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Author Topic: Meeting areas, and profession distribution: How do YOU do them?  (Read 1175 times)

Tokeli

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Meeting areas, and profession distribution: How do YOU do them?
« on: January 11, 2012, 05:55:25 am »

Hi everyone! Two questions for all of you!

How do you do your meeting area? Inside, or outside? I like putting mine in a stone layer, but exposed to the surface so no one gets cave acclimation. I know someday I've got to worry about flying things coming in though.


And, professions. How do you divy up your dwarves? I always have trouble managing it after I get more than 20 of them or so, if that. I -try- to have at least one of each major profession the fortress needs, each of them with only that one labor selected. Peasant dwarves will have all of the hauling labors and none else, and turn on masonry/engraving for when I need major projects. Anyone else know a more efficient way?
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Spinning Welshman

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Re: Meeting areas, and profession distribution: How do YOU do them?
« Reply #1 on: January 11, 2012, 06:17:20 am »

Do you use DwarfTherapist? That makes designating labours to large numbers of dorfs very easy.

And on the subject of meetinghalls, I usually have a massive dining room just above my living quarters, and just below my workshops/farm/food storage, Dwarves get cave adapted this way, but my haulers and military, who are the only dwarves I ever send topside, regularly have to go out there anyway so it never affects them :)
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Reudh

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Re: Meeting areas, and profession distribution: How do YOU do them?
« Reply #2 on: January 11, 2012, 07:11:28 am »

My meeting areas are somewhat close to the central staircase.

I don't really have problems with cave adaption. Like the Welshman, the haulers, military (and hunters and herbalists) are the only ones who head above ground.

Chilton

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Re: Meeting areas, and profession distribution: How do YOU do them?
« Reply #3 on: January 11, 2012, 07:33:50 am »

Meeting Area: The Well in the Grand Hall.

Professions: Everything is activated for everyone, with half and half on stuff like Mining/Woodcutting, and Carpentry/Masonry.
Except the Mayor. Hes exempt from doing work. :)
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Jimmy T. Malice

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Re: Meeting areas, and profession distribution: How do YOU do them?
« Reply #4 on: January 11, 2012, 12:10:33 pm »

I use my dining hall and well rooms as meeting areas, since idle dwarves tend to need to eat or drink. I've got a few skilled workers (mostly my embark dwarves), and useless migrants tend to be assigned to anything that isn't likely to be done soon.
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Loud Whispers

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Re: Meeting areas, and profession distribution: How do YOU do them?
« Reply #5 on: January 11, 2012, 12:51:41 pm »

Hi everyone! Two questions for all of you!

How do you do your meeting area? Inside, or outside? I like putting mine in a stone layer, but exposed to the surface so no one gets cave acclimation. I know someday I've got to worry about flying things coming in though.


And, professions. How do you divy up your dwarves? I always have trouble managing it after I get more than 20 of them or so, if that. I -try- to have at least one of each major profession the fortress needs, each of them with only that one labor selected. Peasant dwarves will have all of the hauling labors and none else, and turn on masonry/engraving for when I need major projects. Anyone else know a more efficient way?

Cave acclimatisation? Go build above ground forts, you won't be seeing vomit everywhere for a long time :P

the woods

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Re: Meeting areas, and profession distribution: How do YOU do them?
« Reply #6 on: January 11, 2012, 03:48:39 pm »

I like having some floor fungus / cave moss or grass in my sculpture gardens, because grazers who don't have a pen will usually hang out there.
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Jenniretta

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Re: Meeting areas, and profession distribution: How do YOU do them?
« Reply #7 on: January 11, 2012, 04:30:23 pm »

I usually use smoothed, engraved, deep-stone meeting halls, statue gardens, and dining halls, the dwarves get cave adapted but only military and a few professions ever go outside anyway so it's not a real problem.

As for professions, I don't use therapist or any extra utilities, I don't even give dwarves custom names or professions, lol, I catch them as they enter the map, assign them their job (usually whatever they have skills in that will be most useful, anything that I have too many of becomes a stoneworker, furnace operator, wood burner, or military recruit), beyond that I try to learn to recognize all my 200+ dwarves at least a little bit (usually by checking their skills on the [g] tab and first name.. not perfect but it helps me keep things running smoothly) so I know who can be re-purposed for various tasks, and keep a rough idea of who needs what enabled/disabled for certain tasks (eg. I turn off stone, furniture, goods, refuse, etc. hauling jobs on most of my skilled metalsmiths and furnace operators)
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thegoatgod_pan

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Re: Meeting areas, and profession distribution: How do YOU do them?
« Reply #8 on: January 11, 2012, 04:33:49 pm »

I used to catch migrants as they arrived and moodies as they completed their artifact, but now I use therapist.  It is wonderful for assigning jobs to everyone in a minute, rather than trying to navigate the unit list one by one.

Meeting areas I tend to go wild with-- from small well rooms, to dining rooms with 10+ z levels of empty space and pillars decked in gem windows or elaborate statue gardens built right into the third cavern.
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Jenniretta

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Re: Meeting areas, and profession distribution: How do YOU do them?
« Reply #9 on: January 11, 2012, 04:41:29 pm »

I used to catch migrants as they arrived and moodies as they completed their artifact, but now I use therapist.  It is wonderful for assigning jobs to everyone in a minute, rather than trying to navigate the unit list one by one.

Meeting areas I tend to go wild with-- from small well rooms, to dining rooms with 10+ z levels of empty space and pillars decked in gem windows or elaborate statue gardens built right into the third cavern.

Therapist is handy. I used it briefly in 40d, but I play full-screen so to use it I had to F11, use it, then F11 again. Otherwise I didn't have a problem with it really, just doesn't fit with my playstyle.
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Wirevix

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Re: Meeting areas, and profession distribution: How do YOU do them?
« Reply #10 on: January 11, 2012, 07:51:31 pm »

I generally have a zoo and dining hall, usually in the same room with pillars dividing them.  The mental image of dwarves happily eating lunch while someone cleans out the warthog cage is delightful.

For professions, I always use Therapist.  Any migrants with a particularly high skill usually get to do that most of the time, unless it's something that I have no use for like fish cleaning; ones who aren't particularly good at anything usually become engravers, haulers, wall-and-stairs-task-force masons, or low-ranked military grunts.
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Meph

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Re: Meeting areas, and profession distribution: How do YOU do them?
« Reply #11 on: January 11, 2012, 08:00:25 pm »

Meeting area: Legendary dining hall indoors, Giant Statue Garden Outdoors (walled in)

Labor: With Therapist, everyone can do mostly everything, exception are Legendarys (who only do their respective labor) and specialists, like doctors, broker, mayor. These dudes can do hauling or engraving when they are not needed, if I need them, I deactivate their one or two labors.
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rephikul

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Re: Meeting areas, and profession distribution: How do YOU do them?
« Reply #12 on: January 11, 2012, 08:42:16 pm »

1 single meeting hall: A legendary dining room, with chairs and tables surrounding statues. You guys know why? so it's easy to track down and crash parties.

Labor:
Slaves: Genetically inferior dwarves are assigned all lowly tasks, including
Diggers/choppers: These genetically inferior infidels are romantically involved with the purebred. They are sent to the harshest working condition. Hopefully a cave dragon or an elephant will teach them a lesson.
Smithies/gem setters/boner bone carver/butcher/siege engineer: Unique job assigned to a high stat dwarf in hope s/he will bring equally or even higher stats children to the fort.
Mechanics: These brave men with high stat are in charge of the traps and machinery
Siege operators: These brave women with high stat practice days and nights to one day defend the fort.
Warchief/Medic: This easy going person take care of soldiers and minimize losses
Exp leader/Architect: This revered person always have a small squad accompanying him.
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Clover Magic

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Re: Meeting areas, and profession distribution: How do YOU do them?
« Reply #13 on: January 11, 2012, 11:03:20 pm »

I usually build a meeting hall right above my dining room.  I slowly put more small meeting areas in it as the population grows, and sometimes I make it a statue garden.

As for labor, I tend to divide them into clumps.  Essential labors, such as food production/brewing, mining, metalworks, etc. get all their labors but a specific one turned off, so that the industries don't shutter off because the weaponsmith feels the need to haul a sock.  I always keep at least one of the less-useful jobs, like a dyer or potash maker, active, so in case I ever do need such labors, one will respond promptly.  However, they have hauling labors and engraving/masonry enabled as well, so I have a veritable army of those when needed.  Duplicates of less-useful jobs and other such things are drafted into the military and/or re-purposed to whatever labor sector requires them.
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Oaktree

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Re: Meeting areas, and profession distribution: How do YOU do them?
« Reply #14 on: January 12, 2012, 06:55:06 am »

Meeting area is generally a legendary dining hall down in the stone layers.  In the marble layer if I have one.  To avoid cave adaption I usually have a few walled and roofed above ground rooms.  One is the primary guard barracks and the other is a statue hall.

For professions I usually have 1-2 specialists for most of the crafting (bone, leather, clothier, armorsmith, etc.), and then larger gaggles for construction (masons, mechanics, miners).  Everyone else gets hauling and smoothing wall tasks if they aren't doing militia training.  Once I accumulate/construct sufficient armor and weapons I assign *all* the dwarves to squads so that they minimally do combat drills in their spare time.  Depending on their reservist status the squads are scheduled for active training 2, 4, of 6 months of the year.
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