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Faithless
Dec 1, 2006
I've made my fortress specialise in exporting the finest leather shoes. I'm not sure why.

Also if another load of goblins climb a tree and jump over my 3 tile high wall I'm gonna cry.

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Azhais
Feb 5, 2007
Switchblade Switcharoo
Maybe you should cut down the tree

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

or put a roof on your fortress

Faithless
Dec 1, 2006
There's 40 trolls currently hanging out in that forest so I gotta wait for them to scram.

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

Faithless posted:

There's 40 trolls currently hanging out in that forest so I gotta wait for them to scram.

Can't you build a staircase up on the inside, and then do the floor? Get a bunch of blocks ready nearby to speed it up, maybe put weapon traps along the edge of the wall.

Or channel down 5 more Z next to the wall and let them drop into a pit?

Gus Hobbleton
Dec 30, 2003
Probation
Can't post for 3 years!

Mister Adequate posted:

I'm reasonably confident Masterwork does just that.

Yeah but most of the rest of masterwork is a hacky piece of poo poo that barely functions.

Godlessdonut
Sep 13, 2005

Mister Adequate posted:

I'm reasonably confident Masterwork does just that.

Yep, you can use scales from drakes to make armor that's stronger than vanilla leather. Also shells and chitin.

There's even a Tailor's Workshop where you can make complete clothing sets from cloth or leather. One jobs makes pants, shirt, and shoes.

Gus Hobbleton posted:

Yeah but most of the rest of masterwork is a hacky piece of poo poo that barely functions.

Also yes. Trebuchets and Arbalests are good ideas that just don't really work.

Godlessdonut fucked around with this message at 21:30 on Sep 15, 2014

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...



Gus Hobbleton posted:

a hacky piece of poo poo that barely functions.

but enough about dwarf fortress

Maarak
May 23, 2007

"Go for it!"

Michaellaneous posted:

I would like to see things like drakes giving a bunch of leather that is comparable to steel armor.

Those are some hard rear end ducks.

Zereth
Jul 9, 2003



Suicide Sam E. posted:

I'm still okay with being able to fish in a well they built, though. Progress! I'm not sure how turtles survived going through three screw pumps, but I'm not going to argue.
I'm pretty sure you can fish in a pond they filled with buckets with no connection to any other water sources for years.


Suicide Sam E. posted:

Digging into the ocean is not that great of an idea, not if you don't know yet when the thaw is.
Dig almost to the ocean, then finish it off just after it freezes.

Dreggon posted:

is it also valid to make a full set of masterwork steel armor for every dwarf
I don't think you can make enough squads to assign everybody armor in. I think you can make dwarves in squads wear their armor when they're wandering around doing civilian stuff, though? Maybe?

Crimson Harvest
Jul 14, 2004

I'm a GENERAL, not some opera floozy!

Zereth posted:

I'm pretty sure you can fish in a pond they filled with buckets with no connection to any other water sources for years.

Dig almost to the ocean, then finish it off just after it freezes.

I don't think you can make enough squads to assign everybody armor in. I think you can make dwarves in squads wear their armor when they're wandering around doing civilian stuff, though? Maybe?

Can you really fish in artificial reservoirs? Hell I usually make a 15x15x2 pond indoors, fishing from it would be awesome.

Zereth
Jul 9, 2003



I've done it before.

ninjewtsu
Oct 9, 2012

I just set everything that I mark as a water source as also a fishing source, and I end up making GBS threads raw fish out of my ears all of the time.

Of course I always mark the nearby brook as a water source, in addition to the well, so I dunno if well fishing works. I'm pretty sure I've seen dwarves fishing there though.

Gus Hobbleton
Dec 30, 2003
Probation
Can't post for 3 years!
I'm pretty sure the water can't be pumped if you want to do that, which makes it more dangerous since you can't directly control the pressure levels. If you use floodgates to control the water level then yeah, you can fish from any water that came from a source where you can normally fish from, like a river or pond.

Crimson Harvest
Jul 14, 2004

I'm a GENERAL, not some opera floozy!
I use the diagonal gap exploit to depressurize water I bring into the fortress, hopefully that counts.

Gus Hobbleton
Dec 30, 2003
Probation
Can't post for 3 years!
Wait, you can have water come through a diagonal gap and it resets the pressure, or what? I never knew about that.

hailthefish
Oct 24, 2010

Gus Hobbleton posted:

Wait, you can have water come through a diagonal gap and it resets the pressure, or what? I never knew about that.

Yup!

I'm not sure if it counts for fish passage though. It might, or it might not.

Gus Hobbleton
Dec 30, 2003
Probation
Can't post for 3 years!
Sonuvabitch I been doing it the hard way all this time.

necrotic
Aug 2, 2005
I owe my brother big time for this!

Gus Hobbleton posted:

Sonuvabitch I been doing it the hard way all this time.

Works for lava, too! As for fishing, I am fairly certain the diagonal trick does not remove fish.

Iunnrais
Jul 25, 2007

It's gaelic.

necrotic posted:

Works for lava, too! As for fishing, I am fairly certain the diagonal trick does not remove fish.

Lava isn't pressurized to begin with.

Tunicate
May 15, 2012

Iunnrais posted:

Lava isn't pressurized to begin with.

But a screw pump will pressurize it.

reading
Jul 27, 2013
My dwarves killed a minotaur by neatly cutting off its head. But they won't butcher the corpse, even though it isn't rotten, nor will they do anything cool with the head (like a totem). Does the minotaur entry in the raws not have the necessary [CAN BE BUTCHERED] tag or something like that? They won't even put it into the refuse pile.

PublicOpinion
Oct 21, 2010

Her style is new but the face is the same as it was so long ago...
Correct, Minotaurs are sentient and Dwarves' default ethics don't let them butcher sentient beings. For the other thing, is the corpse forbidden/are the orders set to allow the collection of outside refuse?

Gus Hobbleton
Dec 30, 2003
Probation
Can't post for 3 years!

Iunnrais posted:

Lava isn't pressurized to begin with.

Yeah lava is actually a lot safer than water.

necrotic
Aug 2, 2005
I owe my brother big time for this!

Iunnrais posted:

Lava isn't pressurized to begin with.

All this time I thought it was!

counterfeitsaint
Feb 26, 2010

I'm a girl, and you're
gnomes, and it's like
what? Yikes.

Gus Hobbleton posted:

Yeah lava is actually a lot safer than water.

What a very dwarfy thing to say.

Synthbuttrange
May 6, 2007

So you're saying I should replace the waterfall in my dining room with lava?

Can dwarves have happy thoughts from a lavafall?

0lives
Nov 1, 2012

SynthOrange posted:

So you're saying I should replace the waterfall in my dining room with lava?

Can dwarves have happy thoughts from a lavafall?

If you throw a goblin in there every couple of minutes, sure, probably.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


SynthOrange posted:

So you're saying I should replace the waterfall in my dining room with lava?

Can dwarves have happy thoughts from a lavafall?

I'm sure the lava mist will make them ecstatic for the rest of their lives.

General Specific
Jun 22, 2007

I had one of those, but the front wheel fell off and I had to get rid of it.

scamtank posted:

I'm sure the lava mist will make them ecstatic for the rest of their lives.

Is there a way to contain lava mist without preventing dwarves from seeing it?
It seems like you could automate splashing it around by dumping rocks into a lava pool.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


I'm pretty sure that dwarves "see" it from physical contact.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


And speaking of burning unwanted things:

Toady One posted:

Messed around with some of the lag culprits: stale activities, enemy detection, over-active food consumption logging, and so on. Doubled the speed of the test save, but it's hard to say how it'll transfer in general, though the fixed trouble spots would come up in every fort with lots of dwarves.

where the red fern gropes
Aug 24, 2011


I have about 17 FPS so that would come in real handy

Suicide Sam E.
Jun 30, 2013

by XyloJW

Crimson Harvest posted:

Can you really fish in artificial reservoirs? Hell I usually make a 15x15x2 pond indoors, fishing from it would be awesome.

Yes. Dwarves love it. Fishing is pretty sweet, and you can consistently find 'fish' (turtles, what-have-you) in water reserves you made even if it's a stairwell leading down to the part of the fort you accidentally flooded.

On the down side, hunting for wild animals seems to be broken again. And the migrant waves are one third hunters.

ninjewtsu posted:

I just set everything that I mark as a water source as also a fishing source, and I end up making GBS threads raw fish out of my ears all of the time.

Of course I always mark the nearby brook as a water source, in addition to the well, so I dunno if well fishing works. I'm pretty sure I've seen dwarves fishing there though.

It doesn't even matter if it's marked - fisherdwarves are some bold souls. If it's winter and you breach the caverns, they'll go down there to find a fishing spot. On my map the brook thaws earlier in the sinister mountains than it does in the forest portion, so they wander off all the way down there to see if they can get some char or oysters.

Fisherdwarves don't care about danger or where you want them to fish.

where the red fern gropes
Aug 24, 2011


Suicide Sam E. posted:

Yes. Dwarves love it. Fishing is pretty sweet, and you can consistently find 'fish' (turtles, what-have-you) in water reserves you made even if it's a stairwell leading down to the part of the fort you accidentally flooded.

On the down side, hunting for wild animals seems to be broken again. And the migrant waves are one third hunters.


It doesn't even matter if it's marked - fisherdwarves are some bold souls. If it's winter and you breach the caverns, they'll go down there to find a fishing spot. On my map the brook thaws earlier in the sinister mountains than it does in the forest portion, so they wander off all the way down there to see if they can get some char or oysters.

Fisherdwarves don't care about danger or where you want them to fish.

ah yes, my first 2014 fortress death

"Urist, the undead are coming! Get inside!"
"gently caress off, I'm trying to fish!"

canepazzo
May 29, 2006



Angela Christine posted:

Yes. Sort of.

Each new fort will generate 7 dwarfs from the aether. I think you are also guaranteed at least the first two migration waves as well. If your civilization was just destroyed, chances are that there are quite a few dwarf refugees from your nation who may turn up as well. Get the fort secure, and retire. I wouldn't count on your retired forts getting immigrants, they might still spawn children though.

Start a new fort, get 7 + ??? free dwarfs. After a while you may start getting dwarfs from your previous fort as immigrants. If you don't want that, retire the fort.

Repeat, until you you have generated many groups of 7 + ??? and your civilization may have hundreds of members.


The big problem is that in an all NPC siege the invaders always win. Some of the defenders may escape as refugees, but they always lose the territory. So if whatever killed all your civilization's other sites decides to attack your retired forts, they will auto-win. Even if you left your forts with a large military decked out in masterpiece steel armor, they will auto lose to goblins in copper or even elves in wooden armor. At this point you can't send out your own NPC armies to counter-attack. Other NPC sites controlled by your civilization can try to reconquer lost sites, and if they do they will auto-win each site back, but there is no way to make them do it.


What you can do after seeding many small settlements is let a large prosperous settlement run for a few years, bleeding off many of those generated dwarfs as immigrants. This will let you form one big strong, well skilled mountain home. If you lift the pop cap and child cap, they can breed into a mighty civilization of hundreds or even thousands under your guidance. But just in that one big strong settlement. You can make them strong enough with a full 100 expert soldiers in the best equipment so that you know there is no force on the continent that can stand against them. But you can't actually make them prove it.

This actually worked better than I thought; I created a fortress and immediately retired it, created 2 more then checked on legends and the first new fortress had grown to 17 population, so it looks like at least the hard-coded migrations still arrive when you're not playing that particular fort. Interestingly, I still keep getting medium sized migrations to my original one, between 15-20 each time, and regular dwarf caravans/liaison.

Now to just hope my new mountainhome doesn't get conquered in the meantime...

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

Suicide Sam E. posted:

It doesn't even matter if it's marked - fisherdwarves are some bold souls. If it's winter and you breach the caverns, they'll go down there to find a fishing spot. On my map the brook thaws earlier in the sinister mountains than it does in the forest portion, so they wander off all the way down there to see if they can get some char or oysters.

Fisherdwarves don't care about danger or where you want them to fish.

Is this true regardless of the fish-in-zones order?

Suicide Sam E.
Jun 30, 2013

by XyloJW

Dreggon posted:

ah yes, my first 2014 fortress death

"Urist, the undead are coming! Get inside!"
"gently caress off, I'm trying to fish!"

Well you can cancel jobs now and...
Wait, no. Fishing is imperative. A bad day at fishing with the undead coming for you, eating your baby and maiming you is better than a good day bringing stone to the mason whom made your furniture.
:psydwarf:

Gus Hobbleton
Dec 30, 2003
Probation
Can't post for 3 years!
Yeah I haven't found a way to cancel fishing. Removing all of his labors and assigning him to a burrow that contains nothing but food and booze and friends, and he will stay out there fishing for a year or more. I generally see fishers as expendable, because they provide only a small boost to my food industry and just end up dead the instant something goes wrong anyway.

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Facebook Aunt
Oct 4, 2008

wiggle wiggle




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.

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