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Angela Christine posted:I disable fishing on all but one guy. One successful fisher provides plenty of shells if shells are available on the map. Make the one fisherman also a hunter or at least a lumberjack so he can make a heroic last stand when the baddies inevitably come for him. Usually it's one fisher on two cleaners.
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# ? Jun 11, 2024 18:24 |
Yeah, I'm glad I wasn't the only one that noticed hunting was broken. I have hundreds of wooden bolts, hunters are assigned to use wooden bolts, regular bolts, metal bolts, I've tried everything. He gathers his equipment (including the quiver that he just put all of the bolts into) and just stands around doing nothing.
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Good idea: Setting up a well until the farms and breweries are established. Bad idea: Doing it outside, where it freezes over in winter. Everyone died of thirst.
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Frankly I find it takes longer to build a well then it does to set up farms and a brewery. PS never do ANYTHING outside. If you haven't constructed your fort such that you can instantly, at a moment's notice, cut yourself off from the outside world and never give another poo poo about it again for the rest of your life, you're not dwarfy enough.
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Gus Hobbleton posted:Frankly I find it takes longer to build a well then it does to set up farms and a brewery. I always build some space outside that's inaccessible, via channeling or walls or clearing the ramps off hills to isolate it. Pastures and outdoor farms!
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If anyone is interested, a new DF Arena tournament started recently, with 64 contestants in 16 teams. Highlights of the first two matches include hot gremlin cripple on Minotaur action, a goblin with serious anger management issues, and a troll playing whack-a-dwarf. Here's a link to the first fight: SHAMELESS SELF-PROMOTION
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I've been away for a while. Have any of the recent updates fixed the "Everything is scared of you/Won't attack you" issues in Adventure Mode yet?
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Subjunctive posted:I always build some space outside that's inaccessible, via channeling or walls or clearing the ramps off hills to isolate it. Pastures and outdoor farms! This is good, but I set it up so that the outdoor farms/pastures can be cut off as well if necessary.
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counterfeitsaint posted:This is good, but I set it up so that the outdoor farms/pastures can be cut off as well if necessary.
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Zereth posted:Or build a ceiling over them. do channeled, but covered tiles (still "Light", but indoors) count as sunlit for the purpose of staving off cave adaptation?
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Excelzior posted:do channeled, but covered tiles (still "Light", but indoors) count as sunlit for the purpose of staving off cave adaptation? They count as "outside", which is what the game checks. http://dwarffortresswiki.org/index.php/DF2014:Cave_adaptation
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Is DF2014, ready to be played by new people yet?
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Turtlicious posted:Is DF2014, ready to be played by new people yet? Releases are still coming out fairly often, but a lot of the major bugs have been fixed up at this point. I'd say it is at a point where new people can pick it up now (especially as the major utilities are up-to-date for the current release*). * A new release may come tomorrow though, but saves have been compatible for the last several releases
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Bah, unretiring a bigger fortress is annoying, every room has moved their furniture one tile in a random direction, doors have disappeared, random tunnels have been dug for no goddamn reason...and my queen dwarf is no longer in the noble screen but listed as a queen in the civ screen. She's a quantum queen.
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Default Settings posted:Good idea: Setting up a well until the farms and breweries are established. Setting up the well can be an interesting challenge, depending on how vital it is to your dwarves' survival. I remember one salt water embark where I finally had a retaining pond constructed, and a screw pump purifying salt water into it. Then the edge of winter hit and it froze. Some poor planning on my part. Everyone died before I even got my first migrant wave. Gus Hobbleton posted:Frankly I find it takes longer to build a well then it does to set up farms and a brewery. I usually just build a wall and then fret over how to let in trade caravans without compromising all of my security. Channeling a moat around everything is too easy for my tastes. Also, when was the last time you heard about a great fortress moat? Not dwarfy, IMHO. After Faithless' story, though, I'm a bit concerned about trees and invaders. I haven't had enough idle time to watch how trees sprout from saplings now, but I suspect it is all-at-once. If I ever get magma all the way up to the surface my dwarves may have to have a lava moat. To stop the trees. ![]()
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canepazzo posted:Bah, unretiring a bigger fortress is annoying, every room has moved their furniture one tile in a random direction, doors have disappeared, random tunnels have been dug for no goddamn reason...and my queen dwarf is no longer in the noble screen but listed as a queen in the civ screen. She's a quantum queen. I was curious about this. Any more horror stories to relate? Personally I was hoping to establish a mighty citadel, retire it, and then do a lot of adventuring. Ideally I could then unretire the fortress and see if the dwarves would create monuments of my adventuring exploits.
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Suicide Sam E. posted:Setting up the well can be an interesting challenge, depending on how vital it is to your dwarves' survival. Magma is obviously the best solution to every problem, but you can also prevent trees from sprouting by building good stone floors or roads. Pave the earth.
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Angela Christine posted:Magma is obviously the best solution to every problem, but you can also prevent trees from sprouting by building good stone floors or roads. Pave the earth. My thinking was along the lines of "what will I want when I'm in adventure mode?" I'll probably be bored by roads, but the chance to dodge a bird skeleton into surface lava? That's gonna be too tasty to pass up.
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quote:PS never do ANYTHING outside. My actual problem was that the last time I played DF was several years ago - I was still used to manage without surface crops or the easier ways of irrigation. When the fortress crumbled, I was in the middle of setting up a needlessly elaborate irrigation system which OF COURSE also failed when the river froze.
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I haven't played in a while, but last time I played Masterwork and there was a neat little plugin with an inventory window you could toggle on/off with a key binding. It basically showed how much you had left of half a dozen important goods (coal, metal bars, food, drink etc), so it saved me a bunch of time (since the regular stocks menu is such a pain to navigate). I don't remember what it was called though. Playing with the Starter Pack now, is that plugin included or is there a way to install it?
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Default Settings posted:I had built a small hut around the well, accessible only through a tunnel linking it with the fortress. just build your farms on underground soil and they'll be fine
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Default Settings posted:I had built a small hut around the well, accessible only through a tunnel linking it with the fortress. Internalizing water is usually my first step. Either I wait until the river freezes, or if winter passes and it doesn't, I dig from the fortress halls to the river and then channel out that last square when everything is ready for the deluge. I'm a believer in needlessly elaborate irrigation systems. I currently (ha ha) found a way that worked out well (HA): Leading up from the bottom of the water intake I have a series of larger and larger rooms, each connected to the lower point by channels. It would hold more water in reserve if I had just dug a subterranean pit which expanded more on each level, but just a terrace series of rooms works out okay. I wager if I had invested more space/planned better I could have just left the water intake open, and let natural evaporation stop my fortress from flooding. (Might still do this if I have a hankering for something stupid to doom me which will probably also hurt my FPS.) If a fortress is in a rough spot, I'll pump water from the first cavern reserves I can find. This takes much longer, though. And it's less of a chance of screwing everything up so it is not as fun.
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Is it possible to pump water straight up a chute? My lone dwarf only seems to be able to pump the water up one Z level, I was wondering if it just needs more power or if I need several pumps to get it up several levels.
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This is where the term "pump stack" comes from.
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Embark over an aquifer. Dig through it. Open it up from below. Route the resulting downpour wherever you want. Drain it out through the caverns. FUN!
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Moats work just fine if you fill them with appropriate animals. Dry moat? Full of badgers and snakes or something like that. Watery moat? Cave crocodiles, alligators, etc. Lava moat? Crabs.
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GenericOverusedName posted:Moats work just fine if you fill them with appropriate animals. Dry moat? Full of badgers and snakes or something like that. Watery moat? Cave crocodiles, alligators, etc. Lava moat? Crabs. the crabs climb out though
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Line the moat with smooth brickwork. Not anymore.
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GenericOverusedName posted:Moats work just fine if you fill them with appropriate animals. Dry moat? Full of badgers and snakes or something like that. Watery moat? Cave crocodiles, alligators, etc. Lava moat? Crabs. gently caress, I so want to do this now. I know caged creatures never drown, but do amphibious ones like crocs need to go on land to breath once out of the cage? Would they eventually starve if I left them there, walled in? How would you get them down there if the moat was completely smooth? Who cares, the idea of having a moat filled with crocodiles is just too loving good. Actually you know what? Chains. Chain them to the bottom. They should still be able to move one Z level up to breath. A good few dwarves would lose limbs and a good few crocs would need to be put down while trying to get them there, but who cares? loving crocodile moat.
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You could probably tame them and assign the space as a pasture, couldn't you? Then flood it with water afterwards?
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[AMPHIBIOUS] tag just makes the creature not drown. Not in air, not in water, can path through either.
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Is there a relatively updated newbie pack with Therpaist and dfhack(because who doesn't love actually having multi-z level rendering)?
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MohawkSatan posted:Is there a relatively updated newbie pack with Therpaist and dfhack(because who doesn't love actually having multi-z level rendering)? Latest PeridexisErrant starter pack has it. Not sure about other platforms.
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Subjunctive posted:Latest PeridexisErrant starter pack has it. Not sure about other platforms. The MacNewbie starter pack is usually updated faster than the Peridexis' pack, mostly because of dfhack. Both are up-to-date currently.
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Well, up-to-date for the previous ![]() ![]() Toady One, v0.40.13 posted:This release fixes some more bugs, old and new.
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scamtank posted:Re-enabled effects of cave adaptation Cool, my fortresses have been short on puke lately.
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TheAwfulWaffle posted:Embark over an aquifer. Dig through it. Open it up from below. Route the resulting downpour wherever you want. Drain it out through the caverns.
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My militia commander has 2 points in Discipline so I thought I could send him after a giant tick. I see him running in mortal terror and check and it says he hates ticks ![]() He was covered in tears.
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i hope the bug held it together at least, nothing quite as bad as a nervous tick ![]()
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# ? Jun 11, 2024 18:24 |
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Tiler Kiwi posted:i hope the bug held it together at least, nothing quite as bad as a nervous tick ![]()
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