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Messages - greggbert

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61
DF Gameplay Questions / Re: Few beginners question
« on: January 26, 2009, 06:25:09 pm »
Here's a VERY easy way to get your farm going underground.

1)  Dig your fortress one level underground near a small pond.
2)  Create your  "farm room" about three squares from the pond.  Make the "farm room"  about double to triple the size of the pond.  Make sure your "farm room" has a door so the water won't spill into your fortress.
3)  Dig from the "farm room" to the pond then get your dwarf out of there.  The water will flood the farm room and eventually dry into mud.  Then build a locked door or wall in the corridor connecting the farm room to the empty pond so creatures don't get into your fortress if they fall into the empty pond.
4)  Instant underground farm.

***Note, your farm room can be the only part of your fortress that is that shallow, the rest of your fortress can be deeper.  I personally like to put my farms at the top level along with my barracks, and the entire rest of the fortress deeper.  This way I have lots of soldiers between the exit and the main fortress, you can also create a "trap corridor" there so they can't raid your farms.

62
DF Gameplay Questions / Re: Uses for Useless Immigrants?
« on: March 18, 2008, 03:38:00 pm »
Short answer:  Give them all crossbows and send them out hunting.  The ones who come back alive will be your army.  Tons of hunters flush out ambushes and dangerous animals and are a great roleplaying device to "separate the wheat from the chaff".  

Long answer:  
Once I get a lot of dwarves, I make sure I have one dwarf for every single profession that I will use.  Even if I only need a mechanic 1% of the time I make sure it's always the same guy, so his skill will go up.  The other 99% of the time he's hauling.

Since you have to set your own goals in the game, my main goal is to have the largest, most effective, and most well equipped dwarven defense force ever seen.  This means any dwarf who's not needed for  a profession or as a hauler becomes a well-paid, well-trained, and well-equipped soldier.  If I wanted to I could just patrol them all around the map, killing everyone who gets in my weay.

Professions that I do not ever use because they are not fun/useful to me:

* Lyemaking
* Soap Making
* Cheesemaking
* Milking
* Butchery (Well maybe once in a while to generate bones)
* Fishing
* Fish Processing
* Tanning (I use leatherworking but You can always trade for all the cheap leather you need.)
* Plant Fiber Farming/Threshing/Weaving You can always trade for all the cheap cloth you need.  Just dye it and make it into clothes w/images for a hefty profit.

[ March 18, 2008: Message edited by: greggbert ]

[ March 18, 2008: Message edited by: greggbert ]


63
DF Gameplay Questions / Re: Losing...not so fun?
« on: March 19, 2008, 01:34:00 pm »
Troas,

I tried your zero barrel 2 square seed stockpile, and I still ended up with lots of bags and stray seeds in bags that they would not put in the stockpile.  Currently I allow barrels, every once in a while a bag or two will go in there, but it's not a big deal.

[ March 19, 2008: Message edited by: greggbert ]


64
DF Gameplay Questions / Re: Losing...not so fun?
« on: March 18, 2008, 03:21:00 pm »
Good advice from the above.  The number one trick to DF and farming in general is making sure that your DESTINATION stockpile is close to the farm or workshop that will be producing the good.  In my experience, the source stockiple matters, but not as much.

65
DF Gameplay Questions / Re: Reserve barrels for brewing?
« on: March 18, 2008, 04:05:00 pm »
You should brew every brewable plant you have.  If you have more than 10 barrels of unbrewed plants stop your farms and get brewing seriously!  If you have too many barrels full of drinks(plant) (more than 5 per dwarf) then stop all food growing and cook some of your booze.  

If you manage things correctly, your farming/brewing/cooking should be balanced to fit the desired amount of barrels, not vice versa.  Remember overfarming is the largest waster of wood that there is.  Keep a rotation of about 100 barrels and work within that limit by creative use of he KITCHEN menu.

[ March 18, 2008: Message edited by: greggbert ]


66
DF Gameplay Questions / Re: Everyone to every job - a good way to go?
« on: March 18, 2008, 04:34:00 pm »
Legendaries are too good to give up.  A legendary chopper can fell trees faster than 5 haulers can pick up the wood.  A legendary stone crafter can crank out hundreds and hundreds of marble crafts that are worth like 200 each!  Even for farming, a legendary farmer can output TONS of food.  

I'd hate to have a novice miner spoil a new platinum or ademantine vein!

Definately worth the micromanagemnet, in my book, to specialize!


67
DF Gameplay Questions / Re: Miners enclosed by water
« on: March 12, 2008, 07:13:00 pm »
Hope you have extra picks and have your other dwarves dig them out!

68
DF Gameplay Questions / Re: [176.38c] No trade for you!
« on: March 12, 2008, 04:57:00 pm »
I just build walls on either side of my road (5x wide) so the traders have to go through the long corridor to get to me.  At the entrance (near the map edge) I station lots of archers and wardogs to detect ambushes and theives.  Also when you see your FPS drop it's usually because of an amubsh!  Immediately send out your scouts with attached wardogs and try to flush out the ambush!  

Scouts:  Agile marksdwarves with 2-3 wardogs attached to them.  Have them patrol your caravan route and you WILL flush out ambushers!

[ March 12, 2008: Message edited by: greggbert ]


69
DF Gameplay Questions / Should I wall off my empty lake beds?
« on: March 12, 2008, 03:55:00 pm »
I created some underground farms one z level underground by flooding a few rooms with the water from a lake.  Now the lake is empty.  Do I need to wall off the empty lake bed to prevent creatures from jumping down into the lake and getting into my fortress?  (My fortress entrance is in a different location.)

70
DF Gameplay Questions / Re: Selecting weapons
« on: March 12, 2008, 07:11:00 pm »
<SIGH>  No, you're right.  I was going by an old post about ammo, and a lucky break last night that they all picked up the right weapon.  I just tested it and they picked up the wrong one.  It's only the ammo that you no longer need to micromanage!  

Man that sucks, I thought it was licked.  I guess it's still all about wrestling and door-locking fun for the Melee dwarves.


71
DF Gameplay Questions / Re: Selecting weapons
« on: March 12, 2008, 03:47:00 pm »
With some exceptions, it already works that way.  

In the current version, When the squads are set to stand down (this is V from the military screen), the dwarves will pick up wooden/silver weapons, when you set them to on duty, they will pick up the good ones.  

If by some bug the dwarves don't switch weapons when you change them from standing down to on duty, you can press the A button which will make them drop everything and press A again some time later to make them pick up the correct weapon.

[ March 12, 2008: Message edited by: greggbert ]


72
DF Gameplay Questions / Re: farming
« on: March 12, 2008, 01:39:00 pm »
I think they're talking about the underground farms.  If you want to farm on a level that was originally stone, you need to flood it first.  In rock layers, this can be tricky and involve lots of channeling, floodgates and drainage.  There are fatster ways such as draining a lake into your farm area, but I think what most poeple are talking about is flooding a rock area and then setting up the farm.

73
DF Gameplay Questions / Re: Trading for flux
« on: March 12, 2008, 01:41:00 pm »
Learn to like iron, lol.

74
DF Gameplay Questions / Re: mining vs. designing
« on: March 12, 2008, 01:45:00 pm »
I build exploratory shafts straight down to the bottom and then make a little PLUS sign that extends about about 10 squares out.  One tip is that you want to make sure you want to have a single "backdoor" to your fortress so that enemies coming from caves and caverns are funnled through some sort of gauntlet before they can reach the "important" parts of your fortress.

75
DF Gameplay Questions / Re: Nobody likes digging...
« on: March 11, 2008, 07:12:00 pm »
Dwarves need access to a designation point, a PICK and the Mining job turned on in order to mine.  Make sure all miners who cannot mine for whatever reason have their mining jobs turned OFF so they drop their picks, then the able-bodied ones with good attitudes can do the digging.  I'm assuming you have a limited supply of picks and the injured miner is still carrying one.

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