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Messages - janamdo

Pages: 1 ... 10 11 [12] 13 14 ... 24
166
DF Gameplay Questions / Creating a well
« on: March 29, 2020, 07:17:11 am »
    Afraid for water shortages ( dehydrated dorfs ) i try to build early a well
    The dorfs can also drink water with a bucket.

    Should the watercompsumption sufficient by hauling water ? ( my guess is that is the case)
    Inside the fortress is a well safer
    Only nearest watersource is outside a pool of 16 x 12= 192  cubic meter water
     
    • Is this pool enough for filling a everlasting filled reservoir for a well
    • Construction of downpipe to reservoir, crate  ( floodgate not needed : the fortress can not be flooded by water ? )
I think i first mine out a reservoir from 10x4x4 ( l x w xh ) under the well one z level lower under the floor.. 

167
DF Gameplay Questions / Re: Thirsty Dwarves despite plentiful Drink?
« on: March 29, 2020, 04:15:39 am »

Not strange at all. Having the hands chopped off or disabled in battle or an accident makes it quite hard to use those hands...
Thanks
Yes, their hands lost, but no mug can be hold then and the attachment to a mug is lost.
Automatically they should than drink from a barrel if they lost their hands.
What happened with (those) badly injured dorfs if there are some ones ?
At start of a new fort there are no mugs yet for drinking , so the dorfs will drink from barrels.

168
DF Gameplay Questions / Re: Thirsty Dwarves despite plentiful Drink?
« on: March 28, 2020, 05:49:12 pm »

Although it's not the case here, there is another reason for dorfs dying of thirst: trying to use mugs while not being able to use them because of having lost the ability to grasp. In these cases they'll sit on top of the barrel trying to use the mug, so they're not moving around. If you manage to strip them of the mug and have forbidden all other mugs in the fortress they'll be able to drink directly from the barrel.
Thanks
If the dorfs are unable to use their arms for using the mug for drinking, then nothing happen
So they do have a disability to their arms ? ..strange
 



169
DF Gameplay Questions / Re: Thirsty Dwarves despite plentiful Drink?
« on: March 28, 2020, 02:15:56 pm »
>I can give 100% assurances that it's not for a lack of food, alcohol, or water that these dwarves are dying. They're just failing to actually consume any of it.

Interesting.. Can dwarf therapist assist in this ?
 

170
DF Gameplay Questions / Re: Thirsty Dwarves despite plentiful Drink?
« on: March 28, 2020, 01:14:59 pm »
Those thirsty dwarves: is it that there  is a shortage off barrels ? , because  they will drink each from one barrel.
They must be able to pick a barrel from a food stockpile with settings are set for drinks 
That's my idea (approach)

Right now i am also facing "thirsty dorfs"in the fortress and probably i will lose it
Also extra water helps with buckets , that counts also in relieving their thirst

Brew job from plants and a brewer are also needed ... lol
Therefore i am focussing now on a construction of a well too.

How much water contribute to the thirst need of a dorf in comparison with alcoholic drinks?
 

171
DF Gameplay Questions / Re: Workshop order
« on: March 28, 2020, 12:40:56 pm »
Thanks

Yes, its manually workorders in workshop itself or via manager giving workorders

172
DF Gameplay Questions / Workshop order
« on: March 28, 2020, 10:23:34 am »
Trivial maybe, but did not found a answer on it.
In a workshop i do see noted a 0 ..also the 0 is placed behind a order.
What could that be?

Let me guess : outdated, on , no Carpenter , no ?


173
DF Gameplay Questions / Re: Need of iron ore
« on: March 27, 2020, 09:30:32 am »

But there was another thing marble was good for, I noticed recently what was it... *checks* Ah, quicklime. In case you want to start a parchment industry :)
Thanks

If it is lucrative the parchment industry, why not and its good for writing down accumelated knowledge for the dwarfs:
 Writing down laws , and great stories like that  :)     

174
DF Gameplay Questions / Re: Need of iron ore
« on: March 27, 2020, 07:33:12 am »
Don't know yet what marble has to offer against the other 3 iron ores (flux stones) : hematite, magnitite and limonite
To be clear:
Iron ores are hematite, magnitite, and limonite.
Flux stones are marble, calcite, dolomite, chalk, and limestone.

Flux and iron are both needed to produce steel, alongside refined coal.

Marble has a nice value for the products it makes, so that might be part of it.
Thanks
Good to clarify this from you , flux stones are not iron ores.
 

175
DF Gameplay Questions / Re: Need of iron ore
« on: March 27, 2020, 03:40:43 am »
can, and probably should, supplement the coal and ore you find with more from trading. Even if it's just things that melt nicely. Cheap toys, weapons, and armor are the most common.
Thanks
In the first year of the existence of the fortress there is in autumn a dwarven caravan ( belonging to your civilization ?) visiting the fortress.

After this first year , caravans from friendly civilizations  (dwarf, human and elven) will visit  the fortress( the second year ,there 3 caravans to aspect..yearly)

To accelrate the trading you could send out "mission dwarfs" as soon as possible at the start of the fortress  to get more caravans coming to the fortress.
Don't know how long it takes for these "mission caravans" to arrive at the fortress.     

176
DF Gameplay Questions / Re: Need of iron ore
« on: March 27, 2020, 03:14:53 am »

Personally, I think any advantage to having marble not showing as flux is vastly outweighed by not having marble as flux.  I'd rather have tons of marble.
Thanks
Don't know yet what marble has to offer against the other 3 iron ores (flux stones) : hematite, magnitite and limonite
There are more applications of using marble probably?
When there is a pre-embark screen i try to predict at forehand where the chance is to find marble
The same fore the other iron ores in what biome or surrounding ?

 
 

177
DF Gameplay Questions / Re: Need of iron ore
« on: March 26, 2020, 01:30:53 pm »
When choosing a location to embark - if the screen tells you flux stone is present, it can be any of the 4 types. Marble is found deeper, while the other three are found higher in sedimentary layers.

If you remove marble, then whenever the embark screen says flux stone, you know there is a sedimentary layer. It's a useful bit of information, but not at all necessary.

Keep focusing on little things for each fort. That's how I learned. Food production fort, trap fort, fun with water, cavern fort, etc.
Thanks
I think i undestand it now : Marble can bypassed by altering the raw offf it and it is no longer a flux stone anymore.
Seems to be easier to have the 3 sedimentary  iron ores in the embark screen.

Could be that marble in the embark the only ore is ( if not bypassed in the pre embark screen) and perhaps difficult to mine if "the raw"was not altered.

Yes, the little things ..little by little ;)   

178
DF Gameplay Questions / Re: Missions how they go and how to execute
« on: March 26, 2020, 08:13:02 am »
You raid sites, not civilizations. You don't just send out a squad and say "harass the first elves you meet" (although potentially that might be interesting, send out a team to build a bandit camp and harass the neighbours by themselves).

Just pick some place close to you.
Thanks
Yes,that is also a way of doing this mission goals
I found now: in circles spotting around my fortress , but there is a chance to miss a target and i just send two naked dwarfs (brrr) to two civilizaton habitations.

Note: i am now playing a earlier saved fortress what is destroyed and that is a good startpoint to get more in the gamemechanics.
Now i can myself  completetely concntrating on trading. ( to get a stronger military )   

179
DF Gameplay Questions / Re: Missions how they go and how to execute
« on: March 26, 2020, 06:31:05 am »
Thanks
Oh, this gonna be giving a problem i think.
Better if there was a possiblity to select a certain civilizations that shows up the map

180
DF Gameplay Questions / Re: Missions how they go and how to execute
« on: March 26, 2020, 05:17:40 am »
Well, i try to send a someone to a elven civilization, but how to find on the (h) Holdings and tribute screen?
I take the surrounding spots, but no elven civilization

Can't  do this structured , because it are too much spots  and go from left to right. .tile columns.its too much asked
The status icon of the elven civ is not to find too with this tileset
I am stuck now.


 

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