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Posted: May 2nd, 2010, 15:00
by shot2bits
i think elves get pissed off if you offer them anything made of wood in trade, even if its the barrel/bin its stored in. i might be wrong but i managed to trade with them for a few bits that where inside a bin without clicking the bin, and then tried trading more and clicked on the bin to trade it all and they got pissy at me and left in a huff
Posted: May 2nd, 2010, 15:12
by Dog Pants
I wonder if it happens when you offer them something made from wood you bought from them. They say something about their beautiful trees being turned into trinkets and storm off in a puff-huff.
Posted: May 2nd, 2010, 15:17
by Roman Totale
They also come back later and attack you...
Posted: May 2nd, 2010, 15:21
by shot2bits
Roman Totale wrote:They also come back later and attack you...
ive not had that, ive done it twice now, they came back and traded happily till i offered them one of my bins, they left alot quicker this time though so maybe they will come back to hurt me later
Posted: May 2nd, 2010, 16:04
by Dog Pants
I've never had them attack me after refusing to trade. Maybe it depends how much you piss them off.
Posted: May 3rd, 2010, 0:42
by friznit
Just discovered that you need to set the Barracks to (T)rain mode for your militia to actually train there, cos that wasn't exactly made obvious.
Also, what do the other barracks options mean: sleep, Indiv Eq, Squad Eq?
Can I have one barracks fulfulling all the functions for a squad: sleeping quarters, training area etc or do I need separate areas for each?
Posted: May 3rd, 2010, 1:14
by buzzmong
They'll also train in an armoury (set from a weapon or armour rack).
I don't know if you need to set that to train mode, DF wiki kinda says you do but it's conflicted and says you can declare a barracks from either stand, which you can't, it's certainly called an armoury in game and my dorfs did seem to be sparring there at one point.
Apparently Friz you can train in a barracks and sparring won't even upset sleeping dorfs in any way. They'll even spar on a bed someone is sleeping in to no effect if the wiki is correct.
Posted: May 3rd, 2010, 8:05
by Dog Pants
Ah, I missed the room settings out of the guide. I've trained up a squad of dwarves from nothing to metal armour wearing axedwarves, some who were legendary +5. Not that it helped against that fucking hill titan.
Your dwarves will train in barracks or an armoury, but I put them in a seperate armoury because apparently clutter increases the risk of them injuring themselves. Also, just because a dwarf sleeps in the same room as someone doing combat training, doesn't necessarily mean they got good sleep, like someone sleeping next door to a workshop (although they might, I've not looked). Set the barracks to sleep, and the armoury to train and equip. I'm not sure wht the difference between individual equip and squad equip is, but they also both happen to be ways you can give your dwarves kit, so there's probably no harm in setting it to both. I think I had mine on squad and they ended up with metal armour to replace their leather.
Regarding the schedule, it didn't appear to make any difference whether they were scheduled to train or not, nor did it seem to matter if they were set to inactive or active/train in alerts. Presumably once group training is fixed this will matter more.
Posted: May 3rd, 2010, 10:22
by shot2bits
Dog Pants wrote:
Regarding the schedule, it didn't appear to make any difference whether they were scheduled to train or not, nor did it seem to matter if they were set to inactive or active/train in alerts. Presumably once group training is fixed this will matter more.
i think it makes some amount of difference to whether or not the dorfs training will starve themselves to death etc, although i cant be certain of that but its better to be safe
Posted: May 3rd, 2010, 10:26
by friznit
Oh right. So all that effort setting up training schedules isn't needed right now?
I've been using the manager to good effect and it's pretty simple. Once a dorf is installed as manager (the main skill requirement is Organizer) then you get two new options: manager screem (u -> m) and workshop (P)rofiles (q -> P).
The manager screen is really useful. Hit (q) to Queue a new order, type in what you want (partial searches work) and choose the amount (max 30 runs but you can do multiple orders of the same thing). It'll enter the list as waiting for approval and then your manager will assign it to a free workshop. The real bonus is if the job is cancelled due to lack of resources, the manager will review and periodically reorder it, which saves all the fucking about resetting workshop orders manually. The only thing he can't do is set indefinite (R)epeat orders, so you still need to do that yourself.
The workshop profiles allow you to limit use of that workshop to a specific dorf or skill level. So if you want only your legendary carpenters to do the carpenting, this is how. I'm not sure you can specify a particular order for that workshop though (e.g. if you could say, have beds built at the legendary shop and blocks built at the generic one. Would be nice though).
Posted: May 3rd, 2010, 11:04
by shot2bits
thought id mention stonesense was updated to work with the latest version of DF, its nothing amazing but its nice to see how things look
Posted: May 3rd, 2010, 16:39
by Dog Pants
shot2bits wrote:
i think it makes some amount of difference to whether or not the dorfs training will starve themselves to death etc, although i cant be certain of that but its better to be safe
That's what it should do, but since they only do individual training when inactive they'll take a break whenever they feel like it, unlike group training. Once group training works you will need to schedule in breaks or they'll train to death/rage. I've tried having one squad inactive and the other on active/train and it didn't seem to make any difference.
Posted: May 3rd, 2010, 17:58
by friznit
Despite having the smartest damn room in the house, my militia commander is getting more and more emo. He keeps bitching about drinking the same booze even though there are 6 different types, and complaining about being relieved from duty, even though he's been the boss since day one. The squad seems to have removed all their metal armour as well, and won't put it back on for some odd reason (armoury and armoury dwarf all in place and free).
Posted: May 3rd, 2010, 18:05
by Dog Pants
That sounds like a bug. The equipment thing is possibly the most famous bug in this version.
Posted: May 3rd, 2010, 20:09
by FatherJack
shot2bits wrote:thought id mention stonesense was updated to work with the latest version of DF, its nothing amazing but its nice to see how things look
If the game looked like that, with a mouse interface to match, I'd be tempted to give it a go.
Posted: May 4th, 2010, 15:41
by friznit
DFNP: Dwarf Fortress National Party or How to slaughter unwanted immigrants and profit in 10 easy steps
Method 1:
1. Make a (S)pike trap with a spear or spike.
2. Attach a lever
3. Draft your unsuspecting immigrant into a squad
4. Move him on top of the spike trap
5. Pull lever
6. Dispose of body
7. Wait for body to rot
8. Craft totem out of skull
9. ....
10. Profit!
Method 2:
1. Make him a miner
2. Give him a pick
3. Channel straight down
4. Surround him with traps
5. Lock the door
6. Wait for him to tantrum
7. Pick up cage with angry dwarf in it
8. Drop down hole into cavern
9. ....
10. Profit!
Posted: May 4th, 2010, 16:24
by Dog Pants
I did see a similar way of dealing with berserk dwarves - leave levers scattered around attached to spike traps/trapdoors set directly below them. Normal dwarves only pull levers when told to, berserk ones pull whatever they fancy, so they remove themselves.
Posted: May 17th, 2010, 9:24
by Dog Pants
Posted: May 17th, 2010, 9:44
by shot2bits
i might wait for the more stable release at the end of the month as i dont think this has really been tested
Posted: June 10th, 2010, 11:32
by friznit
31.06 is out. Full install with Phoebus tileset included is
here