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Messages - humblegar

Pages: [1] 2 3 ... 8
1
DF Gameplay Questions / Re: Reliable GCS webbing
« on: June 23, 2015, 04:50:00 pm »
By chance I have a silk farm in my current fort :)

Does this help? The soldiers are simply stationed. The GCS seems to fire at soldiers next to or pretty close to the fortifications. The GCS has microline fortifications surrounding it facing the dwarves, then dacite bridges surrounding that. The microline-colored thing behind is actually a bridge for access. The GCS was released from a cage with a lever.

To collect I remove the station order, close the bridges and turn on auto collect.

.

2
DF Gameplay Questions / Re: Marksdwarves refusing to train
« on: October 27, 2013, 07:56:04 am »
My checklist for marksdwarves:
- A quiver and bow available per marksdwarf
- Optional: a flask and a backpack available per marksdwarf.
- Create a squad, assign the dwarf to the squad, set the squad to active/training (default schedule is fine).
- Assign a ranged weapon, a shield and armor (m-e)
- Query (q) a barracks, then assign that squad with "t"
- Query (q) an archery target, assign that squad with "t"
- assign ammunition (m-f). Typically 20-30 times the amount of marksdwarves will do fine. I turn off hunters when ambushes start occuring and also turn off hunter skills and hunter ammunition.

Other fine things to shoot at:
- Hunting the first few years or in the caverns (risky)
- Station your marksdwarves close to animals on the map
- Mass pitting wild animals or caged invaders

A typical selection of armor for my best marksdwarf atm (he needs a better crossbow it seems):
Spoiler (click to show/hide)

3
DF Gameplay Questions / Re: Trying vanilla DF - how do I sort my dwarves?
« on: September 30, 2013, 11:30:04 am »
I'm surprised at these answers! Sure DF interface is clunky, but organizing dwarf labors has always seemed easy to me. I used Therapist for awhile, but eventually fell out of the habit for lack of value-added. I'm REALLY surprised to see people making spreadsheets - how does this help?

When an industry needs another worker, I just find a dwarf in the list that has an appropriate skill (they're color-coded), turn on the needed labor and turn off unrelated hauling labors, give the dwarf a custom name and profession tag, and then usually never touch that dwarf again. When I need to specialize another dwarf, I just look though the list for one that doesn't already have a custom name and is in the correct color category. It's really easy.

For one dwarf it is easy. For 50 or 100? Not so much. I also don't want to name my dwarves after their skills, if that is what you are suggesting?

The bottom line is that even a few small changes to the user list combined with labor/profession would make DF pretty efficient at managing dwarves. Simple things like returning to where you were in the user list would alone save me an insane amount of clicks.

But it is what it is, and Toady probably knows this already. I will simply use DT when I get too frustrated and hope for an improvement in a later version :)

4
DF Gameplay Questions / Re: Trying vanilla DF - how do I sort my dwarves?
« on: September 29, 2013, 11:12:52 am »
Thank you for all the good answers.

I want to learn DF vanilla to understand certain community games better among other things.

But I can of course use DT together with ASCII, just wanted to see what I could manage without it :)

5
DF Gameplay Questions / Trying vanilla DF - how do I sort my dwarves?
« on: September 28, 2013, 06:01:15 pm »
Hey there, long time no see!

I wanted to try DF "out of the box". No DT, no dfhack or anything.

This seems to be going well except for one thing: I simply can't sort out my dwarves based on skill.

Is there any "smart" way to do this in DF?

My clumsy attempt is starting in the user list. Then for instance typing "c" to go to a dwarf, look at his skills, perhaps alter some and then i want to return to the user list. Except I can't? (I can of course hit escape and then u to start at the top again, but that is hardly "returning" to the user list).

6
DF Dwarf Mode Discussion / Re: Noob needs help with his Fail Fortress(s)
« on: October 23, 2012, 01:43:50 pm »
Hello im fairly new to dwarf fortress and read and laugh at the random things dwarf fortress does. I want some of this stuff to happen to my dwarfs and conduct !! Science !! but i can never get my dwarfs past 50 always something happens to them that kills the fortress such as Undead Sieges, berserk dwarfs, and also fail damming that river that floods my fortress. Losing is fun i agree but i want it to happen to more dwarfs  :D. Please help this desperate noob to feed the blood god on a larger scale.


Edit: Spelling Mistakes

Try embarking somewhere easy and mostly flat with a volcano, look in the cookbook thread. If it has iron and flux and either coal+trees or a volcano it is a plus. River/sand/clay is great too.

Focus on bringing at least a grower/brewer/armorer/weaponsmith/axedwarf, everything else as needed (for instance two miners, an axedwarf, perhaps a stonecrafter/mason woodcutter/carpenter). Lots of threads about this if you want details. Make sure your axedwarf starts practicing at once, and give him a partner as soon as you have migrants. A hunter and some animals for food/leather/eggs/milk will help on an easy embark.

Make walls and a raised bridge with a lever. Chop lots of wood and in general don't worry much before first caravan or first thief appears (if an easy embark). Try securing water from a river or perhaps easier a murky pool (pump into a cistern), remember to depressure with a diagonal channel. When you have the basics use the volcano for easy forging and you will be rich in no time. Pop the caverns, but wall it off or at least secure it with wardogs/traps and a bridge. Make sure you know how traps/depots work with the caravan these days.

Use the cistern for a well close to your hospital before the first winter if possible.

This might get easy fast, you are warned.

7
DF Gameplay Questions / Re: Fortress guard
« on: October 16, 2012, 05:53:51 am »
What I typically do is to have jails in place first, make sure alcohol and food exists within the movement of your chains or prepare for tantrum spirals as your legendary armorer starves to death for breaking a mandate.

Secondly I assign a captain and specifically equip him with a training sword or similar, fists can be lethal.

Alternatively do none of the above, I think that works just fine too (although not appropriate in your case).

8
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: October 16, 2012, 05:40:43 am »
Yeah, I know DFHack can fix it, but I like to run the game without utilities.  I prefer to not have to rely on them, and if workarounds are available in game I try to use them first.

Magma?

Another question, sorry in advance if it is too big to be answered here.

I want to move the leftovers from an invasion inside by a minecart-track built from my fort to a tile just beneath the place the slaughter took place. Is there any way to "force" the items to only be hauled by the minecart (assuming I make an opening controlled by a bridge or something). I have a different basic minecart-track running so I know the basics.

I know the receiving end can be a stockpile to only accept from (in this case hauling) links, but not sure about how to keep my dwarves from simply running out with bins and all if I reclaim those items.
They won't run out with bins if they don't have a stockpile in which to put the bins. So you have to set all stockpiles that could accept siege loot to take from links and link them to your minecart system.

I have thought about this myself and came up with something similar. I guess I could enclose the loot in a "link only" stockpile, and make this the start of my minecart-track. Now all other similar stockpiles would have to be "link only". That would be a mess right now but I can redesign my stockpiles.

My clothier can have his workshop linked I guess, but dwarves will not be able to drop worn clothes (except through dfhack) while this is in motion?

9
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: October 15, 2012, 03:56:28 pm »
Yeah, I know DFHack can fix it, but I like to run the game without utilities.  I prefer to not have to rely on them, and if workarounds are available in game I try to use them first.

Magma?

Another question, sorry in advance if it is too big to be answered here.

I want to move the leftovers from an invasion inside by a minecart-track built from my fort to a tile just beneath the place the slaughter took place. Is there any way to "force" the items to only be hauled by the minecart (assuming I make an opening controlled by a bridge or something). I have a different basic minecart-track running so I know the basics.

I know the receiving end can be a stockpile to only accept from (in this case hauling) links, but not sure about how to keep my dwarves from simply running out with bins and all if I reclaim those items.

10
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: October 14, 2012, 10:45:50 am »
Thanks guys, I found some "murky pool slope" tiles even outside the left pool :)

11
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: October 14, 2012, 09:35:49 am »
Any advice on how to deal with annoying flooding like this? Often happens when I remove walls from ponds. I tried adding some walls with dfhack but it still floods, anyone want to tell me exactly how this works and if i can do anything about it? It freezes during winter.

Image (yeah ugliest fort by far, but I like it for some weird reason)
Spoiler (click to show/hide)

12
DF Gameplay Questions / Re: General intermidiate help needed.
« on: October 04, 2012, 09:23:20 am »
So heres 2 pics of my latest fort...which I may abandon due to a few things not turning out quite right. May not who knows.

... or it would be how do I attach photos?

Upload to (for instance) http://www.img.ie/  and use the direct link in combination with the img tag (see the buttons above the reply, it is named "insert image").

13
DF Gameplay Questions / Re: Borrows and alerts
« on: October 03, 2012, 09:31:18 am »
Still a few questions
1: the wiki says the Dwarfs will will attack anything entering the burrow will marksdwarves shoot at things out side the burrow?
2: All i can tell from the wiki is how to set the Squad to defend a burrow at certain time of year not i set alert they go to the watch tower

1. Yes. But you might want the burrow to be +1z level behind fortifications, close to ammunition and narrow, since they shoot better closer to fortifications. Plenty of threads buried in the forums about that topic.
2. Here is how you do it:

- Create a burrow, call it "rangeddefend"
- Create an alert, call it "rangeddefend"
- In schedules, set your squad to defend burrow "rangeddefend" during alert "rangeddefend". ("m" -> "s" to get started with schedules). Copy the order 11 times for all the months.

Now you are ready.

When you actually are going to use it:
- Pause! (always pause first when changing schedule for a squad, you don't want them on/off duty all the time while you mess around).
- "s" for squad, then your squad letter (first squad is "a"). Then "t" to change status, cycle to your "rangeddefend" status.
- Unpause.

Make sure you pause/unpause when you change the status back to whatever your default status is.

edit: I checked and you can change the status of your squad in the alert screen. But I find it kind of confusing. Therefore I only change the status of civilians on the alert screen, while directing squads with the squad menu.

14
DF Gameplay Questions / Re: newbie questions
« on: July 25, 2012, 03:13:09 am »
Hello all,
 I am a new DF fortress player and I will admit that ever since I discovered this game
A couple of days ago) I ve fallen in love with it in such a way I even find it hard to sleep
 and find myself stealing hours from everywhere. Yes, it is kind of sick. Anyhow, to the point:

 1) Ive noticed that you can adjust the number and type of containers for every stockpile. What is the dif. between using barrels, bins and wheelbarrows, if any? 

 2), but not so important: Can you offer any examples of the sort of stockpiles that use no containers at all? (Yes, ive read the wiki entry on this, but I keep getting weird errors with seeds and cloth stockpiles, IDK)
  3) I lost my architect dwarf and Ive been waiting for ages for an architect, without it, I cannot build a smelter and thus I dont have access to metal. Is my fortress doomed (its actually my third one -.-.

 4) What are the numbers on both sides of the hospital (alt+H) adjutment screen and why does it seem to deplet my cloth stockpiles beyond control?

 Those are some things that I havent quite been able to figure out for myself. Any help much appreciated, ty folks.

Just a quick answer so do you don't abandon for no good reason ;)

3) I think it is v - l for labor, and architect is under "other jobs", just enable it on any dwarf (or use dwarf therapist)

15
DF Gameplay Questions / Re: Selling captives troglodytes .
« on: July 07, 2012, 10:39:56 am »
When bringing a cage to the Trade Depot in order to trade it, any wild animals inside the cage will be freed. Tamed animals can be safely traded. Bug:4065

Holy fk another bug!!!!!!

First the Burrows stockpile item cancellation bug and now this..

I think i'm gonna have to give this game a rest until all these bugs are sorted. I just can't work around these damn bugs!!

You can easily buy out a whole caravan anyways.

Why trade away valuable training for you military? Have fun with mass pitting in stead.

Some of the bugs can be irritating, but you have to get over it to enjoy this and any other game I guess.

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