Page 17 of 64
Posted: 18 Nov 2007, 16:48
by Sleksa
imbaczek wrote:200 dwarves is the limit, you can have 80 after about 3-4 hours of playing (depends on your computer, too.) There are some nobles with useful abilities to manage such a horde'o'dorfs.
Afaik there is no limit.
Managing 100+ dwarves isnt really as hard as it seems, i usually assign immigrant dwarves jobs when they enter the local area, and they pretty much stay in the same profession till the end, unless i start to need more dwarves in some profession like stone detailing, or military, or woodcutting.
setting up 2-3 farm plots easily give jobs for 20+ farmers
then you could build 8 mason workshops and start churning out tables and chairs and statues, then create a metal economy eating dwarves for smelting, glassmaking, weapon/armormaking/coinmaking, and some dwarves for wood related professions.
and especially when you get a manager(J-M opens up manager view, but you have to have a office for your manager to be able to assign jobs) things get super easy as you can just tell dwarves to do spesific jobs and theyll start doing them ~~
Posted: 18 Nov 2007, 20:36
by Felix the Cat
There's a 200 dwarf limit but you can change it in an init file. A lot of people make it lower because of computer issues.
Posted: 18 Nov 2007, 22:25
by manored
Think im gonna take a while to reach 200 dwarfes :)
How can I produce refined coal? Didnt found anything on wiki on that matter... also, how can I keep stationary water from being nasty? All my water comes from a lake I "pulled" underground for fortress use (Actual that wasnt the initial idea but it was the way I found to get rid of the water after I incidental flooded the fortress :) ), but now dwarfes are complaining of nasty water.
Posted: 18 Nov 2007, 23:42
by lurker
1. Make a farm plot
3. Make a seed/drink/barrels plot by this farm plot
4. Make a brewery
5. ???
6. Profit
Posted: 19 Nov 2007, 09:55
by 1v0ry_k1ng
graphics WOULD improve this game; nothing fancy, just more like the custom dwarf chipsets. has anyone got them working with the new version? I think it wants diffrent res chipsets now or somthing because it dosnt display them properly
Posted: 19 Nov 2007, 10:06
by Neddie
I stickied this, in case you didn't notice it. I deem it popular enough to warrant it, even if I no longer play.
Posted: 19 Nov 2007, 11:10
by Sleksa
1v0ry_k1ng wrote:graphics WOULD improve this game; nothing fancy, just more like the custom dwarf chipsets. has anyone got them working with the new version? I think it wants diffrent res chipsets now or somthing because it dosnt display them properly
SLEKSA 4 RESCUE
The custom graphic sets work like they worked in a previous version
DOWNLOAD HERE;
http://dwarf.lendemaindeveille.com/inde ... phics_sets
HOW TO INSTALL;
Character sets only change certain graphics, while others are left out. The confusingly-named graphics sets are used to change the appearance of creatures in the game, such as dwarves and unicorns. These are usually designed to work together with certain characrter sets. The Dystopian Rhetoric graphics set comes with it's own DF installer; to install any others (or to install that one manually), you follow a similiar process to the above:
1. Download the graphics set. (The list is here.)
2. Convert it into a 24-bit BMP file using your favorite image editing program.
3. Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.
4. Open /raw/graphics/example_text.txt
5. Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.
6. Open data/init/init.txt
7. Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].
8. Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].
9. Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].
10. Save the file, then you're ready to get mangled by a great-looking elephant!
Also tilesets are available if you dont like the standard one.
http://dwarf.lendemaindeveille.com/inde ... acter_sets
I personally use herrbdog's tileset
http://www.bay12games.com/cgi-local/ult ... 2&t=000832
Posted: 19 Nov 2007, 11:14
by 1v0ry_k1ng
hey, am i the only one who cant scroll down the labour bar to tick untick jobs? the arrow cursors move the selected square, what scrolls down on the jobs? a month away from DF and ive already lost the micro

Posted: 19 Nov 2007, 11:18
by Sleksa
1v0ry_k1ng wrote:hey, am i the only one who cant scroll down the labour bar to tick untick jobs? the arrow cursors move the selected square, what scrolls down on the jobs? a month away from DF and ive already lost the micro

theyre the / and * buttons on the numpad scroll up and down a page and + and - scroll down single job
Posted: 19 Nov 2007, 15:40
by 1v0ry_k1ng
its cool, for some reason laptops have all the buttons with weird names in DF, just had to rebind everything.
Posted: 19 Nov 2007, 16:11
by Erom
Yeah, DF plays for crap on a laptop until you rebind _everything_... does the latest version fix the fact that rebinds are forgotten every time you close the game? Spending a couple of minutes rebinding before I can play every time I start a game gets pretty annoying.
Posted: 19 Nov 2007, 17:00
by manored
manored wrote: How can I produce refined coal? Didnt found anything on wiki on that matter... also, how can I keep stationary water from being nasty? All my water comes from a lake I "pulled" underground for fortress use (Actual that wasnt the initial idea but it was the way I found to get rid of the water after I incidental flooded the fortress :) ), but now dwarfes are complaining of nasty water.
Repeating the question for the case of a good hearted soul out there responding :)
Posted: 19 Nov 2007, 17:09
by Erom
You can't keep standing water from being nasty- it's standing water, that's what it does. Your dwarves shouldn't complain about it though, unless they have to drink it, which means you aren't producing enough alcohol / don't have a well over fresh water.
Posted: 19 Nov 2007, 17:16
by Sleksa
manored wrote:manored wrote: How can I produce refined coal? Didnt found anything on wiki on that matter... also, how can I keep stationary water from being nasty? All my water comes from a lake I "pulled" underground for fortress use (Actual that wasnt the initial idea but it was the way I found to get rid of the water after I incidental flooded the fortress :) ), but now dwarfes are complaining of nasty water.
Repeating the question for the case of a good hearted soul out there responding :)
to make things clear for you, dwarves should NEVER EVER be drinking water.
Their productivity goes down if they cant get enough alcohol, you can check it via looking at the dwarf's thoughts
(V->p->z->enter, "needs alcohol to get through the working day is the standard, "is starting to work slowly due to its scarity" is bad and "cant even remember the last time he had a drink" is the worst, where your dwarves will basically spend their days in bed and eating.)
if you do happen to run out of alcohol though, just designate a drinking area i-> drag area -> water collection or something like that and your dwarves will automatically go and drink from the place. hauling water with buckets is a good idea only when youre setting up a perpetual motion water wheel engine.
Posted: 19 Nov 2007, 20:26
by manored
In fact my dwarves are starting to get really anyoed with the lack of alcohol: maybe thats why they call the water nasty :) (Whats anyoing cause I wasted huge time making the materials for a well and a system to fill the pool . Any plant can be brewed right? If not, then they are gonna have to wait a few more years until I discover and plant whose can :)
Thanks for the info.
By the way, is there salt water in the game? the walls and floor of the water pool are made of salt, and yet the water remains normal (according to game). That might also be why they call the water nasty but if it was salty it would have killed then already right? :)
Posted: 19 Nov 2007, 20:37
by Sleksa
manored wrote:In fact my dwarves are starting to get really anyoed with the lack of alcohol: maybe thats why they call the water nasty :) (Whats anyoing cause I wasted huge time making the materials for a well and a system to fill the pool . Any plant can be brewed right? If not, then they are gonna have to wait a few more years until I discover and plant whose can :)
Thanks for the info.
By the way, is there salt water in the game? the walls and floor of the water pool are made of salt, and yet the water remains normal (according to game). That might also be why they call the water nasty but if it was salty it would have killed then already right? :)
dwarves dont drink salt water AFAIK.
you can find what plants can be brewed by pressing Z then opening the ------- tab and looking at the herbs that have "Brew" on them, red "brew" means the item is brewable but you havent toggled it to be usable for dwarves, and blue "brew" means that the item can be used for brewing.
The reason behind the toggles is that You can restrict some herbs from being brewed in case of a emergency, for example for plump helmets can be eaten raw, and drinking dwarven wine(made from plump helmets) doesnt satisfy the dwarves' hunger, only thirst.
to make beverages you need
1) a still (B->W->L)
2) a dwarf with brewing job on
3)a brewable herb that is toggled to be used in brewing
4) a empty barrel
Then you assign a brewing job in the still, the dwarf will go grab the empty barrel, the herb, and after a while youll have a barrel full of alcohol \o/
Also to get a secure amount of food and drinks from early on, i suggest you take like 30 plump helmet spawn from the start, and get a farm up ASAP, while your carpenter churns out empty barrels.
once you have like 20-30 plump helmets, brew them all, so youll have roughly 200-300 units of dwarven wine, and then COOK roughly half of the dwarven wine, which will create "dwarven wine biscuits" . Also eating plump helmets raw will provide you with seeds, brewing raw plump helmets will provide you with seeds, BUT COOKING RAW HELMETS WILL NOT. So if you cook all your raw plump helmets you might end up with little or none seeds to keep the farming operation on. so remember to
1) farm
2) brew
3) cook
4) farm
;>
Posted: 19 Nov 2007, 22:00
by manored
Thanks for the info. Looks like plump helmets are a heaven gift :)
Posted: 19 Nov 2007, 22:02
by Erom
Yes, they are designed to be your main staple crop, and cornerstone of the "typical" food/drink production set up.
Posted: 20 Nov 2007, 02:42
by Muzic
My.....God.....I never knew addiction was less than 6 mb.
The only thing that was keeping me from playing df was learning the Z... my god.... < > are eating me alive now..i cant do anything but dwarf fort.. My name is Muzic, and im a dwarf-o-holic.
I actually got used to the stock graphic set; but i prefer the natural color instead of the stock colors.
Edit: Just always do lavish meals, make your dwarves more happeh and have alto more trade value. 100 Wine roasts goes a long way in trading.
BTW, my dwarves sometimes complain of sleeping on the beautiful clay floors but i have twice as many beds as dorfs. ESPLAIN.
Posted: 20 Nov 2007, 06:39
by Felix the Cat
Unless things have changed, dwarves only sleep in beds that are in a room - either a bedroom assigned to that specific dwarf, or a barracks where they will take any available bed. Both of these rooms are defined from beds.