yeah using that i'm having no problems so guess that was the issue, had to give up on my fort that constantly rained pungent mucas that gave people fevers though
I'm thinking therapist has some slight bugs in it, like all my planters show up as soap makers, and i got a whole bunch of something else last night that wasn't what anyone was...
Does anyone know how the advanced world-gen parameters for vulcanism work? I want a world with a few (more than a few) volcanoes that doesn't cause the world to end in fiery burning with less than 200 years history (because magma is 'fun').
All I've been getting is green worlds that turn into ash-covered, goblin/undead/evil infested deserts less than 25 years into generation when they've generated at all (assuming dwarf mode is even available at that point), and I don't know what I'm doing wrong.
I've tried the wiki, but it's not much help (unless I missed something big), and I'm too lazy to glass industry myself to a full-blown 100+ z-level magma pump.
Man, I really want to get into this game, then I look at the screens, and "ARGH! All the icons!"
This thread has now made me want to go and boot it up, and try again, since from what other people say about it, it sounds awesome.
It is awesome.
I mean...what other game renders a full, vibrant world in psudo-ascii and can still make a high-end gaming rig chug until it dies from alcohol poisoning by over-taxing the graphics card?
Does anyone know how the advanced world-gen parameters for vulcanism work? I want a world with a few (more than a few) volcanoes that doesn't cause the world to end in fiery burning with less than 200 years history (because magma is 'fun').
All I've been getting is green worlds that turn into ash-covered, goblin/undead/evil infested deserts less than 25 years into generation when they've generated at all (assuming dwarf mode is even available at that point), and I don't know what I'm doing wrong.
I've tried the wiki, but it's not much help (unless I missed something big), and I'm too lazy to glass industry myself to a full-blown 100+ z-level magma pump.
there are definitely some settings out there that can get you a lot of volcanoes without fiery death (honestly why don't you want sinister undead fiery death fort?)
When I get home I'll see if I can dig up some of the world params they set up that will let you do that
Does anyone know how the advanced world-gen parameters for vulcanism work? I want a world with a few (more than a few) volcanoes that doesn't cause the world to end in fiery burning with less than 200 years history (because magma is 'fun').
All I've been getting is green worlds that turn into ash-covered, goblin/undead/evil infested deserts less than 25 years into generation when they've generated at all (assuming dwarf mode is even available at that point), and I don't know what I'm doing wrong.
I've tried the wiki, but it's not much help (unless I missed something big), and I'm too lazy to glass industry myself to a full-blown 100+ z-level magma pump.
there are definitely some settings out there that can get you a lot of volcanoes without fiery death (honestly why don't you want sinister undead fiery death fort?)
When I get home I'll see if I can dig up some of the world params they set up that will let you do that
Thanks.
And...I already have sinister undead fiery death forts. I have many sinister undead fiery death forts. Those are easy when you go into the advanced world params, mess with vulcanism, and don't know what the options do
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ShimshaiFlush with Success!Isle of EmeraldRegistered Userregular
Dwarf Fortress is one of those games where I wish I had the patience to just sit down and learn how to play it, and get good at it. Then start to do all manner of crazy shit.
But I don't.
Steam/Origin: Shimshai
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
Talking about the game elsewhere, kind of yearning to play the game once more. I was relating the story of my first true play fort. I may as well do it again here, for fond memories' sake.
This was back in 2008-ish, if I remember right. It wasn't my first expedition in the game ever; I had started three forts prior, but they were super brief and just for the purpose of understanding the basic game mechanics / dwarf needs and can-do's. But even in this fort I learned a lot about the game. I can't remember its name, but I do remember the general layout. I had embarked to a valley. It wasn't mountains' high at the peaks, but very steep hills, with a river running between. The area represented mostly the south-side of the river valley. The base of the north mountain/hills was all that was really accessible on that end. The hills on the south end eventually did even out, remaining mostly flat and steady for the bottom eighth of my embark zone. And all over, it was trees everywhere. Quite dense. As was the wildlife.
I dug in at a location where there was a fair amount of flatland, in a nice little u-shaped nook in the hill. In hindsight, it was a relatively bad location. Through the dirt and clay wall I soon found a massive sand deposit. And it was really what the bulk of the two floors of my primary-fort would be comprised of. It didn't run anywhere mostly when I dug below for my quarry. I was able to dig out the living quarters and shops and such easily, so I was happy enough. The living quarters were compact and efficient; they were blocks of ten rooms together, and I had many built between the two floors to handle any sort of immigration. The crafting services of the fort were all near the entrance, as were the eventual government offices. My barracks was on the second floor, with its access route being by the trade post (which was built as the first room after the entry hallway).
Goblin thieves were my biggest problem for a while. I learned how effective it was to keep dogs chained at my fort entry hallway to keep them out. I also learned that traps didn't spring on them. I was really odd with traps. Because sand was so abundant, I built a ton of glass serrated blades, and maximized all my placed entry traps with them. It was a really lame defense, but my intent was that my army would do the main defending. Then the nobility started to move in. I didn't want them among the commoners, so I gave them above-ground living quarters. I built a short stairwell up to the top of the hill, with a tower serving as the exit to the wilderness. It was a sentry tower with marksdwarves and hammer dwarves. Then there was a building adjacent; I only built about three floors, with bedrooms and dining rooms and offices, all constructed of odd colored non-metals I had found (yellow stone for the walls and roof, and teal for the floor tiles). I didn't understand the process of smoothing and engraving stone at this time. Otherwise I would have.
I fell in love with marksdwarves and their efficiency at hunting and generally killing shit without incident. So my defenses were based on them. I built a tower outside my entrance in the u-shape hug of the hill, and realized that enemies could just open the door and run in. Before they had a chance, I devised a plan where my tower would only be accessible from an underground route that started in the tunnel. Then I felt like that was such a good idea, I should do that with other towers. The first tower I built in this manner was close to where trade caravans would come in. See, I was starting to get raids and didn't want those people to die. It was fairly off a ways though; my fort was generally in the southwest, the caravans would come in through the south east. But I got the job done, and soon my land was more protected. Marksdwarves would weaken raiders, and I had learned how to maneuver my army to defend against raids. Hammerdwarves would swing and make goblins explode into bits. It was all glorious.
Then tragedy struck. I made a bad decision. The river in the valley was populated with carp, and some incidents had happened. I was determined to make that come to an end. I decided that stationed marksdwarves in a tower close enough without being nearly on the river, would be sufficient. Construction began. Axedwarves were to be the defense just in case. But they turned out to be the aggressors. One by one, my axedwarves jumped into the river to battle a school of carp, and all six were devoured. Their blood washed down the river in a pretty grotesque display, coloring it and the ground all along the north side of the river flow, marking the sad graveyard. Some people were sad, and when I tried to check in on them, I discovered my fort was empty. What the hell, where did everyone go?
I learned about the command to make people auto-loot corpses for belongings and bodies for burial.
In a flurry, my entire fort, except military dwarves, ran out to the river to retrieve things. As some people were pulled into the river and killed, and others injured, I turned off the command, but the damage was done. More people were getting depressed. And just about everyone got sick because they never went out into the sunlight. I canceled my tower defense plan for the bottom of the river. A massive wave of hysteria hit my fort, with people going crazy, stripping down, gibbering, some acts of violence took place, some starvation, some suicide into the river. It spread like wildfire, and I couldn't comprehend it. My strongest hammerdwarf, a female with an infant, was mortally wounded by a crazed dwarf, and she lived long after to experience the whole of the events but eventually died with nobody to tend to her. Almost immediately, I watched the baby crawl to the bottom of my fort, where I had dug out an artificial extension of the river for fishing purposes (with grates for safety). The baby went to the water and just jumped right the fuck in.
And as that baby died, so too did my first honest play at Dwarf Fortress.
I'm thinking there are some problems with the newest version right now. I have a bunch of people in my fort dying of thirst even though i have plenty of booze and 3 wells placed, no burrows currently being used either
also the issue of vampires killing my dwarves, i have no idea what needs to happen to locate them and put them down.
I just had a bunch of Elves ambush me because I hadn't built a Trade Depot in time for their arrival and it seems this got them pissed somehow.
Now, even for Elves this seems like erratic behaviour. Has it happened to anyone else so I can verify it, or is there something else going on in my game that I must have missed?
Alright and in this next scene all the animals have AIDS.
shits getting real son, i haven't had any caravans come for about a year now, i'm constantly under siege, there are vampires killing people in my fort, the dining room has been deemed the orgy room because i get a new baby every 2-5 minutes, one of my miners has a grudge against a baby (was looking at relationships and yeah, like all my dwarves have 12 brothers or sisters in the fort)
I'm currently sealed in and being haunted by some ghosts but overall, I am impressed I haven't had a tantrum spiral yet
Mon-Fri 8:30 PM CST - 11:30 PM CST
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
As a hardened Dawrf Fortress veteran, this is the gleaming nugget of horror in the story:
I usually go into the files and change the max number of children to about 10. I think women can still arrive pregnant but otherwise no other pregnancies will form if you already have 10 or more children.
Already released a new bugfix. I am a little surprised it breaks save compatibility. Toady is usually pretty good about not doing that for bug fix releases. Glad I decided to hold off a bit before trying the new version. I wonder if the save file corruption thing also occurs in Fortress mode or just Adventure mode?
I have lost three fortresses since 2012's update due to my moronic military dwarves just REFUSING to ever train, anything, ever. I do fine until the first invasion, then la-de-da, all my military dwarves have no skills whatsoever and I get slaughtered.
I didn't play the 2010 version because of the same issue. This time I'm going to go for melee instead of marksdwarves, I guess, because it's like pulling teeth to get these stupid dwarves to shoot at a target.
But hey, we have vampires now, which is cool. I guess?
I'm thinking there are some problems with the newest version right now. I have a bunch of people in my fort dying of thirst even though i have plenty of booze and 3 wells placed, no burrows currently being used either
also the issue of vampires killing my dwarves, i have no idea what needs to happen to locate them and put them down.
Supposedly you don't want to put them down, but rather draft them into the military. Since they are currently effectively immortal, a single Vampire can fight off an entire goblin army.
I have lost three fortresses since 2012's update due to my moronic military dwarves just REFUSING to ever train, anything, ever. I do fine until the first invasion, then la-de-da, all my military dwarves have no skills whatsoever and I get slaughtered.
I didn't play the 2010 version because of the same issue. This time I'm going to go for melee instead of marksdwarves, I guess, because it's like pulling teeth to get these stupid dwarves to shoot at a target.
But hey, we have vampires now, which is cool. I guess?
DANGER ROOM
Also I think setting the Marksdwarves to hunters, provided your area has enough savagery to have animals all the time tends to train them faster than target practice.
It's not that they were training very slowly in the military.
It's that they literally didn't touch the archery targets for 2 years, and didn't gain a single level in the barracks of anything else. It was pathetic. They would rush up inc lusters of 4-10 and SIT THERE forever.
The new monsters are pretty glorious. I just had an elven merchant party show up. The lead merchant immediately turned into a werelizard (now you will know why you fear the night!) and slaughtered the other merchants before turning back into an elf and casually wandering away.
I have lost three fortresses since 2012's update due to my moronic military dwarves just REFUSING to ever train, anything, ever. I do fine until the first invasion, then la-de-da, all my military dwarves have no skills whatsoever and I get slaughtered.
I didn't play the 2010 version because of the same issue. This time I'm going to go for melee instead of marksdwarves, I guess, because it's like pulling teeth to get these stupid dwarves to shoot at a target.
But hey, we have vampires now, which is cool. I guess?
Spoiler alert: melee rookies are too dumb to train themselves too. They spend all of their time standing around waiting for one another to start drills that never happen. And when they do, it's usually for biting or some other ridiculous skill that nobody cares about.
In my experience, the best way to train a military is to equip your recruits and send them straight into the caverns to murder whatever wildlife they can find. They learn fast in live combat, and it's relatively safe if they all have full iron armor. Plus they're moderately less unlikely to actually spar after they've gained a couple of ranks with their chosen weapons (the skill return from their infrequent sparring sessions is still abysmally low, but at least they put up an appearance).
Granted, I haven't actually played the latest release yet, but I don't think much has changed on this front.
Can anyone offer advice on how to deal with a mayor that's also a vampire. She's currently locked up in jail for 201 days, and the diplomat wants to talk...
Also, is it possible for one vampire to drain another vampire?
I usually give a dwarf from my starting 7 some ranks in shields and hammers and he becomes my first soldier and squad leader. Then when they spa they will almost always train in hammers, shields and dodging because he is able to give lessons. They'll also gain ranks in armour and then that will be taught and before you know it, competant military!
Also all my soldiers are engravers in their time off, to grind up their physical stats.
Also I think setting the Marksdwarves to hunters, provided your area has enough savagery to have animals all the time tends to train them faster than target practice.
I usually give a dwarf from my starting 7 some ranks in shields and hammers and he becomes my first soldier and squad leader. Then when they spa they will almost always train in hammers, shields and dodging because he is able to give lessons. They'll also gain ranks in armour and then that will be taught and before you know it, competant military!
The last time I tried that I wound up spending a lot of time watching a very expensive squad leader standing around with a job description of "waiting for dancefighting demonstration" or something equally asinine. Maybe I could avoid this if I very carefully avoided recruiting anyone with even the vaguest aptitude for (nominally) military skills in order to maintain a monopoly on the teaching role.
I use squads of 3 only, with 1 as the minimum for training. 2 months on duty, 1 month off. There's the occasional waiting for a sparring partner but it's always worked fine for me.
The most important thing is to look at the descriptions for the dwarves. Never draft someone with low willpower into the military, always draft high willpower into the military. Good physical stats to start help as well, but they can be trained up with lots of engraving or masonary.
I usually give a dwarf from my starting 7 some ranks in shields and hammers and he becomes my first soldier and squad leader. Then when they spa they will almost always train in hammers, shields and dodging because he is able to give lessons. They'll also gain ranks in armour and then that will be taught and before you know it, competant military!
The last time I tried that I wound up spending a lot of time watching a very expensive squad leader standing around with a job description of "waiting for dancefighting demonstration" or something equally asinine. Maybe I could avoid this if I very carefully avoided recruiting anyone with even the vaguest aptitude for (nominally) military skills in order to maintain a monopoly on the teaching role.
I believe there is a certain setting within the military menu. Something like number of soldiers required to train, though not as obvious as that. *I think* that if you lower that number you should get less dorfs with the "waiting for x training" activity. It's been a long while since I've played, so hopefully one of the other forumites can point you in a more clarified direction
i'm thinking i need to give up on my current fort, I need to tweak the child file because as cool as it is everyone is related, it really fucked up the tantrum spiral.
I think marksdwarves are broken this version since I can't get them to do anything either, so next fort will be hammers and shields
If you haven't encountered them yet, Giant Sponges are the doom of civilization. The have no brain, nervous system, blood, limbs or organs and feel no pain. They're immobile, but usually cave in a dwarf skull in 2-3 hits. I have one that's claimed the lives of 4-6 dwarfs, has absorbed about 60 bolts, and sat with 4 war dogs and two war tigers tearing at it for about a year with no noticeable damage.
i'm thinking i need to give up on my current fort, I need to tweak the child file because as cool as it is everyone is related, it really fucked up the tantrum spiral.
I think marksdwarves are broken this version since I can't get them to do anything either, so next fort will be hammers and shields
Are you sure you remembered to assign them Bolts and had enough Quivers to go around? Even if you had all of the required gear, it's entirely possible that they managed to use all the Bolts up while Training before the Siege. A squad even as small as three can burn through ammo surprisingly fast.
I'd personally like to have an entire squad of ex-miners each assigned their own Masterwork Picks. Problem is, sometimes the miners won't use their own picks when drafted into the military. Then you have to go through the tedium of assigning specific picks to each and every one of them, and if you mistakenly assign the same pick to more than one dwarf you've got a real mess on your hands. It can take hours to figure out which dwarf owns what pick, and if there are any miners left working at all I've found that they stop mining altogether if you mistakenly give a military dwarf the working miner's picks. They won't even go grab a new one, the lazy gits.
If you haven't encountered them yet, Giant Sponges are the doom of civilization. The have no brain, nervous system, blood, limbs or organs and feel no pain. They're immobile, but usually cave in a dwarf skull in 2-3 hits. I have one that's claimed the lives of 4-6 dwarfs, has absorbed about 60 bolts, and sat with 4 war dogs and two war tigers tearing at it for about a year with no noticeable damage.
Maybe you could tunnel in beneath it and build a contraption to pump up and encase it in Magma? Magma sounds exactly like the solution to that problem.
Magma solves all problems.
Alright and in this next scene all the animals have AIDS.
my problem is my marksdwarves will never train, I had them training just fine in the last version but doesn't happen now. Plenty of bolts, plenty of quivers, plenty of crossbows.
I think marksdwarves will only train if they aren't on active duty or something like that.
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Amikron DevaliaI didn't ask for this title.Registered Userregular
@TheKoolEagle next time around you should really make the dwarflings age up in a year or two, seems silly on the info page when you have 2 year old blacksmiths and whatnot, but it is very much worth it. Saves you having a fort full of nothing but little ones doing nothing.
I notice in this release Dwarfs are really, really, really "DTF" as the kids say.
Current fort is 2x swords, 2x hammer, 2x mace, 2x ax, 2x spear, all with legendary skill in said weapon, armor using, dodging, and fighting. Danger rooms are awesome. I thought they got "Champion" status upon hitting multiple legendaries, though?
One of my military dwarves got pregnant off duty, and went into the danger room... and gave birth. That was both eventful and messy, but amusingly didn't affect her mood much.
RIght now I'm getting them geared up. Have a goodly amount of steel armor on them, will hopefully finish that up soon. I'm a bit worried as they're ALL naming their copper weapons and shields, now. What affect does that have with potential steel weapon upgrades in the future?
I have a vampire apparently, as I keep seeing dwarves that are "pale" and blinking like they're hurt, but aren't actually harmed. I'd use the nickname trick to find him (since Vampires are using aliases, if you give them a nickname, they don't use it -- probably a bug) but... Way too many dwarves to do that, and Dwarf Therapist doesn't work giving multiple dwarves nicknames.
I'm up to 130 dwarves and have sleeping quarters for maaaaybe 16, with a 25 person dorm as well.
my problem is my marksdwarves will never train, I had them training just fine in the last version but doesn't happen now. Plenty of bolts, plenty of quivers, plenty of crossbows.
Same problem here. I think what I'll do is set up my Marksman with crossbows and steel armor, put them in the danger room until they max out everything (I think crossbows count as maces in melee?) and then just turn them all into hunters for the duration.
Posts
<--- Is not Moe
I'm thinking therapist has some slight bugs in it, like all my planters show up as soap makers, and i got a whole bunch of something else last night that wasn't what anyone was...
All I've been getting is green worlds that turn into ash-covered, goblin/undead/evil infested deserts less than 25 years into generation when they've generated at all (assuming dwarf mode is even available at that point), and I don't know what I'm doing wrong.
I've tried the wiki, but it's not much help (unless I missed something big), and I'm too lazy to glass industry myself to a full-blown 100+ z-level magma pump.
It is awesome.
I mean...what other game renders a full, vibrant world in psudo-ascii and can still make a high-end gaming rig chug until it dies from alcohol poisoning by over-taxing the graphics card?
there are definitely some settings out there that can get you a lot of volcanoes without fiery death (honestly why don't you want sinister undead fiery death fort?)
When I get home I'll see if I can dig up some of the world params they set up that will let you do that
Thanks.
And...I already have sinister undead fiery death forts. I have many sinister undead fiery death forts. Those are easy when you go into the advanced world params, mess with vulcanism, and don't know what the options do
But I don't.
This was back in 2008-ish, if I remember right. It wasn't my first expedition in the game ever; I had started three forts prior, but they were super brief and just for the purpose of understanding the basic game mechanics / dwarf needs and can-do's. But even in this fort I learned a lot about the game. I can't remember its name, but I do remember the general layout. I had embarked to a valley. It wasn't mountains' high at the peaks, but very steep hills, with a river running between. The area represented mostly the south-side of the river valley. The base of the north mountain/hills was all that was really accessible on that end. The hills on the south end eventually did even out, remaining mostly flat and steady for the bottom eighth of my embark zone. And all over, it was trees everywhere. Quite dense. As was the wildlife.
I dug in at a location where there was a fair amount of flatland, in a nice little u-shaped nook in the hill. In hindsight, it was a relatively bad location. Through the dirt and clay wall I soon found a massive sand deposit. And it was really what the bulk of the two floors of my primary-fort would be comprised of. It didn't run anywhere mostly when I dug below for my quarry. I was able to dig out the living quarters and shops and such easily, so I was happy enough. The living quarters were compact and efficient; they were blocks of ten rooms together, and I had many built between the two floors to handle any sort of immigration. The crafting services of the fort were all near the entrance, as were the eventual government offices. My barracks was on the second floor, with its access route being by the trade post (which was built as the first room after the entry hallway).
Goblin thieves were my biggest problem for a while. I learned how effective it was to keep dogs chained at my fort entry hallway to keep them out. I also learned that traps didn't spring on them. I was really odd with traps. Because sand was so abundant, I built a ton of glass serrated blades, and maximized all my placed entry traps with them. It was a really lame defense, but my intent was that my army would do the main defending. Then the nobility started to move in. I didn't want them among the commoners, so I gave them above-ground living quarters. I built a short stairwell up to the top of the hill, with a tower serving as the exit to the wilderness. It was a sentry tower with marksdwarves and hammer dwarves. Then there was a building adjacent; I only built about three floors, with bedrooms and dining rooms and offices, all constructed of odd colored non-metals I had found (yellow stone for the walls and roof, and teal for the floor tiles). I didn't understand the process of smoothing and engraving stone at this time. Otherwise I would have.
I fell in love with marksdwarves and their efficiency at hunting and generally killing shit without incident. So my defenses were based on them. I built a tower outside my entrance in the u-shape hug of the hill, and realized that enemies could just open the door and run in. Before they had a chance, I devised a plan where my tower would only be accessible from an underground route that started in the tunnel. Then I felt like that was such a good idea, I should do that with other towers. The first tower I built in this manner was close to where trade caravans would come in. See, I was starting to get raids and didn't want those people to die. It was fairly off a ways though; my fort was generally in the southwest, the caravans would come in through the south east. But I got the job done, and soon my land was more protected. Marksdwarves would weaken raiders, and I had learned how to maneuver my army to defend against raids. Hammerdwarves would swing and make goblins explode into bits. It was all glorious.
Then tragedy struck. I made a bad decision. The river in the valley was populated with carp, and some incidents had happened. I was determined to make that come to an end. I decided that stationed marksdwarves in a tower close enough without being nearly on the river, would be sufficient. Construction began. Axedwarves were to be the defense just in case. But they turned out to be the aggressors. One by one, my axedwarves jumped into the river to battle a school of carp, and all six were devoured. Their blood washed down the river in a pretty grotesque display, coloring it and the ground all along the north side of the river flow, marking the sad graveyard. Some people were sad, and when I tried to check in on them, I discovered my fort was empty. What the hell, where did everyone go?
I learned about the command to make people auto-loot corpses for belongings and bodies for burial.
In a flurry, my entire fort, except military dwarves, ran out to the river to retrieve things. As some people were pulled into the river and killed, and others injured, I turned off the command, but the damage was done. More people were getting depressed. And just about everyone got sick because they never went out into the sunlight. I canceled my tower defense plan for the bottom of the river. A massive wave of hysteria hit my fort, with people going crazy, stripping down, gibbering, some acts of violence took place, some starvation, some suicide into the river. It spread like wildfire, and I couldn't comprehend it. My strongest hammerdwarf, a female with an infant, was mortally wounded by a crazed dwarf, and she lived long after to experience the whole of the events but eventually died with nobody to tend to her. Almost immediately, I watched the baby crawl to the bottom of my fort, where I had dug out an artificial extension of the river for fishing purposes (with grates for safety). The baby went to the water and just jumped right the fuck in.
And as that baby died, so too did my first honest play at Dwarf Fortress.
edit anyone playing the new version? I cannot get my militia to train in shooting mans at all
double edit: anyone else notice children populations booming? half my fort are children
Also, magma moves a LOT faster now. Tapping into volcanoes is extremely 'fun'.
also the issue of vampires killing my dwarves, i have no idea what needs to happen to locate them and put them down.
Now, even for Elves this seems like erratic behaviour. Has it happened to anyone else so I can verify it, or is there something else going on in my game that I must have missed?
I got a little excited when I saw your ship.
I'm currently sealed in and being haunted by some ghosts but overall, I am impressed I haven't had a tantrum spiral yet
That's the signal flag for "shit about to get real".
i don't know how i feel about this yet.
Keep going.
PSN:Furlion
I didn't play the 2010 version because of the same issue. This time I'm going to go for melee instead of marksdwarves, I guess, because it's like pulling teeth to get these stupid dwarves to shoot at a target.
But hey, we have vampires now, which is cool. I guess?
Supposedly you don't want to put them down, but rather draft them into the military. Since they are currently effectively immortal, a single Vampire can fight off an entire goblin army.
DANGER ROOM
Also I think setting the Marksdwarves to hunters, provided your area has enough savagery to have animals all the time tends to train them faster than target practice.
It's that they literally didn't touch the archery targets for 2 years, and didn't gain a single level in the barracks of anything else. It was pathetic. They would rush up inc lusters of 4-10 and SIT THERE forever.
Spoiler alert: melee rookies are too dumb to train themselves too. They spend all of their time standing around waiting for one another to start drills that never happen. And when they do, it's usually for biting or some other ridiculous skill that nobody cares about.
In my experience, the best way to train a military is to equip your recruits and send them straight into the caverns to murder whatever wildlife they can find. They learn fast in live combat, and it's relatively safe if they all have full iron armor. Plus they're moderately less unlikely to actually spar after they've gained a couple of ranks with their chosen weapons (the skill return from their infrequent sparring sessions is still abysmally low, but at least they put up an appearance).
Granted, I haven't actually played the latest release yet, but I don't think much has changed on this front.
Also, is it possible for one vampire to drain another vampire?
Also all my soldiers are engravers in their time off, to grind up their physical stats.
Oh, Danger room. Now I get it: http://dwarffortresswiki.org/index.php/DF2012:Danger_room
The most important thing is to look at the descriptions for the dwarves. Never draft someone with low willpower into the military, always draft high willpower into the military. Good physical stats to start help as well, but they can be trained up with lots of engraving or masonary.
I believe there is a certain setting within the military menu. Something like number of soldiers required to train, though not as obvious as that. *I think* that if you lower that number you should get less dorfs with the "waiting for x training" activity. It's been a long while since I've played, so hopefully one of the other forumites can point you in a more clarified direction
http://steamcommunity.com/id/pablocampy
I think marksdwarves are broken this version since I can't get them to do anything either, so next fort will be hammers and shields
the type who forgets about sieges coming and doesn't have a military so he ends up locking his dwarves in D=
Are you sure you remembered to assign them Bolts and had enough Quivers to go around? Even if you had all of the required gear, it's entirely possible that they managed to use all the Bolts up while Training before the Siege. A squad even as small as three can burn through ammo surprisingly fast.
I'd personally like to have an entire squad of ex-miners each assigned their own Masterwork Picks. Problem is, sometimes the miners won't use their own picks when drafted into the military. Then you have to go through the tedium of assigning specific picks to each and every one of them, and if you mistakenly assign the same pick to more than one dwarf you've got a real mess on your hands. It can take hours to figure out which dwarf owns what pick, and if there are any miners left working at all I've found that they stop mining altogether if you mistakenly give a military dwarf the working miner's picks. They won't even go grab a new one, the lazy gits.
Maybe you could tunnel in beneath it and build a contraption to pump up and encase it in Magma? Magma sounds exactly like the solution to that problem.
Magma solves all problems.
I got a little excited when I saw your ship.
I notice in this release Dwarfs are really, really, really "DTF" as the kids say.
One of my military dwarves got pregnant off duty, and went into the danger room... and gave birth. That was both eventful and messy, but amusingly didn't affect her mood much.
RIght now I'm getting them geared up. Have a goodly amount of steel armor on them, will hopefully finish that up soon. I'm a bit worried as they're ALL naming their copper weapons and shields, now. What affect does that have with potential steel weapon upgrades in the future?
I have a vampire apparently, as I keep seeing dwarves that are "pale" and blinking like they're hurt, but aren't actually harmed. I'd use the nickname trick to find him (since Vampires are using aliases, if you give them a nickname, they don't use it -- probably a bug) but... Way too many dwarves to do that, and Dwarf Therapist doesn't work giving multiple dwarves nicknames.
I'm up to 130 dwarves and have sleeping quarters for maaaaybe 16, with a 25 person dorm as well.
Same problem here. I think what I'll do is set up my Marksman with crossbows and steel armor, put them in the danger room until they max out everything (I think crossbows count as maces in melee?) and then just turn them all into hunters for the duration.