Dwarf Fortress you sick temptress, you!

Sell it to a caravan, or install it where the flow of traffic pulls the dwarves past it, so admiring it improves their morale. At least that's what I do with any piece of legendary furniture I get, should work for a floodgate even. A legendary throne or table works great in the meeting/dining area.

If artifacts are something that can be placed I always put them in the meeting hall on display. Its a bit trickier when the item is a sword because you have less control.

Placeable artifacts are also very handy for boosting up the value of noble's rooms. That is, if you haven't arranged an 'accident' for them yet...

LtWarhound wrote:

Sell it to a caravan, or install it where the flow of traffic pulls the dwarves past it, so admiring it improves their morale. At least that's what I do with any piece of legendary furniture I get, should work for a floodgate even. A legendary throne or table works great in the meeting/dining area.

Doesn't selling an artifact cause an extremely bad mood for its creator?

StormySan wrote:

Placeable artifacts are also very handy for boosting up the value of noble's rooms. That is, if you haven't arranged an 'accident' for them yet...

Clearly, we need "droppable" artifacts. Or maybe...

Urist McBitchesalot has admired a fine weapon trap recently.

Alright, things are progressing well. Aside from an herbalist drowning his damned fool self, I only have two major problems.

First, I can't seem to get enough silk or thread to make cloth to make bags to hold seeds. I need a great process to get that up and going quick.

Second, I can't seem to get enough food for my dwarves. Meat seems incredibly hard to come by, and my farming isn't quite going as fast as I'd hoped. I just set up a potash making system, and turned on fertilizing. Any other bright ideas?

That's odd. I usually have more food than I can store. A hunter, a fisherman, and a few Farmers will produce a lot of food in my fortresses.

As to your silk / thread problem:
I never seem to be able to get hold of silk (damn cats) and getting threads / cloth is also a problem. You can grow rope reeds (?) that can be made into threads. I usually rely on leather and a minimum of cloth, though.

The skill level of the farmers is a big deal. More so than fertilization.

TheWanderer wrote:

Second, I can't seem to get enough food for my dwarves. Meat seems incredibly hard to come by, and my farming isn't quite going as fast as I'd hoped. I just set up a potash making system, and turned on fertilizing. Any other bright ideas?

Buy food from caravans when possible. Last I played, fertilization was worthless. You have hunters out and about with crossbows? If you have a lot of unclaimed dogs or cats running around, well....

I got all interested inirrigation, and floodgates, but now it looks like I had a simpler fix: Turn on farming for the entire population.

Also, does muddy ground indoors dry up seasonally? I'm getting conflicting reports online. I was all ready to make some floodgates to re-irrigate the fields, but find they're just perfectly moist 2+ years after first flooding them.

Pretty sure flooding is needed only if you're planting on stone, but it still only has to be done once. Planting directly on a soil/clay/sand surface should not require irrigation, wether above or below ground.

TheWanderer wrote:

I got all interested inirrigation, and floodgates, but now it looks like I had a simpler fix: Turn on farming for the entire population.

The only bad part about doing this is that the quality of farmed foods depends on the grower skill. Low skills mean smaller stacks of plants, and smaller sub products that are hard to store. Some jobs like Butchery can be turned on for everyone because quality isn't linked to skill, just speed.

I think I'm feeding a 200 people fort with one 5X5 plot. I recently made another one :lol:. My dwarves are also getting used to eating dog meat because I butcher extra dogs. The extra cats go into the 8-9 z level pit ;). I think the next dish would be composed of raccoon meat .It was previously monkey season.

I haven't been playing for a while but when I was I found a way to exploit traffic zones when activating the civilian alert . This helped me tell my civilians not to run home straight into the goblins' arms .

My simulator haven't been advancing in a while I'm trying to figure out an update scheme. My path-finding scheme reduce a 100000~ iteration complexity (optimized from 198 million to 900k with bit vector look-up and then 100k with insert in order) to 5300~ iterations and it only looks at 3~% of the nodes instead of 43%. If Toady adopts it (when I'm done with it) the game can probably run a 10X10 embark with no fps drop due to path-finding. It should also fix the problem of finding nearby items. It's fairly simple but the update scheme might be complicated .I still need to fix a few things. A lot of interesting stuff to do in my little toy.

Okay, gotta let me in on the "civilian alert" thing. I've crushed more people closing the drwabridge in a hurry than I care to mention.

Anyone have a good strategy for training a military? I have maybe 4 weapondwarves and another 4 wrestlers. Well, had... Forgotten beast combo'd with a goblin ambush on a caravan means I'm down to 3 dwarves total in the military. Also, another 15 got slaughtered when caught outside the compound. On the plus side, I got the contents of the caravan for "free".

I think I'll stick to this fortress, but I have another forgotten beast I wanna off in the lower levels and can't afford to waste another military.

Niseg wrote:

My simulator haven't been advancing in a while I'm trying to figure out an update scheme. My path-finding scheme reduce a 100000~ iteration complexity (optimized from 198 million to 900k with bit vector look-up and then 100k with insert in order) to 5300~ iterations and it only looks at 3~% of the nodes instead of 43%. If Toady adopts it (when I'm done with it) the game can probably run a 10X10 embark with no fps drop due to path-finding. It should also fix the problem of finding nearby items. It's fairly simple but the update scheme might be complicated .I still need to fix a few things. A lot of interesting stuff to do in my little toy.

Very impressed that you've put the time into this. This kind of thing is exactly what the game needs at the moment; no matter what people do fortresses continually get slower and slower over time.

TheWanderer wrote:

Okay, gotta let me in on the "civilian alert" thing. I've crushed more people closing the drwabridge in a hurry than I care to mention.

:lol:. I generally have 4 access points but the top and bottom ones are a snake path connected with retracting bridges you can see it if you go back 1 or 2 pages . This forces invaders that want to get in to make it easier for my mark-dwarves to shoot them. They also have a bunch of traps along the way.

I'll show you the I posted on the link above which described how I used traffic zones to tell my civilians which way to go . Provided both gates are open you must draw traffic designations before you activate the alert . When you activate it all dwarves will calculate a path to the burrow you designated (usually inside your fort) and once that happens they won't recalculate it unless they are interrupted.

IMAGE(http://img27.imageshack.us/img27/6599/escaperoute.png)

In the image you can see I designated the top left part restricted (red) and drew a high traffic (green) path to the gate I want my dwarves to go to . The little w's represent the goblins ( I got no other marker in my simulator) S is the starting point and D is the Destination.

This works in game as well as in my Simulator. If I tell my simulator to ignore traffic it finds a path to the northern gate (closest and shortest path in). I had a theory that you can exploit traffic to plan offensive moves . It should work in theory. Using traffic zones to directly control the dwarves movement take can take a lot of effort if you want to do it dynamically . It affects all the dwarves in a location based manner. Sometimes you may want to sacrifice a dwarf so the others can get away. It generally depends on the situation but you should be extra careful.

I emphasize that you must set traffic designation (d->o I think) before you activate the civilian alert . If you don't know what the civilian alert is there are plenty of resources about it including the post I linked above. You set a burrow where all the civilian dwarves are restricted to when it's activated. Once the alert is active the civilian dwarves would stop whatever the are doing and run to it. The restriction menu ( 'o' if i remember correctly ) is also very useful to prevent your dwarfs from collecting stuff during the siege. It's also useful to collect corpse outside for your butcher or dumping using refuse restrictions (it's a fairly common question).

LtWarhound wrote:

Sell it to a caravan, or install it where the flow of traffic pulls the dwarves past it, so admiring it improves their morale. At least that's what I do with any piece of legendary furniture I get, should work for a floodgate even. A legendary throne or table works great in the meeting/dining area.

I put it in the mayor's room to increase the value, which brings me to another question. Howdo I get the jeweler to encrust certain piecees of furniture? Do they get encrusted from the stockpile or once in place?

Niseg, wow! Lemme work on all that for a while.

A legendary floodgate is pretty amusing. I bet it's not even watertight. Rather, it depends on its spikes to scare the water away.

Jewelers will grab the nearest item to them, so if you want specific items encrusted, it can be a bit awkward. Best bet is to have a jeweler's workshop setup with two custom stockpiles next to it - one for decent quality cut gems, the other tailored to only store the specific items you want to have encrusted. Then add the job at the workshop (ideally with the workshop restricted to high-skill jewelers for maximum effect)

And I think if an object is one Z-level above or below the dwarf on the same tile, it will still count as one distance unit, if I remember correctly. Even if the dwarf has to walk miles to get to a stairway. Something to keep in mind.

edit:
Confirmed

Easiest way would be to create a temporary burrow, I tend to use them when I want masons to only use certain kinds of rock, or when I need a lever pulled asap. Have had several dwarves die of starvation though, so take care to remove dwarves from the burrow regularly/deactivate the burrow when no longer needed.

*snicker*

Been reading a ton of the df.magmawiki.com. What an invaluable resource.

Toady One wrote:

Imbo Trussedringed was born in the year 8. At the tender age of 23, he became the high priest of Kas, the god of storms and lightning, in the capital Calmgroove after the first high priest was burned up in dragon fire. A few years later, he got married and over the next many years fathered six children. Aside from a run-in with a troll attacking the city, times were uneventful, until the year 53. Profaning his own temple, Kas cursed him to prowl the night in search of blood. After eight years of fairly unrestrained murder in the capital, he fled in the year 63 to the village of Brimstools, where he bled one person before moving on with settlers to eight different villages, working as a fishery worker or a scout, scores of victims left in his wake.

Finally he arrived in Scarrub in the year 103, having outlived his wife and all of his children. Over the next two decades he killed a dozen people. Villagers began to become suspicious at his lack of aging, but he enticed them with the promise of immortality to join the Sect of Control, a cult he had founded to cover up his misdeeds. This allowed him to last until the year 137, when his agelessness and forty murders made village life untenable. With the support of his followers, he challenged the law-giver Melbe Leaguemuscle to a duel in the capital city, winning easily. People recognized him as the former high priest and were shocked at his 129 years of life, but before it could come to anything he laid down a series of oppressive edicts, and for the next 15 years ruled as a tyrant, having his dinner brought to him from all of the towns and hamlets of the Realm of Names. He only partook every week or two, but by the end, over the century of the curse, seven hundred seventeen people were dead. The dragon only ever got fifty.

In bug news, the zombies in a necromancer's tower became suspicious after the necromancer failed to age and he fled into the hills.

Those zombies are a suspicious lot.

This is starting to sound to me like he should spawn off a 3rd iteration of development.

I've started a New Goodjer Vault Fortress. spent 2 years establishing the fort and now have 20 Dwarfs bold and true, sealed away from the outside world.

Now how are you going to get Quintin killed in a Goblin raid if they can't get in?

Can you give us the roster of who is in there and what we are doing (before we go crazy and kill everyone except you)?

All I know is that if Quintin gets a strange mood all the stockpiles are getting locked down

Roster to follow when I get to it.

EDIT:

The Starting roster.
Prozac
Quintin Stone
Coldstream
Grubber
Hypatian
Tamren
Yonder
Lobster Mobster
Montalban
Moon Dragon
The Judge
Danjo Olivaw
LT Warhound
Malor
Muttonchop
The Wanderer
Gremlin
Niseg
Norfair
Tagg

Hypatian is our first mood, He has been Possessed though, so no free Legendary status. He made a Dacite bed, encircled in bands of pig tail fiber and menacing with spikes of Tetrahedrite.

And the one they call Bonus? The Slayer of Q-Stone?