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Messages - Fredd

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1051
DF Gameplay Questions / Re: Tips for an aspiring noob
« on: January 29, 2011, 02:06:20 am »
1 good way to assure you have high value trade goods for the first caravan, is to embark with a proficient mechanic. When you discover any ore, go to the stocks screen, under stone, permit that ore for any use. Place a stockpile for that ore next to the mechanics shop.
 A couple of quality natural ore mechanisms, will allow you to buy supplies, and ease the pressure of starting up an industry for trade goods.
 But the best advice, is to turn off invasion, from dinit, and set a population cap of 15, from same folder. its not as much FUN, but will let you learn the basics.
 And if you need cats, only use male ones, lol

1052
DF Gameplay Questions / Re: Military System: What am I doing wrong???
« on: January 29, 2011, 01:40:05 am »
Training weapons are still useful. When you begin your fort, it never hurts to have any non miners, woodcutters assigned to squads under the Inactive schedule,(actually the militia) assigned practice weapons. In their free time, they will do individual combat drill. Since it does not matter what value the weapon is, they still gain skills. This is especially nice, when your fort is poor. I like to assign them shields, before weapons. The shield skill is a lifesaver.Putting them on an alert to train, is a waste of time.
 Creating a new alert,sets up a new menu on the military scheduling screen, as well as the squad menu screen, that takes priority over both the Active/inactive schedules. In this case, for emergencies.
 For example, you have a squad of axe dwarves, set to train 2 months, patrol 2 months, off 2 months, repeat same cycle each year. Also, you have a squad of rookie archers, under the Inactive schedule, just goofing off, and practicing when ever. Being a smart manager, you have set up a civilian alert, where they can go cower in terror somewhere safe. But the axedwarves, and trainee archers need to get to work.
 So on the military menu, make a new alert . On the military schedule screen, a new screen will be added, named after that alert. Then give new orders to each squad, what you want them to do,how many to appear, for that alert. Copy and paste that order, for each month of that alert, for the squad. Same for the orders you want the other squad to obey.
 If you go look at the squad menu, you now have the options, besides kill/move/active/inactive, will have the option to put on alert which squads you need. So if you activate the alert, if your axedwarves are patrolling, they will obey the alert orders. Once the emergency is over, use the squad menu, to put them back on the Active schedule,according to the schedule they were on previously. When you alert the archers, they will quit cowering in terror, and go to where they are supposed to be during that alert. Use the squad menu to then place them in inactive status, and if its safe, unalert the civvies.
 Alerts have the nice quality to activate those under the inactive schedule, to disregard burrow restrictions.
 So, in short, use the active/training schedule to assign monthly dutys to your full fledged soldiers. And use the alerts, for emergencys

1053
DF Gameplay Questions / Re: hospital problems
« on: January 29, 2011, 12:31:17 am »
Is he outside a burrow, if you have them. If not, make sure he is accessable

1054
DF Gameplay Questions / Re: Gems: What do you DO with them?
« on: January 29, 2011, 12:29:17 am »
I encrust furniture with them. Since I build above ground mainly, engraving it out of the question. So to keep the nobles happy, I add gem /bone/studded pieces of furniture to their rooms, to increase value. Plus just place encrusted items in hallways, to give happy thoughts.

Now this does not include the stockpiles of large gems, I put in the Hall of Heros, along with my artifact stockpile

1055
DF Gameplay Questions / Re: An epidemic of crazy
« on: January 29, 2011, 12:19:47 am »
The craft workshop is usually the first choice. Look at their skills, when they go into a mood. Clothier, leatherworker, forge, bowyer, mason, glassmaker, carpenter, jeweller shops should cover any mood. If you do not have the raw materials they need, that is another problem. Remember, if you do not have anyone with those skills to build a certain type of shop, just assign a dwarf that labor. If he/she is not assigned other duties, will go and build the shop needed by Bomreck the nutsy

1056
Blu Emu, imagine the goblins approaching your fortress, getting worried about the carbonized bones, of past seigers. Then as they get closer, noticing all the civilians lining its ramparts waving to them. What the gobbos do not realize, they are waiting to claim charcoal, for the annual barbeque.

1057
DF Dwarf Mode Discussion / Re: Store the damn soap, already
« on: January 28, 2011, 11:04:45 pm »
When you set up a hospital zone, always make sure cloth/thread/splint storage is set at 0. The only thing these settings are good for, is to give your doctors easier access to the supplies(and reserve them, which is important later). If thread/cloth/splints are not stored in the hospital, they will travel to a stockpile to get it.
 In the meanwhile, if a dwarf needs to clean up, will travel to the hospital, in search of soap. If you still have soap in a stockpile, they get confused(dwarf confusion is bad). Since soap in version .16 does not seem to wear out, a few bars will do you. After the coffers in the hospital have your soap inventory stored, then allocate storage for splints. This will free up some bins. After this is done,place more coffers in the hospital, and raise the storage for thread/cloth. Not too high, cause could interfere with your clothiers, since the amount you set is reserved, for the hospital. Plus could interfere ith a moody dwarfs access to those materials


1058
Thee, I was worried about the ammo glitch, in version .06, when the current military arrived. When I upgraded to .16, the drunks would use ammo in bins.
 If you always want them to carry extra ammo in their quivers, designate the ammo stacks C and T. So after they practice at the archery target, will still restock their quivers. I still think C means reload quivers, not just designated for combat.
 Now when the miasma of deep doodoo arrives(Siege)assign them some metal bolts, with C designation. Dwarven military doctrine dictates they use the best possible equipment. So when metal bolts are allocated, they will run off to swap bolts. Once the emergency is over, undesignate the metal bolts, so they will go back to using the training bolts.the dwarves like shiny bolts, so thats why you prohibit them, in times of peace.
 The main point for archers, is to use them as part of a static defense, not as a offensive force. Thats what  purely melee troops are for

1059
DF Gameplay Questions / Re: Giving militia breaks?
« on: January 15, 2011, 11:47:27 pm »
Dagger, under the inactive schedule, does having them train alternating months entail demonstrations, and sparring?

1060
DF Gameplay Questions / Re: Forgotten beast leaves?
« on: January 15, 2011, 11:30:34 pm »
Its time to wall it in!

1061
The evil rock bar is usually either coke, or charcoal. They need it to melt something for an artifact. If you think about it, coke is a bar made from rock, goes with the odd descriptions they mutter. Glass makers are infamous about needing it, for arti's, since sometimes they will only use a normal glass furnace.

1062
DF Dwarf Mode Discussion / Re: Weaponizing a Dragon
« on: January 15, 2011, 01:25:56 am »
Somewhere on the wiki was a setup for a GCS silk production plant. It seems it could be adapted to a flamethrower hallway of death. Webbing being a secondary attack, similar to fire breathing

1063
DF Dwarf Mode Discussion / Re: Dealing With Goblin prisoners
« on: January 14, 2011, 10:38:00 pm »
rephical, does that mean, if you capture the goblin leader, in a cage trap, and then release him somehow, he will return with new cannon fodder everytime?

1064
DF Gameplay Questions / Re: Massive piles of loot outside my walls
« on: January 14, 2011, 10:17:07 pm »
mrbaggins, build at least a 1x3 atom smasher, in  1x4 room, with stairs leading to a room above it. Channel out a hole above the bridge. Connect a lever to the bridge, and pull it. Now designate the hole, 1x2, as a garbage dump. Then place a hatch, over the stairs, to prevent dwarfs from getting squished.
Code: [Select]
     
       ttdtt ttw
       wwufbbbww
       wwwwwwwww
t=tunnel
w=unexcavated  stuff
f=floor
b=bridge
the gap on first line is a hole,lol
d/u is stairway

 Its nice to set it up, near your main entrance. Deactivate your other garbage ares, (usually quantum stockpiles), and your dwarves will have a quicker route to dump worthless enemy in the CDU

1065
About the only way to make them load up faster, besides the previous posts, is either to store everything in bins, or sell just a few high valued items, for trade.

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