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Difference between revisions of "User talk:Kwieland"
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− | + | Things I noticed this weekend: | |
− | + | *I made a new map, and the goblins showed up as "WAR" on the choose a site screen. "Great!", I thought. I'll pick military dwarfs and start right on top of a goblin town. So, I did and they were all friendly! I've been playing the orc mod so maybe if I changed the speak/nospeak tag I could get them to be hostile? Anybody? | |
− | + | *Bolts, bolts, BOLTS! I have found that if I change a stockpile so it only accepts wood and bone bolts, nothing gets put there. So, then I end up enabling metal bolts. Just a minor annoyance. | |
− | + | *Beak dogs are butcher-able. And, at a multiplier of two, worth more than common animals. | |
− | + | *Trap avoid is really a bugger. If you don't have a good military, I've found the best way is to snipe them from above with crossbows while they try to make their way to your entrance. Then, raise the gate when they are in firing range. They tend to mill about, confused, until their leader gets kill/calls off the attack. Makes for some fun action! Also, Beak dogs are not trap avoid, so they tend to hit the traps fine. Simple stone fall traps are usually good enough. | |
− | + | *Anybody notice that the orcs riding beak dogs never get hit until the beak dog dies? Seems strange, probably a bug. | |
− | + | *If they have ranged units, though, it's best to just hide them out. | |
− | + | *Marksdwarfs in squads will never occupy a single square, but prefer to hover around. But, if you make every dwarf a squad and assign them a single square, they do it! This leads to some serious "gatling gun" type action! | |
− | + | *Some maps have windmills at 40, others at 20. I wish I could figure out how to get the 40s! With a single gear box and horizontal axle, you're down to 14 remaining power! I want to make some mist machines, but have limited wood. | |
− | + | *Be careful when you collapse floors on top of enemies as a trap. My trap worked beautifully until I realized that it had collapsed the floor under them as well, dropping tons of baddies directly inside my fortress! Oh, what fun! | |
− | + | *I read on the wiki once that somebody used a custom world to make more magma. How? I'd like to do that too. | |
− | + | --[[User:Kwieland|Kwieland]] 13:22, 11 May 2009 (UTC) | |
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− | + | == Hammerdwarfs == | |
− | + | Hi. Why do you believe the below is "incorrect"? | |
− | + | <blockquote> | |
+ | "Hammerdwarf" covers both war hammers and maces, and also when marksdwarves are forced to fight an opponent by bludgeoning them with their crossbow, rather than using it at range."</blockquote> | ||
− | + | The only thing I can think of is that dwarves can't use human maces... not sure, now that I think of it. | |
− | I | + | The rest is supported 100% by the [[weapon]] and [[hammerdwarf]] articles, and the RAW's. If you removed this in errour, please replace it on the [[soldier]] page (so it doesn't look like we're in some kind of edit war). ;) If it's wrong, could you enlighten me as to "why"? thnx --[[User:Albedo|Albedo]] 20:35, 13 May 2009 (UTC) |
+ | |||
+ | :This part is wrong "and maces". Hammerdwarfs don't use maces. Macedwarfs do. I've never seen a hammerdwarf use a mace. Have you? I agree that the part about using a crossbows as a hammer is true. But, it doesn't really fit here in this paragraph and is mentioned other places. So, I simply removed the paragraph. Sorry for the confusion, I was going to leave a comment on the talk page but got distracted elsewhere. <br> | ||
+ | Good luck on reorganizing the fortress defense pages. I agree with your comments there. One suggestion. Since many people would refer to fortress defenses as "fortifications", a link or something at the top of the fortification page makes sense to me. Something like "Fortifications as used in a fortress defense design (or strategy) is detailed here".--[[User:Kwieland|Kwieland]] 11:09, 14 May 2009 (UTC) | ||
+ | |||
+ | ==ahk script== | ||
+ | |||
+ | ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; | ||
+ | ; manager.ahk ; | ||
+ | ; This fills the queue of a job manager with enough jobs ; | ||
+ | ; to give them 8 attributes and make them legendary (+5) ; | ||
+ | ; Experience = 10*quantity (30)=300. 30000/300=96.7 ; | ||
+ | ; ; | ||
+ | ; Be in the job manager screen and then ; | ||
+ | ; use ctrl+shift+l to "L"oad the queue ; | ||
+ | ; use ctrl+shift+c to "C"lear the queue ; | ||
+ | ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; | ||
+ | |||
+ | queues = 100 | ||
+ | wait = 100 | ||
+ | |||
+ | ^+L:: | ||
+ | Loop %queues% | ||
+ | { | ||
+ | Send q | ||
+ | Sleep %wait% | ||
+ | Send {Enter} | ||
+ | Sleep %wait% | ||
+ | Send 30 | ||
+ | Sleep %wait% | ||
+ | Send {Enter} | ||
+ | Sleep %wait% | ||
+ | } | ||
+ | return | ||
+ | |||
+ | ^+C:: | ||
+ | Loop %queues% | ||
+ | { | ||
+ | Send r | ||
+ | Sleep %wait% | ||
+ | } | ||
+ | return | ||
+ | |||
+ | Thoughts on herbalist/cooker skills: | ||
+ | |||
+ | One way to quickly level a cook/herbalist/brewer is to have the herbalist gather plants, the brewer to brew them (requires lots of barrels at first) and then have the cook make biscuits of both the seeds (you're not going to plant them anyway) and the alcohol. In the kitchen menu, you need to make sure that plant seeds are being allowed to be cooked, and the plants are all being brewed. The side effect is a lot of biscuits, but you can just make a stockpile just for finished meals (NO barrels!) somewhere close at hand (outside), forbid them, remove the stockpile, and then let them rot. If the brewer is close to the kitchen, the walking should be minimal. Alternatively, a farmer could substitute for a herbalist, but then the flux of plants is more random. This works great on maps with lots of plants. | ||
+ | |||
+ | == [[Dwarf Fortress Wiki:Versions]] == | ||
+ | Based on your comments and input on the administration requests pages I thought you might be interested in this kind of discussion. Please bring in your comments on this page and on it's talk page and let everyone know what you think. Thanks! [[User:Mason11987|Mason11987]] 20:46, 28 February 2010 (UTC) | ||
+ | |||
+ | == Move pages == | ||
+ | |||
+ | AFAIK, you can only move pages if you're an admin. If you let me know what you want to move and where I can take care of it for you. Mason (T-C) 00:22, 15 April 2010 (UTC) | ||
+ | |||
+ | == Magma == | ||
+ | |||
+ | Not necessarily true. I've always been in the habit of putting my forges quite deep, but behind stone-protected walls. Since I've never relied on a military, I don't ever need metal goods quickly. --[[User:Aescula|Aescula]] 23:24, 3 June 2010 (UTC) | ||
+ | |||
+ | ::Sorry. This was a response to this line on your userpage: "With the magma so deep now, you really have to think of a way to bring it to the surface." --[[User:Aescula|Aescula]] 21:21, 4 June 2010 (UTC) | ||
+ | |||
+ | Makes sense now. I also don't use the military now, relying on cage traps mostly. Cage traps also cut down on the clean up from goblins. I transfer them all to a single cage and then designate a dump site right on top of the cage. Dumping all their stuff goes pretty fast, and I make sure that it is close to the depot/stockpiles. I prefer to have the forges close to the surface for a few reasons. | ||
+ | #Goblins always drop lots of things that can be melted down. So, being close to the surface means short paths. | ||
+ | #Any metal goods (trade goods) armor, etc, should be close to the depot, to minimize path lengths. | ||
+ | My depot was previously really close to the surface. I'm beginning to think about putting my depot 10 or so Z levels deep. Then it can be a little closer. | ||
+ | |||
+ | == Searching == | ||
+ | |||
+ | I'll look into it. --[[User:Briess|Briess]] 17:50, 18 April 2011 (UTC) |
Latest revision as of 17:50, 18 April 2011
Things I noticed this weekend:
- I made a new map, and the goblins showed up as "WAR" on the choose a site screen. "Great!", I thought. I'll pick military dwarfs and start right on top of a goblin town. So, I did and they were all friendly! I've been playing the orc mod so maybe if I changed the speak/nospeak tag I could get them to be hostile? Anybody?
- Bolts, bolts, BOLTS! I have found that if I change a stockpile so it only accepts wood and bone bolts, nothing gets put there. So, then I end up enabling metal bolts. Just a minor annoyance.
- Beak dogs are butcher-able. And, at a multiplier of two, worth more than common animals.
- Trap avoid is really a bugger. If you don't have a good military, I've found the best way is to snipe them from above with crossbows while they try to make their way to your entrance. Then, raise the gate when they are in firing range. They tend to mill about, confused, until their leader gets kill/calls off the attack. Makes for some fun action! Also, Beak dogs are not trap avoid, so they tend to hit the traps fine. Simple stone fall traps are usually good enough.
- Anybody notice that the orcs riding beak dogs never get hit until the beak dog dies? Seems strange, probably a bug.
- If they have ranged units, though, it's best to just hide them out.
- Marksdwarfs in squads will never occupy a single square, but prefer to hover around. But, if you make every dwarf a squad and assign them a single square, they do it! This leads to some serious "gatling gun" type action!
- Some maps have windmills at 40, others at 20. I wish I could figure out how to get the 40s! With a single gear box and horizontal axle, you're down to 14 remaining power! I want to make some mist machines, but have limited wood.
- Be careful when you collapse floors on top of enemies as a trap. My trap worked beautifully until I realized that it had collapsed the floor under them as well, dropping tons of baddies directly inside my fortress! Oh, what fun!
- I read on the wiki once that somebody used a custom world to make more magma. How? I'd like to do that too.
--Kwieland 13:22, 11 May 2009 (UTC)
Hammerdwarfs[edit]
Hi. Why do you believe the below is "incorrect"?
"Hammerdwarf" covers both war hammers and maces, and also when marksdwarves are forced to fight an opponent by bludgeoning them with their crossbow, rather than using it at range."
The only thing I can think of is that dwarves can't use human maces... not sure, now that I think of it.
The rest is supported 100% by the weapon and hammerdwarf articles, and the RAW's. If you removed this in errour, please replace it on the soldier page (so it doesn't look like we're in some kind of edit war). ;) If it's wrong, could you enlighten me as to "why"? thnx --Albedo 20:35, 13 May 2009 (UTC)
- This part is wrong "and maces". Hammerdwarfs don't use maces. Macedwarfs do. I've never seen a hammerdwarf use a mace. Have you? I agree that the part about using a crossbows as a hammer is true. But, it doesn't really fit here in this paragraph and is mentioned other places. So, I simply removed the paragraph. Sorry for the confusion, I was going to leave a comment on the talk page but got distracted elsewhere.
Good luck on reorganizing the fortress defense pages. I agree with your comments there. One suggestion. Since many people would refer to fortress defenses as "fortifications", a link or something at the top of the fortification page makes sense to me. Something like "Fortifications as used in a fortress defense design (or strategy) is detailed here".--Kwieland 11:09, 14 May 2009 (UTC)
ahk script[edit]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; manager.ahk ; ; This fills the queue of a job manager with enough jobs ; ; to give them 8 attributes and make them legendary (+5) ; ; Experience = 10*quantity (30)=300. 30000/300=96.7 ; ; ; ; Be in the job manager screen and then ; ; use ctrl+shift+l to "L"oad the queue ; ; use ctrl+shift+c to "C"lear the queue ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
queues = 100 wait = 100
^+L::
Loop %queues% { Send q Sleep %wait% Send {Enter} Sleep %wait% Send 30 Sleep %wait% Send {Enter} Sleep %wait% } return
^+C::
Loop %queues% { Send r Sleep %wait% } return
Thoughts on herbalist/cooker skills:
One way to quickly level a cook/herbalist/brewer is to have the herbalist gather plants, the brewer to brew them (requires lots of barrels at first) and then have the cook make biscuits of both the seeds (you're not going to plant them anyway) and the alcohol. In the kitchen menu, you need to make sure that plant seeds are being allowed to be cooked, and the plants are all being brewed. The side effect is a lot of biscuits, but you can just make a stockpile just for finished meals (NO barrels!) somewhere close at hand (outside), forbid them, remove the stockpile, and then let them rot. If the brewer is close to the kitchen, the walking should be minimal. Alternatively, a farmer could substitute for a herbalist, but then the flux of plants is more random. This works great on maps with lots of plants.
Dwarf Fortress Wiki:Versions[edit]
Based on your comments and input on the administration requests pages I thought you might be interested in this kind of discussion. Please bring in your comments on this page and on it's talk page and let everyone know what you think. Thanks! Mason11987 20:46, 28 February 2010 (UTC)
Move pages[edit]
AFAIK, you can only move pages if you're an admin. If you let me know what you want to move and where I can take care of it for you. Mason (T-C) 00:22, 15 April 2010 (UTC)
Magma[edit]
Not necessarily true. I've always been in the habit of putting my forges quite deep, but behind stone-protected walls. Since I've never relied on a military, I don't ever need metal goods quickly. --Aescula 23:24, 3 June 2010 (UTC)
- Sorry. This was a response to this line on your userpage: "With the magma so deep now, you really have to think of a way to bring it to the surface." --Aescula 21:21, 4 June 2010 (UTC)
Makes sense now. I also don't use the military now, relying on cage traps mostly. Cage traps also cut down on the clean up from goblins. I transfer them all to a single cage and then designate a dump site right on top of the cage. Dumping all their stuff goes pretty fast, and I make sure that it is close to the depot/stockpiles. I prefer to have the forges close to the surface for a few reasons.
- Goblins always drop lots of things that can be melted down. So, being close to the surface means short paths.
- Any metal goods (trade goods) armor, etc, should be close to the depot, to minimize path lengths.
My depot was previously really close to the surface. I'm beginning to think about putting my depot 10 or so Z levels deep. Then it can be a little closer.
Searching[edit]
I'll look into it. --Briess 17:50, 18 April 2011 (UTC)