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Difference between revisions of "User talk:Retro"
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::So, as one who understands the military system, does it work in the end? Is it usable? It seems to me to be very powerful and at the same time requiring tremendous amounts of micromanagement. --[[User:Kwieland|Kwieland]] 05:03, 14 April 2010 (UTC) | ::So, as one who understands the military system, does it work in the end? Is it usable? It seems to me to be very powerful and at the same time requiring tremendous amounts of micromanagement. --[[User:Kwieland|Kwieland]] 05:03, 14 April 2010 (UTC) | ||
:::Well, I haven't tried 31.02 or 03 (waiting to the final stable release to upgrade), but the problems I see with it are almost entirely bug-based (ie. equipment and training issues). If you're trying to start your military up right from embark it's really simple to just set them on endless training and get them toughened up that way, and once you have a defined fort you can set up your special defense areas. If the 'I will hunt ___ random animal down for the rest of my days' bug wasn't there, the kill orders would be incredibly efficient, as would move orders - and for players not understanding scheduling they can simply use those and pretend it's still 40d. But yeah, I can see it being worth learning; I'm not really a military-focused player despite my work on the wiki so I'd probably just set up a lot of scheduling and never look at my military again. It suits lots of playstyles. Once the kinks are fixed out it's definitely worth the upgrade. --[[User:Retro|Retro]] 15:21, 14 April 2010 (UTC) | :::Well, I haven't tried 31.02 or 03 (waiting to the final stable release to upgrade), but the problems I see with it are almost entirely bug-based (ie. equipment and training issues). If you're trying to start your military up right from embark it's really simple to just set them on endless training and get them toughened up that way, and once you have a defined fort you can set up your special defense areas. If the 'I will hunt ___ random animal down for the rest of my days' bug wasn't there, the kill orders would be incredibly efficient, as would move orders - and for players not understanding scheduling they can simply use those and pretend it's still 40d. But yeah, I can see it being worth learning; I'm not really a military-focused player despite my work on the wiki so I'd probably just set up a lot of scheduling and never look at my military again. It suits lots of playstyles. Once the kinks are fixed out it's definitely worth the upgrade. --[[User:Retro|Retro]] 15:21, 14 April 2010 (UTC) | ||
+ | ==Images== | ||
+ | Unfortunately, there is no way to do it without uploading each image directly. Sorry :( --[[User:Briess|Briess]] 23:51, 22 April 2010 (UTC) |
Latest revision as of 23:51, 22 April 2010
Undergrotto needs a king[edit]
Somewhere you mention that Undergrotto has yet to receive a king despite its massive wealth. Have you offered several hundred thousand wealth (i.e., for free) to the dwarf caravan? --Wyriel 21:09, 16 March 2010 (UTC)
- Far more than that, I believe. My issue was that I cut off the population before my count became a duke (ie. 140 dwarves), and then when I reset it and let the game play out another year and a half while creating wealth, trading regularily, and having no deaths, I never got more than a single migrant again. I tried raising the baby cap, too, but I only got like two extra babies. So thirty dwarves short of a duke, I just gave up, reverted back to the pre-wasting-time save, and figured if I ever cared enough I could go back and fuddle around with it. I've never actually had a king before though (HFS or regular) so maybe I missed something obvious. --Retro 01:29, 17 March 2010 (UTC)
- I've had a king at a mere ~100 dwarves. The init.txt file says something like 80 dwarves for a king and 100 for all (currently implemented) game features. As I recall, the thing that actually got in my way was the paved road (or bridges) requirement. I had to invest 10 times more effort in building roads than I had previously; and roads are annoying: they can't be trapped. My savefile with a queen (long after her arrival though) has wealth figures approx: 21.6 million in created wealth, 2 million in architecture, 1.8 mil in imported wealth, 5.8 mil in total exported wealth, 4 mil in wealth exported to the dwarves, and almost but not quite 1 mil in wealth simply given away to the dwarves. I guess the humans arrive at a better time -- almost 8 mil given away for free to them. The wiki does have an article (but without any numbers): King --Wyriel 19:40, 18 March 2010 (UTC)
- Huh. I know you('re supposed to) need to get 140 dwarves to get a duke/duchess, and 'The Incoming King/Queen' shouldn't show up on your noble screen until you do. My battle was with the popcap; once I knew the value I needed to make for roads and whatnot I figured it wouldn't be a problem. I just wanted to hit the popcap to summon a Duke / upgrade my Count. Dunno then. -- Retro 21:13, 18 March 2010 (UTC)
- Well I confirmed that discovering adamantine is sufficient for getting the king. The fortress is in year 23, starting from 19, 61 dwarfs prior to the king arriving. Some time -- 1 or 2 years -- has passed between discovering adamantine and the king actually showing up. --Wyriel 10:37, 27 March 2010 (UTC)
- Huh. I know you('re supposed to) need to get 140 dwarves to get a duke/duchess, and 'The Incoming King/Queen' shouldn't show up on your noble screen until you do. My battle was with the popcap; once I knew the value I needed to make for roads and whatnot I figured it wouldn't be a problem. I just wanted to hit the popcap to summon a Duke / upgrade my Count. Dunno then. -- Retro 21:13, 18 March 2010 (UTC)
- I've had a king at a mere ~100 dwarves. The init.txt file says something like 80 dwarves for a king and 100 for all (currently implemented) game features. As I recall, the thing that actually got in my way was the paved road (or bridges) requirement. I had to invest 10 times more effort in building roads than I had previously; and roads are annoying: they can't be trapped. My savefile with a queen (long after her arrival though) has wealth figures approx: 21.6 million in created wealth, 2 million in architecture, 1.8 mil in imported wealth, 5.8 mil in total exported wealth, 4 mil in wealth exported to the dwarves, and almost but not quite 1 mil in wealth simply given away to the dwarves. I guess the humans arrive at a better time -- almost 8 mil given away for free to them. The wiki does have an article (but without any numbers): King --Wyriel 19:40, 18 March 2010 (UTC)
Pitting Carp[edit]
- "The carp cannot be pitted into these 1x1 channels as that requires dragging them, thus killing them through drowning."
They drown that quickly? Does it not even suffice to build/stockpile the cage 1 tile away from the pit? --Quietust 02:32, 26 March 2010 (UTC)
- I went with the mentality of "drowning is near-instant, just be over-cautious," but upon reading this rethought it and tested it out. Building the cage directly adjacent works fine; more than few tiles, though, and there's a good chance of it dying. I'll go update the section to reflect that. --Retro 03:27, 26 March 2010 (UTC)
- (further edit - 43 tiles of dragging was possible with attribute-less dwarf doing the dragging; thus anything within 30 tiles should be safe) --Retro 16:46, 27 March 2010 (UTC)
Mainspace Redirects[edit]
Please, when you make redirects from mainspace to a version specific namespace (for example the HFS -> DF2010:Hidden fun stuff redirect you made), redirect to cv: and not DF2010. Emi 04:31, 3 April 2010 (UTC)
- Yeah, saw you fix that right after. Got it now, thanks. I'm not so used to wiki syntax but I'm getting there. --Retro 04:33, 3 April 2010 (UTC)
- Oh, you used wiki syntax just fine, our set up is just a little weird. If you have any questions feel free to ask on my talk page, or via IRC on Newnet. Emi 04:35, 3 April 2010 (UTC)
Spoiler Image[edit]
Go for it. --Briess 03:23, 4 April 2010 (UTC)
Buzzard Bait (or w/e the image is called)[edit]
Images are force-cached for 1 year on the wiki. You have to force refresh in order for the new image to show up. That's working as intended (and as designed). --Briess 02:24, 5 April 2010 (UTC)
- I was going to drop by to explain this one but I see Briess beat me to it. Apparently we were both fooled by the caching behavior which caused quite a little mess. Thanks for your help anyhow. Doctorzuber 03:24, 5 April 2010 (UTC)
Military and stuff[edit]
Okay, I'm done fiddling with it for now. I was just adding in a few odds and ends that I thought were lacking. I must say, the pages are looking very nice. Good job on the editing. Doctorzuber 03:44, 6 April 2010 (UTC)
Demonic [F]fortress[edit]
All good. I stepped in after I saw you had issues with the redirect and just moved the articles over. :) --Briess 00:36, 7 April 2010 (UTC)
Revert on Military[edit]
Not that it's a big deal or anything but I'm curious why you reverted my last adjustments on the military page? Doctorzuber 03:08, 8 April 2010 (UTC)
IRC?[edit]
Think you could get on to Newnet and query me? Emi [T] 20:18, 11 April 2010 (UTC)
Good work[edit]
Hey Retro, Thanks for the military walk through. I looked at the page ~week ago and while the words were there, it still was very cumbersome to use.
Do you plan to include a section on barracks and their roles? For example how to assign them to squads and what the Indiv, Train, Squad do? Also, in the scheduling, you can select civilian clothes or something like that. What does that do? And the over the clothes option? Thanks!--Kwieland 16:03, 13 April 2010 (UTC)
- Thanks! I've been trying to rearrange the military category stuff so that people can find everything they're looking for. I was going to just finish up with the squads menu later, but I think I can add a bit on that! I'm surprised I forgot them, actually. Civilian/squad clothes means that when a soldier's not actively doing something (no move/kill orders and empty scheduling) they'll either dress back to whatever they want or keep their uniform on, I believe. I'd guess 'over clothes' means they'll wear their uniform. over their clothes rather than replacing their clothes with their uniform, but I haven't tested it much. I need to go work on the Soldier page before I get back to the walkthrough, though that's been on the backburner for too long. --Retro 16:15, 13 April 2010 (UTC)
- So, as one who understands the military system, does it work in the end? Is it usable? It seems to me to be very powerful and at the same time requiring tremendous amounts of micromanagement. --Kwieland 05:03, 14 April 2010 (UTC)
- Well, I haven't tried 31.02 or 03 (waiting to the final stable release to upgrade), but the problems I see with it are almost entirely bug-based (ie. equipment and training issues). If you're trying to start your military up right from embark it's really simple to just set them on endless training and get them toughened up that way, and once you have a defined fort you can set up your special defense areas. If the 'I will hunt ___ random animal down for the rest of my days' bug wasn't there, the kill orders would be incredibly efficient, as would move orders - and for players not understanding scheduling they can simply use those and pretend it's still 40d. But yeah, I can see it being worth learning; I'm not really a military-focused player despite my work on the wiki so I'd probably just set up a lot of scheduling and never look at my military again. It suits lots of playstyles. Once the kinks are fixed out it's definitely worth the upgrade. --Retro 15:21, 14 April 2010 (UTC)
- So, as one who understands the military system, does it work in the end? Is it usable? It seems to me to be very powerful and at the same time requiring tremendous amounts of micromanagement. --Kwieland 05:03, 14 April 2010 (UTC)
Images[edit]
Unfortunately, there is no way to do it without uploading each image directly. Sorry :( --Briess 23:51, 22 April 2010 (UTC)