DWARF FORTRESS - Page 9

DWARF FORTRESS

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Erom
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Post by Erom »

Needs much better UI before it makes the jump to 3d, imo.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

i wish theyd fix the way dwarfs fail to get food out the trade depo before it goes rotten, mine always seem to go to bed just as the meat is dropped off :(
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Felix the Cat
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Post by Felix the Cat »

1v0ry_k1ng wrote:i wish theyd fix the way dwarfs fail to get food out the trade depo before it goes rotten, mine always seem to go to bed just as the meat is dropped off :(
I posted a suggested thing to try if you buy food and other stuff at the same time.

Try also having one or two dwarves with only Food Hauling enabled.
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Sleksa
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Post by Sleksa »

i dont think i've ever had food become rotten from the depot.

if you start to get that, put down a food stockpile near to the depot,and build the depot around a place that has high traffic of dwarves going around it.


but if you have the food stockpile behind the river, and the depot outside the mountain, the dwarves will take so much time hauling, that they will go get drinks/food/sleep/breaks halfway through the job ~_~
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

the depo was just inside the mountain, the dwarves just didnt seem very interested in the meat. eventaully i removed all their jobs except "food hauling" and then they all went to bed, cue starving to death
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Sleksa
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Post by Sleksa »

then the depo was blocked somehow Oo


*edit* was there a empty dug up tile on all the sides or something like that or did you just dig a 5x5 area for the depot?
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Tired
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Post by Tired »

I demand Warcraft 2 sappers!

"Bombs're great!" "I luv blowin' things up!"
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Sleksa
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Post by Sleksa »

Tired wrote:I demand Warcraft 2 sappers!

"Bombs're great!" "I luv blowin' things up!"

you can pretty easily do these yourself ~_~
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Neddie
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Post by Neddie »

Wait, are they storing their food in a trade depot or in a storage zone?
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

Sleksa wrote:then the depo was blocked somehow Oo


*edit* was there a empty dug up tile on all the sides or something like that or did you just dig a 5x5 area for the depot?
the depo was outside the mountain, but unobstructed
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Sleksa
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Post by Sleksa »

1v0ry_k1ng wrote:
Sleksa wrote:then the depo was blocked somehow Oo


*edit* was there a empty dug up tile on all the sides or something like that or did you just dig a 5x5 area for the depot?
the depo was outside the mountain, but unobstructed

can you take a screenshot? :p
CautionToTheWind
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Post by CautionToTheWind »

This can seem counterintuitive but traded food may be considered trading goods, rather than food. The rules for hauling trade goods are different, and more relevant to your case, "food hauling" may not be the job that matters there.

I've never had food rotten in the trade depot, and i keep all my foot stockpiles between the river and the chasm. I keep the area between the river and open air as a magma-flushable safe zone. I generally separate my stone haulers (because there is so much stone) from my other haulers (because everything else is so more important).

When the little buggers want to eat, drink or sleep there is no stopping them. Even military, in the middle of the battle, will just desert their post and go eat. And of course, if your squad leader goes, they all go. "Huh, sire, we were just escorting the sargeant to the beer room... yeah, that's it, to keep him safe."
Saktoth
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Post by Saktoth »

Who does stone hauling? Seriously? Why on earth would you?
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Sleksa
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Post by Sleksa »

Saktoth wrote:Who does stone hauling? Seriously? Why on earth would you?
i do it in the winter, so it doesnt disrupt farming/food gathering.

i have a medium sized storage area next to masons/craftshops/mechanic shops, and every winter i put all my peasants to haul up stones there/ores to magma, and when winter goes away, i delete the storage areas , and suddenly my crafters/smelters/whatnot do things a little more efficiently for a while.

it makes the fort look nice when you dont have clumps of ore/stone hanging around your main halls etc
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Felix the Cat
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Post by Felix the Cat »

Once you get a few immigrant waves, build 3 or 4 Mason's Workshops and set them to repeat make stone blocks and dark/light stone blocks. Dedicate at least 4 dwarves entirely to masonry

Unlike raw lumps of stone, blocks can be stored in bins. Since you can have a seemingly infinite amount of things in one bin, it's a great way to clean up all of that stone laying around. Stone blocks can be used for anything that raw stone can be used for and then some (i.e. blocks required to build a well and some workshops). And, you keep your masons working constantly so they gain skill very quickly.
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Sleksa
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Post by Sleksa »

Felix the Cat wrote:Once you get a few immigrant waves, build 3 or 4 Mason's Workshops and set them to repeat make stone blocks and dark/light stone blocks. Dedicate at least 4 dwarves entirely to masonry

Unlike raw lumps of stone, blocks can be stored in bins. Since you can have a seemingly infinite amount of things in one bin, it's a great way to clean up all of that stone laying around. Stone blocks can be used for anything that raw stone can be used for and then some (i.e. blocks required to build a well and some workshops). And, you keep your masons working constantly so they gain skill very quickly.
but that would make all my master masons to make blocks instead of masterpiece doors and tables and coffins and thrones ;)

one good thing i've noticed is to gradually move your mason workshops inside the mountain. Starting outside, until you've used all the rocks inside your initial farm and up to the river, then deleting the workshop and moving them somewhat between the chasm and the river around the area you've dug the most. so your masons will always be around recently dug stone without having to put up dwarves into hauling jobs.
CautionToTheWind
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Post by CautionToTheWind »

I don't like the stone block solution because i've been made to do useless work by bosses and i don't like to impose that on my dwarf brothers! :P

Anyway, i use 6 square wide center hallways which are all stone piles. Everything else goes in lateral rooms.

Also you will want to keep a lot of stone in your defense area to load catapults.
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Sleksa
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Post by Sleksa »

o and btw this is a pretty awesome tool to show off your fort;


http://mkv25.net/dfma/map-878-steeltomb


http://mkv25.net/dfma/index.php
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nemppu
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Post by nemppu »

Sleksa wrote:o and btw this is a pretty awesome tool to show off your fort;


http://mkv25.net/dfma/map-878-steeltomb


http://mkv25.net/dfma/index.php
my fort is there also)
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Zpock
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Post by Zpock »

From the DF forums, I find this makes things a bit more interesting in the beginning.
A bunch of village idiots get drunk, break into an empty wagon and joyride it out of town. Upon waking up the next morning, they realise they are a) completely lost with no food or drink b) next to a mountain. One of them, however, is sure he recalls speaking to the king at the bar last night about making ManyPregnant. He's also pretty sure they were talking about making a fortress.

Oh wait... the wagon isn't completely empty, there's a pick in it.

Yeah, I'm starting to just take a pick these days... its not too bad, actually. Starting to wonder how the hell I managed to starve the first winter with 700 points going into the setup. Lets see... You can net 25 food from the horse and mule, which will last you until you can reach the river and start foraging for plants. The other bits from the horse let you make two totems, about 100 bolts and two pieces of leather clothing, which is usually enough to buy the rest of the food from the caravan when it arrives. A bit of fishing can usually help flesh out you food stocks, and if you are on a map with lots of plants gathering helps too. You should definitely practice outside gathering plants before moving inside, as then you don't waste time failing to pick the plants you can grow inside. One wood goes into a barrel, so you can keep the dwarves boozed up for faster work (believe me, you do not want to see how slow a sober novice miner is at working), the other two get saved so you can make an axe once the metalsmith arrives. (For realism purposes, no booze cooking. Only seeds which can be cooked are ones from plants found outside.) The only problem I usually have with all this is that I always lose a damn dwarf to flooding. I even went to the time and effort to put a handrail bridge up last time (using dabbling mechanics takes forever, and if they aren't boozed up they will fail to complete the task between drinks and will start all over again each time, never getting anywhere) and somehow a dwarf still ended up taking a swim. And the river attacks are a bitch. You need to mine out quite a hefty chunk (only dig one direction i.e. North or South from where you hit the river, good reason) so you can get enough plants growing to collect something useful, and that means it is difficult to keep those little fuzzballs protected with traps. Once you have some plump helmets, you seal off as much of the thing as you can, dig a farm connected to the river by fortifications in the direction opposite to the big plant collecting area. Trap up the whole bit where your guys can drink water (booze has to be infrequent, unfortunately - making them drink water every other drink won't make much difference, because the food is more valuable) then get growing and you should just about survive the winter. If you find any ore, set up a woodburner/smelter/metalsmiths and get yourself an axe. Although, if you play on a map with no trees or vegetation you might as well leave that for a few years while the trees grow.
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