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Messages - greggbert

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136
DF Gameplay Questions / Re: Silly lazy marksdwarves
« on: April 02, 2008, 03:58:00 pm »
Yes, if you want your dwarves to archery train I recommend at least 1 range per off-duty dwarf and at least 100 wooden bolts.  Once they start training they burn through those suckers.

[ April 02, 2008: Message edited by: greggbert ]


137
DF Gameplay Questions / Re: Managing Large Forts
« on: March 28, 2008, 12:00:00 pm »
I just create guard stations.  All my dwarves are in their own squads so I just create archers towers, guard stations and station my dwarves in strategic locations in case of a seige.  

Since I rotate my soldiers on/off duty every other season and I station three dwarves from each group in any one spot (gauranteeing that one or two will always be there if the others are sleeping/on break) that means that at any one spot where I want to have military I need to assign six military dwarves, three at any one time.  So If I set up two spear stations


                xxx
      SprStation1^


      SprStation2v
                xxx

That would require 12 speardwarves
  *  Three speardwaves who are on duty on Winter/Summer (Train spring/fall) and stationed at zone 1
  *  Three speardwarves who are on duty Spring/Fall (Train winter/summer) and stationed at zone 1
  *  Three speardwaves who are on duty on Winter/Summer (Train spring/fall) and stationed at zone 2
  *  Three speardwarves who are on duty Spring/Fall (Train winter/summer) and stationed at zone 2

So those two positions just ate up 12 dwarves.  That's what I do when I start to get a lot of dwarves.  It creates a very high level of military readiness.  Setting up 5 or 6 positions like that eats up 30-36 military dwarves, making it so that it is pretty easy to find a use for immigrants.

[ March 28, 2008: Message edited by: greggbert ]


138
DF Gameplay Questions / Re: loss of pet becoming a problem
« on: March 28, 2008, 12:11:00 pm »
Better to chain them or cage them than to assign them, except for your legendary woodcutter and herbalist.  They need guard dogs.

[ March 28, 2008: Message edited by: greggbert ]


139
DF Gameplay Questions / Re: Do military dwarves drink alcohol?
« on: March 28, 2008, 12:09:00 pm »
How about a 2x1 booze stockpile near where they are stationed?  That keeps mine ready for the fight at all times!

140
I have a more basic question.  Other than listening to your dwarves complain, do you have a way of kowing if a certain room will experience noise?  The diamond/cube question indicated some sort of visual cue  I was hoping to see a screen like hte wagon accessibility screen.

[ March 27, 2008: Message edited by: greggbert ]


141
DF Gameplay Questions / Re: Killing Dwarves
« on: March 26, 2008, 05:25:00 pm »
Send him out hunting unarmed and with no armor.  That's like 2 keystrokes and no digging/building.

[ March 26, 2008: Message edited by: greggbert ]


142
DF Gameplay Questions / Re: What else would you use a coffin for?
« on: March 26, 2008, 03:36:00 pm »
One good reason is so you can encrust them.  If you have to place them as soon as built like archery targets and walls, then you can't encrust them with Gems to honor your dead master mason.

[ March 26, 2008: Message edited by: greggbert ]


143
DF Gameplay Questions / Re: Military and Fighting Issues
« on: March 27, 2008, 01:27:00 pm »
I have nicknames also

Bow_WS(MFall) = XBowman active in Winter and Summer Standing Down in Spring and Fall, Marksmaan training in fall, wrestling in Spring.  

Bow_SF(MWint) = XBowman active in Spring and Fall, Standing down in WInter and Summer, Marksman training in Winter, Wrestling in Fall

Spear_WS - Spearman active in winter and summer wrestling in Spring and Fall


144
DF Gameplay Questions / Re: Booze barrels?
« on: March 25, 2008, 12:51:00 pm »
I have a main drink/plent stockpile and about 3 smaller drink/plant stockpiles scattered around that feed from it.  I also have a main furniture stockpile and a barrel stockpile right next to the brewer that feeds off it.  My main food stockpile disallows drink/plant.  

After that I stop worrying about barrels competely until I get the message that I cannot brew because there are no empty barrels.  If there are empty barrels in any of my stockpiles (drink/furniture/barrel) I just consider that I need to brew more.  I don't ever worry about it.  Empty barrels in your food or drink stockpile will always be claimed by your brewer if he needs them so there really is no need to worry about barrels at all, in my opinion, unless you are out of them.

If I ever get the message that the brewer needs empty barrels and there are actually empty barrels around, I just dump those barrels and roleplay that they are moldy or something.

[ March 25, 2008: Message edited by: greggbert ]


145
DF Gameplay Questions / Re: lag
« on: March 24, 2008, 11:56:00 am »
Cage all your cats quickly before they adopt a dwarf.  Keep checking cats every season.  You need to get those cats locked up.  Put them in metal cages so you can sell them to the elves.

146
I've never once had this problem but I always have fully equipped ard armored active on duty dwarves in firing/guarding positions at all times.  Each one is in its own squad and each is stationed at a predefined position in pairs, so that there is almost always coverage no matter who's sleeping and drinking.  

I rotate them on duty/off duty by season.  Winter/Summer On Duty, Spring/Fall Standing down, etc....


147
DF Gameplay Questions / Re: Cliff hanger
« on: March 21, 2008, 12:11:00 pm »
Ideally you tunnel a 3 wide tunnel out to an access point that has a clear path to the edge of the map.  In reality, you may need to wait until the first traders come to see where they come from, then you should make a 3 wide tunnel to your underground depot.

Alternatively you can create a depot on the edge of the screen to ensure trading, and then move it later.

[ March 21, 2008: Message edited by: greggbert ]


148
DF Gameplay Questions / Re: Caravan troubles...
« on: March 21, 2008, 12:37:00 pm »
I've dealt with this four different ways.  

1)  Create a scout who will flush out all your ambushers.  Assign him like 3 or four wardogs and have him walk all around the map.  Once he sees an enemy set him to "do not engage" and station him back inside your fortress.  The ambushers shoudl follow and get mowed down by your defenses.

2)  Create an underground tunnel path from the edge of the map to just in front of your depot.  When the wagons enter the tunnel they will most likely not be ambushed.  Post a few wardogs at the entrances.  

3)  put your depot near the edge of the map and station archers to guard it.  Make a hauling tunnel to take goods back and forth.  

4)  Build a 4-5 space wide walled corridor to the edge of your map.

Good luck!  I really prefer 1 or 2.  Usually flushing them out beforehand does the trick.  You can see a framerate drop when the arrive on the map.


149
DF Gameplay Questions / Re: working on specific items
« on: March 21, 2008, 12:25:00 pm »
Create a furniture stockpile (or whatever stockiple) one square away from the jewelers worshop.  Then restrict it to the type of item you want to encrust.  Further restrict it to a certain BASE QUALITY so you are encrusting items that are already valuable.  For example Beds with Master or better quality or statues with exceptional or bettter quality.  Once the haulers bring the item you want to encrust, then give the encrust furniture command.  The gem setters ALWAYS get the jem first, then the item to encrust, so as long as your master bed or exceptional door is the closest item to your jeweler, you have a great deal of control over what gets encrusted.  

There is a catch.  These stockpiles will also hold already-encrusted items, so only encrust furniture if you are right about to (B)uild it, and only encrust a type of craft if you are ready to trade it, or else the already encrusted items will clog up your stockpile.


If you have a legendary metalcrafter, for example, you could set your gem shop stockpile to metal cratfts with master or better quality, and encrust them as your dwarves bring them in.  Once all the items are encrusted, then remove your stockpile, and they will go back to finished goods.

[ March 21, 2008: Message edited by: greggbert ]


150
DF Gameplay Questions / Re: Low immigration
« on: March 20, 2008, 12:29:00 pm »
I honestly don't know if this is related, but when i have massive amounts of food and low death rates, I tend to get more immigrants.  Their happiness doesn't seem to matter.  I haven't really seen wealth affect it, but it does affect the number of goods that the traders bring.

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