Tales from Dwarf Fortress

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friznit
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Post by friznit »

In the process of making a very complicated flood room at my entrance. I retooled the stairs to ensure proper uppy downess and built doors into the stairways as failsafes. Minerdorf then set to work expanding and channeling the entrance while his new padawan Majordorf excavated a holding tank and draining tanks. Several weeks later Mr Mason was ready to install a bunch of flood gates while Greasy built the levers, running the cables all the way downstairs to the meeting hall. Time to test the beast!

Minerdorf bravely hacked out the last block of stone to the river...and promptly got trapped behind the floodgate and drowned. Greasy hurriedly opened the floodgate but in his panic pulled the wrong lever and flooded the farms, destroying a whole season of mushrooms. In shock, he yanked the second lever and watched in horror as a raging torrent of dirty river water swept straight out of the front entrance, flooding the trade caravan and sweeping off most of the remaining stores.

In the aftermath of this unmitigated disaster, the dorfs are quietly starving as they mourn the loss of their chief miner and greasy I think has gone insane, although I haven't seen him around for a while so I'm not sure.
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Post by Dog Pants »

:lol:

It was a good idea in theory. Use floodgates to trap enemies in the entrance, then another set to flood it, and another to let it out again afterwards. Just make sure you hit the right levers.
shot2bits
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Post by shot2bits »

can you name or mark levers in anyway?
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Post by Dog Pants »

I dunno, it would be useful wouldn't it.
buzzmong
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Post by buzzmong »

I don't think you can but I concur it would be handy.

I tend to build a room for them on that floor and arrange them in some semblance of geographical location. I've also found that using the same material for the lever and gate is very helpful. Bauxite is red, Chern is light brown, Granite is light grey etc...

As a side note I found when you link up a gate to a lever it doesn't matter if the lever is on or off, eventually it'll settle with off being the gate's default state (closed).
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Post by Dog Pants »

buzzmong wrote:I've also found that using the same material for the lever and gate is very helpful. Bauxite is red, Chern is light brown, Granite is light grey etc...
That's a very good idea if you can coordinate it that way.
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Post by buzzmong »

buzzmong wrote:As a side note I found when you link up a gate to a lever it doesn't matter if the lever is on or off, eventually it'll settle with off being the gate's default state (closed).
But apparently it's not the same for pumps. Whoops.
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Post by buzzmong »

One of my dorfs took it upon himself to have a crack at carpentry. Turns out he's got a natural talent for it and quite dedicated. He proved this to me by building about half a dozen masterpiece quality barrels and bins, and a single masterpiece quality bed.

The nutter.
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Post by friznit »

Right. So I have this problem with my fort (not counting the 20 useless immigrants who do nothing but party it up, take all their kit off and piss away all my booze and food).

Early on I dug a tunnel out to the river (1 Z-lvl below the river bed) so I could have fresh water for my well. Unfortunately I neglected to put flood gate in, so there's no way to stop the flow for further development of my plumbing. To make matter worse, I was experimenting with putting a second well 3 z-lvls below the first and extending that to the same water source. Sadly the watter pressure from the 4 lvl drop has made my well rather more of a pond.

My recovery plan involved waiting until the river froze over in winter and building a dam of floodgates, allowing me enough time to sort the plumbing out. But just before I could put the last gate in the damn thing (bad pun time) unfroze, trapping my remaining miner dwarf between the river and the 'edge of the world' (screen), where he is in the process of slowly starving to death - if he tries to dig his way out, it'll flood my whole fort so he's being sacrificed in the name of good plumbing.

Meanwhile I'm trying to build a 3 level deep cistern affair to provide water to the rest of the fort, preferably without resorting to powered pumps because they look complicated. I'm not sure it'll work.

Things I still have nfc about:

* Hunting
* Animal Training
* Getting the milita to keep their clothes on (I keep finding little piles of leather armour and swords all over the place).
* Livestock farming (not even sure this is possible, but after having a donkey and a horse for sometime and suddenly acquiring a mule foal, I figured it would seem sensible to breed a bunch of horses for meat).
* Finding enough stuff for people to do to stop them partying and interrupting those who do have stuff to do.
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Post by Dog Pants »

Hunting is apparently a bit of a pain in the arse, and involves the military screen somewhere along the line. I don't know how though.

Animal training is also a pain in the arse, but I do know how to do this. It's fairly straight forward, but tricky to find an available animal. In order to train something it needs to be trainable, tame, and uncaged. Loads of those around. However, it can't be a pet either. So the best option is to either cage up your puppies before they adopt anyone, or buy an animal to train from the merchants.
The advantage of having trained animals is that you can chain them up in the entrance to your fortress and they'll sniff out any thieves sneaking in, which your dwarves won't. If your barracks are also in the immediate area (and they really should be), then when your doggies start barking your guards can run out and gib whoever's sneaking in. War animals do twice the damage of a normal equivalent, but in a fight they're still not great.

The naked militia thing is possibly because you've not assigned an arsenal dwarf. If you have more than 20 population you need one of these nobles with a little office to assign kit. I stick him in an adjoining room to my armoury, along with the weapon and armour stores. I like to think of him as a little Ernest Borgnine.

Livestock will breed if you get the right pairing and give them enough time together. Apparently even if you don't have a breeding pair they've been known to get it on with traders' animals. A meat industry is one of those annoying trades you need to micromanage though, marking individual animals (again, not pets) for slaughter manually.

I can't stop my dwarves partying either, but at least they're happy. If you've worked out how to train your militia why not recruit them into that? You'll need them one day.
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Post by friznit »

I think I've worked out the milita...at least, I followed your guide, assigning uniforms, alternate training months and burrows. I have a Commander, with one squad of dudes (I picked all the ones with the Fighter skill first and some unemployed bums). I've made a barracks with a few beds, armour and weapon cabinets but I've not specifically assigned it to anyone. Noone seems to be using it though. Maybe I need to make a separate armoury too.

I built 10 wooden practice weapons of various types, 10 iron short swords and 10 shields but I have no idea if they're using them or even training when they're mean to be. Hadn't seen the armoury dorf option, but maybe cos I had less than 20 dorfs. I'll check again now I've just had some immigrants arrive.

On reflection, they probably took their spiderweb silk clothes off because I'd told them to wear leather uniforms at all times and I don't have enough uniforms to go round. So now I have a bunch of nekkid dorfs pissing it up in the mess hall while the only vaguely sensible guy with a weapon is quietly drowning in the river. Pro.
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Post by Dog Pants »

I've still only managed to get mine doing individual training this time round, although I've had a group going before. I think it's something to do with whether they're active or inactive. Remember to set your minimum training number lower in the scheduled orders if you have less than a full squad. Regarding the clothes/armour, have you set them to wear their armour over their clothes? You can also set them to wear their uniform when doing their civilian jobs so they don't ditch all their gear when not on duty. Personally I'd rather they trained rather than doing civvy jobs though.
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Post by friznit »

:mrh?:

wtb Dorfin' on TS after werk
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Post by Dog Pants »

I'd love to, but Mrs/Sprog etc. However tomorrow night after everyone's in bed would be good to exchange ideas. Although I've found drunk DF is tricky.
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Post by friznit »

Gah this game is hopelessly moreish, worse than OpenTTD in many respects, not least because the interface is horrible until you remember all the shortcuts but then you feel just a little sad inside (well, I would if that bit of me hadn't shrivled and died years ago).

Last night I finally organised the Chain Fencibles and sent them outside to harrass a few wild animals. They chased a cougar around for a bit then had a terrific time mutilating it's body. Apparently this made them quite happy, which was good because 10 minutes later my Legendary Milker (!) finally gave up the ghost after failing to build anything during a fey mood and promptly starved himself to death in the middle of the dining hall during a party, which upset everyone a bit.

My militia are now proudly sporting a brand new set of cougar leather armour whilst they work out in the gym: a room full of screw pumps for them to beef up on. One of the dogs suddendly sprouted 6 puppies so these have been caged up next to the kennels until they are old enough to be trained into war dogs. All the other livestock has been tethered near the butcher's shop and tannery.

Further attempts to sort out the plumbing system by draining it into an underground holding tank long enough for floodgates to be installed was a failure. I think the only option left now is to pump all the water out and rebuild. Thankfully the militia are getting quite good at it.

I think I've worked out hunting (the Hunter type as opposed to sending your militia off manually). At least, a few dead wolves appeared in my meat store next to the butcher, who was at another month long party so they eventually rotted and had to be taken to the miasma quarantine cell until the bones could be recovered for crossbow bolts.
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Post by Dog Pants »

Go to the tips thread and explain how you got the livestock/hunter/butcher/bones thing working!

Last night I had a brief Dwarfing after BACON. My current fortress is doing quite fine, with a newly installed well coming moments too late for my cheesemaker (who died of thirst), and a nicely engraved circular dining room making everyone happy. Gold and iron are in abundance. I thought I was fucked after a goblin siege started, but it seems they don't quite understand the concept after bringing along a large cat as their siege engine and attacking the dwarf merchants outside, who promptly killed them all.
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Post by buzzmong »

Dog Pants wrote:Go to the tips thread and explain how you got the livestock/hunter/butcher/bones thing working!
:above:

About the only thing I've managed is to mark an animal for slaughter and have a butcher go off, chase it down, then process it into little bits.

I was hoping he'd be able to process all the critters, but it seems not.
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Post by friznit »

Well my fort's finally failed. A shortage of booze and a failed hunting expedition lead to a critical failure cascade - basically the militia went on the rampage killing everyone with their shiny new iron swords after their beloved commander bled to death from fighting a stag. Loving wives were ruthlessly cut down, children slain, puppies slaughtered. Driven mad by grief, the partying dwarves turned on each other and before long the whole lower level was a sea of blood and gore. There was only one thing I could do: cave in the ceiling above the living quarters, close the gates and pull the plug. Only a babbling miner left, staring wild eyed at the inexorable flood of boody parts and refuse tumbles towards his final refuge. At least he has a foal for company in his last hour.
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Post by eRabbit »

Must... resist... can't have ANOTHER game ruin my life once I'd recovered from traincrack! Dorf's sounds so amazingly brutal though...
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Post by Roman Totale »

eRabbit wrote:Must... resist... can't have ANOTHER game ruin my life once I'd recovered from traincrack! Dorf's sounds so amazingly brutal though...
It really is insane. Fucking ugly, fucking complicated and weirdly, weirdly addictive.

Why have the two most recently popular games on 5punk been so lo-fi?
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