, 2011, 10:51:36 pm »

Its possible that if you remove the permit tags in the dwarf entity raws that pertain to the industries you wish to avoid that you won't get any immigrants with those skills or even be able to use them by accident.  It may even prevent undesirable moods.  Maybe.
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Frogwarrior

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Re: No-digging fort
« Reply #13 on: September 04, 2011, 11:09:35 pm »

Quote
Clay furniture will still need charcoal, so, yeah...
So, embark with a bar of ash and build a wood furnace from it?
Then, just about everything that can be made from wood can instead be made from clay for the same wood price. Although unless you have fire clay you should make barrels instead of the 3x wood-product combo needed to make and glaze clay pots.
« Last Edit: September 04, 2011, 11:12:49 pm by Frogwarrior »
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ThatAussieGuy

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Re: No-digging fort
« Reply #14 on: September 05, 2011, 12:08:17 am »

So what you're saying is, you're making an undwarfly, human fort? :P

He's forging a fort made entirely of wood.  He at least deserves props for delivering such a great insult to the local Elves. 
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