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Messages - KrazyDocK

Pages: [1] 2 3 ... 11
1
DF Gameplay Questions / Re: How to knock unconscious
« on: May 24, 2012, 10:58:44 pm »
Also make sure there is a path to him.

2
I once captured a peregrine falcon.  She was an awesome fast vermin killer.

As for how I caught her: totally by dumb luck.  I had a bunch of cage traps in various different places on the map and I guess she just randomly hit one.

On that map, I also caught a tiercel peregrine.  I had hoped to breed them, but the female just wanted to go kill vermin rather than take the nest box.  I suppose I could've set up some sort of locked room for that.  Oh well, next time.

3
it does. seed barrel is taken to the still.
in fact it is even worse: seed bag is taken out of the barrel and taken to the still. then seed barrel is taken to the still to take seed bag. that is madness.
Since way back, it always drove me crazy that there were seed bags in barrels, often with very few seeds in each bag.  So I've been making sure my seed stockpiles do not allow barrels and are exactly 1x2.  Neat and tidy.  And each of my farm plots is small 1x3.  I still get the occasional plant seed cancellation, but it is very uncommon.

4
DF Gameplay Questions / Re: workshop manager
« on: May 20, 2012, 09:53:16 am »
You would just need 1 item on repeat to continuously make the same thing.
Right, but the point of having 10 on repeat is to keep the job list "full" in that workshop, so the job manager will not assign any jobs to that particular workshop.

5
DF Gameplay Questions / Re: on dwarf warriors and archers.
« on: May 19, 2012, 01:51:04 pm »
a couple of questions from a seminewbie:

1. when creating new squads one can chose to label them as "archers" this then helps finding potential crossbowdwarfs since they now
are labeled with an appropriate skill description when perusing the dwarfs. why are they setup with leather ? is there some reason i am not aware of that makes leather better for a crossbow dwarf than say, copper,iron or steel ?

2. does it make sense to equip crossbowdwarfs with melee weapons?

3. are some "stone types" better than others when defending against say troll and other creatures able to tear down doors and walls?
i.e are some stone types harder than others?

4. at some point, my fortress gets attacked by so many goblins and trolls and drakes (?) that i dont have a snowballs chance in h**l
to defend against them and all i can do is close the bridges and hope they dont manage to tear them down and if they do, that my moat will keep them out. how do you defend against these encounters ? i tried sending 8 of my crossbow dwars into my 2 towers (4 dwarfs into each towers which were made of stone. with fortifications and a roof/floor). Although my dwarfs managed to kill a few enemies they were also taken under fire by enemy archers and i was lucky to get 3 of them back alive. how to fight this ?

5. my melee dwarfs are like porcelain dolls when it comes to fighting and i dont dare to use them against enything but single creatures encountered undergound. i have trained them for years in their baracks and i have equiped them with the best equipment i have (silver and copper weapons and armor), but alas fighting above ground against these vile creatures is nigh impossible for me.
is there some secret way to do this that i am not aware of ? i know of the danger room, but i wanted to play withouth "cheating" this way.. was i wrong? is a danger room the only way to get a viable force able fight the darkness when it arrives ?

6. how many warriors/archers should i aim for ? i usually end up with 10 melee and 10 archers in my 150-200 dwarf fortress. is quantity better than quality ?

7. is there an underlying.. how to say..."game design", that you are encouraged to fight the baddies with tricks and creativity rather than by brute force ? it would kinda help me to look away from my army for defensive purposes.

aight. any and all help appriciated.

nappy
1. Leather is presumably lighter.  So your marksdwarves will move faster.  (Shouldn't be an issue for strong, agile dwarves with high level in "Armor User").
2. Nope.
3. Hm, interesting thought, but I suspect no.
4. There's nothing wrong with sealing up your fortress if you know you cannot defeat them.  Or you can let them slaughter you.  It's Fun!
5. Many other posts on this with much detail.  Conventional wisdom is to use 2 (or 3) dwarf squads and let 'em train nonstop.
6. Quality for melee dwarves.  Quantity for marksdwarves.
7. For this as well, much written elsewhere.  Wiki might be a good starting place.  (search "design strategies" and the appropriate links)
KD

6
DF Gameplay Questions / Re: Marksdwarfs!
« on: May 18, 2012, 08:23:33 am »
I made 10 crossbows (Out of steel, thinking that quality matters..) and noticed I had 3 more hunters afterwards. That still means 7 of them should have gone to my marksdwarves. I made a range for each of the targets, each covering all the others and thus being rather large(10 blocks out from the target). I made maybe 200 bone bolts (marksdwarves were set to use any) and allocated 25 to hunters and 150 to the squad. The only way I can see this go wrong is if it's 25 each so they took all the bolts.

Any help? They just aren't training.
You need more bolts.  I always assign 500 to each squad.  And I try to have about 2000 in stock.  You can double check how many bolts each individual marksdwarf is carrying by (v)iewing them, checking (i)nventory, scrolling down to the quiver, and hitting enter

7
DF Gameplay Questions / Re: Can I rename stockpiles?
« on: May 16, 2012, 09:37:00 pm »
Please excuse my ignorance.  What does "PTW" mean?

8
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 15, 2012, 07:54:51 pm »
Is there any way to create a clay stockpile?  A fair bit of my clay is outside my fort and I'd like to speed production.  I keep trying to set a custom stockpile, but it won't let me set to just clay forms (or coal for that matter).  I can set a general stone stockpile, but that's a bit too random and eventually what little clay/ kaolonite, etc that's there gets used and odds are my dwarves replace itvwith other sorts of stone.

Since you mention "coal": "charcoal" and "coke" are stored on "bar/block" stockpiles.  Now, "bituminous coal" is a stone and my guess is it would be in the Economic subtab of the stone stockpile.

9
DF Gameplay Questions / Re: Most valuable product
« on: May 15, 2012, 08:44:22 am »
Your question was "per bar".  Breastplates take 3 bars to make.  Now, I dunno the value of stuff, but as long as a breastplate is worth 3x as much as anything that takes 1 bar to make, then you're fine.

10
DF Gameplay Questions / Re: Saltwater embark help
« on: May 14, 2012, 03:39:01 pm »
To the OP:
You ask questions about water, but surely this is an afterthought to alcohol production, right?  Because alcohol is your primary basic drink.  Water is only used in emergencies (injured dwarf, or no booze available).

11
cloth tunic (repeat)
cloth trousers (repeat)
cloth shoes (repeat)

12
DF Gameplay Questions / Re: How to light up a cave?
« on: May 10, 2012, 09:10:23 am »
The wiki has a pretty good description of this (on the "Tile attributes" page).  According to that, your statue garden should end up as:
Indoor, Light, Above Ground.

13
DF Gameplay Questions / Re: Announcements
« on: May 01, 2012, 08:40:11 am »
I had this problem recently.  It turns out the announcement log has a limit...something like 3000 entries, including combat and sparring reports.  So when you started up your danger room, all those combat reports bumped out your usual announcements.
KD

14
Question on building sanitary cisterns for medical use: when people talk about lining it, they just mean putting in smoothed or constructed stone, right?  Does it have to be smoothed or constructed, just one or the other, or can it be left raw stone as long as there aren't any dirt tiles?  I looked in the wiki, but it doesn't give much details in the reservoir about how to keep the water clean.
In my experience, rough walls have worked fine for my cisterns.
KD

15
DF Gameplay Questions / Re: Newb Question: Water Supply.
« on: April 20, 2012, 09:11:20 am »
There's a lot of advice here about water.  Which is kind of a good thing, I guess, since that was the OP's question.  But the OP's problem is not a water problem, it's a booze problem.  I think it cannot be emphasized enough that BOOZE is your primary basic need.  Then food.  Beyond that, maybe clothing.  Water is just something that you use in emergencies when, for some reason, your booze production gets interrupted (and of course, for the wounded).  If your dwarves are thirsty/dehydrated, your priority is NOT to look for water.  It's to figure out what happened to interrupt your booze production and fix it. 

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