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Messages - Fredd

Pages: [1] 2 3 ... 85
1
DF Gameplay Questions / Re: How to stop migration
« on: January 25, 2013, 01:24:49 pm »
Lowering the Population cap in the dinit folder helps loads

2
DF Gameplay Questions / Re: labor to make a pick?
« on: January 17, 2013, 11:03:54 pm »
Needs a forge/someone with weapon smith labor/fuel/bar of weapon grade metal. it never hurts on embark to buy a bar of copper/2 charcoal, some bituminous coal/lignite,some copper nuggets. Create an extra pick,assign someone furnace op skill, build a smelter,then create coke from the coal for a fast emergency fuel supply.Smelt the nuggets for more bars for picks for potential miners. Saves me dwarf bucks when buying supplies on embark


3
DF Gameplay Questions / Re: The Starving Yaks
« on: January 17, 2013, 10:43:43 pm »
Yaks poop more than they eat. I blame it on dwarven physics.Pigs are nice I agree, if you need multi purpose grazers sheep or alpacas are more economical per grazing area(Milk/meat/wool/bones. Butcher the bigger grazers immediately. When they are starving, really less meat if butchered


4
DF Gameplay Questions / Re: Hope this isn't too much of a bother
« on: January 16, 2013, 08:31:44 pm »
And again,the Freenode IRC channel Dwarffortress gets faster responses than forum posts

5
DF Gameplay Questions / Re: newby questions
« on: January 10, 2013, 02:59:53 pm »
If you embark with empty bags or use the exploit of buying several sandbags, emptying the sand out later, Quarry bushes processed into leaves can provide large stacks of valuable meals starting out.Sows(non grazers)
 placed in a cage near a farmers workshop provide a nearby source of milk/cheese

6
Of course if they are on active, and you swap "train" for no scheduled order"on their yearly Active schedule for each month,they seem to go to archery practice more than on Inactive. If any months have a train order, they will need a barracks

7
DF Gameplay Questions / Re: How can you tell what your dwarfs inventory is?
« on: December 31, 2012, 11:07:32 pm »
That is a pond. Can designate a zone for fishing or a water source

8
DF Gameplay Questions / Re: Skills for starting dwarves?
« on: December 31, 2012, 11:03:55 pm »
Just be able to provide for lodging, Food/drink,defense,future military training,and a good diagnostician

9
DF Gameplay Questions / Re: How to move/manage military?
« on: December 31, 2012, 10:50:47 pm »
On the military  alert screen, if there is a A besides a squads name, it is following orders from the highlighted alert on the far left. If you create a new alert, you need to go to the schedule screen,assign each squads orders you want them to follow every month of that year for that alert. It just works.Copy/paste helps alot.
 I created a alert named bugout(Civ alert also). For that alert the melee squads orders are to defend a burrow at a safe place, archers get a station order at a ammo stockpile, and I have a burrow situated around the lever room.(Defense and upright spike goblin gifts ops). So when I am alerted to a siege, or an ambush or crazed kobold thief, I will scroll down the list on the left. Once bugout is highlighted, I scroll to the list on the far right to the burrow the cowards are to go to, click enter. While bugout is highlighted, will then move over to the squad column, click enter on each squad I want to respond. The next alert is to move the archers to their fighting positions, and melee moved to their mopup positions( Basically the civvies have pulled the correct levers to isolate the fort, while trapping the invaders in a corridor where the military squads can decimate them. so scroll down once again, when mopup alert is highlighted, select the squads you want to respond. When all is safe, select the alert you want your squads to follow, select the squads you want to follow it. Usually I select inactive for archers, active for melee. Then scroll to bugout, deselect the burrow with enter, now the civvies and military can return to regular life.

Keith

10
DF Gameplay Questions / Re: Marksdwarves and equipment mismatch
« on: December 29, 2012, 12:58:39 pm »
Yep, the patrol trick always seems to work. Sometimes I think having a ammo stockpile set to take any bolts can add to the problems also. Last few forts I have been using separate stockpiles with no bins for wooden and metal bolts, seems to help if they are set to defend burrows. I can also eyeball the amount of ammo available faster.Learned the hard way about a dumb dorf dragging off a bin with all the ammo in it to pick up some more bolts, leaving a squad high and dry till he returned.:(

11
DF Gameplay Questions / Re: Marksdwarves and equipment mismatch
« on: December 28, 2012, 03:39:56 pm »
Make sure the bolts are both C/T.
 How did he get there could be another problem. If it is a move/station order he will not restock his quiver while on station. Give him a move order to the ammo stockpile. If he doesn't refill his quiver now you have a bigger problem.
 Check to see if any bolts are in the quiver.
Check to see if he is wearing anything besides the uniform. If so toggle replace uniform. You might have the wrong setting. Try partial match also.
The alder bolts assigned to his squad could be in a bin being carried around possibly, so he has no access to them.
 Here is something to try. Remove the C and the T from any ammo assigned to the squad. Any bolts in a different quiver should be taken to the ammo stockpile. Wait a bit, then add CT back to an ammo allotment.

12
DF Gameplay Questions / Re: Hunter/Marksdwarf dropping equipment
« on: December 27, 2012, 01:53:22 pm »
Okay, perhaps the the quiver he grabs contains bolts previously assigned to him when the had the hunting labor turned on. I would remove bolts assigned to hunters and the squads, dump them all, give some time for this to  occur, then reclaim all bolts, then reassign bolts to the MD squad. They should refill quivers with the new allocation of bolts. Never hurts to create some extra quivers either.

13
DF Gameplay Questions / Re: Equiping armour.
« on: December 25, 2012, 10:21:18 pm »
Delays putting on armor can have several causes;
 1. Putting a Dwarf with mining, woodcutting or hunting labors enabled
 2. Their civvy clothing can cause issues. Set the armor to replace clothing, and have them wear their uniform at all times.
 3. Set uniform to partial matches.
 4. Before moving them into combat. move them to a safe rally spot, where they will have a chance to equip.

Helmets are reallly important, as are shields. Helm,Breastplate. mail shirt,shield,leggings/greaves, lowboots/high boots and Shield should be the basic uniform. Hoods, mittens and cloaks are good accessories.

14
DF Gameplay Questions / Re: Emptying sand bags
« on: December 25, 2012, 10:01:55 pm »
There is nothing wrong with embarking with cheap sand bags. At a dwarfbuck each, dumping sand provides cheap bags early on. If you have a good bookeeper, under the stock menu scroll down to powder,Tab to expand list, click D besides the bags you want empty. You have to have a garbage dump zone though. Or you can use K to hover over a sandbag in a stockpile,click enter twice, then click D.

15
DF Gameplay Questions / Re: Bone bolts stack of 5 and military question
« on: December 25, 2012, 03:12:28 pm »
Could it be that since they are patrolling they have no time to go gather the bolts. 1 technique is to a ammo stockpile with the metal bolts assigned along their patrol route at a spot where the civvies can restock it out of site on any hostiles.
 I have seen times when crossbow squads have shot up all the bolts assigned in practice, then a patrol order comes up not allowing them anytime to refill their quivers. So while you attempt to create more for them to use, the ammo remains in the bins until the squads patrol order ends, then the idjits will refill.

 Here is an ongoing experiment that is working well. I have 1 squad assigned both wooden and metal bolts.The metal bolts are along the patrol route. Instead of a CT, C or T designation, I leave it blank till problems arise. Main reason am in a iron poor biome. So when I want them to practice, will create some wooden bolts. When gobbos show, I add CT to the metal bolts, let them fire away. When they leave, will remove the CT designation, they will return the metal bolts to a bin, instead of wasting them at archery practice.:)

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