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Messages - Fredd

Pages: 1 ... 81 82 [83] 84 85
1231
DF Gameplay Questions / Re: Stones vs Rock Blocks
« on: October 03, 2010, 12:21:16 am »
Hey, whats wrong with a yellow brick road? Get the glass makers cranking out green glass blocks, for building, build a room outside the philosophers room, with really creepy constructions. If the dwarfs aren't disgusted by that, start making clothes with green dyed cloth. Then if there any insults, train a good military to react to any "Sissy" comments. Name the fort Oz, with a attitude, lol.

1232
DF Gameplay Questions / Re: Df farm problem
« on: September 26, 2010, 11:11:00 pm »
If you build a well over a underground lake, you can always use a dwarf bucket brigade to irrigate a plot. I learned finally to allow my miners the mason skill. When they do breach a underground cavern, they can immediately build a wall, or a floor to seal it off.

1233
DF Gameplay Questions / Re: Put On the Second Gauntlet!
« on: September 26, 2010, 10:46:59 pm »
Gauntlets, and gloves are a curse for any dwarf getting equipment. The right/left designation confuses them. It works if you slowly add members to a squad, after you make each new member a pair of gloves, and have them wear uniforms while inactive. Then if activated, will already will be wearing them, a better reaction time ensues. *Step 1:Make glove. Step 2:Add Urist Slacker to squad*

1234
DF Gameplay Questions / Re: Archery
« on: September 26, 2010, 10:40:34 pm »
Furlion,thanks for the advice. Also, in your tutorial, add info about how to set up a "Bug-out" alert for civilians,i.e run like heck to a burrow. The wiki was somewhat unclear about it.

1235
DF Gameplay Questions / Re: Problem with a greenhouse
« on: September 26, 2010, 10:10:27 pm »
if you do have soil above ground, if its safe, assign the area as a temporary meeting area, so the dwarves trample the grass, plants what not, then wall its perimeter, when you are ready for a safe above ground farm. If you chose correctly, place it above your underground farm area for convienance. If the possibility of aerial varmints exists, put a roof over it.

1236
DF Gameplay Questions / Re: Beer for my Barracks
« on: September 26, 2010, 09:58:53 pm »
when you designate a food stockpile, if the U on the screen is highlighted, it will receive prepared food. 1 still good trick, set a main prepared food stockpile with no barrels, set other places you want the food with barrels. The dwarfs will then transfer certain sized prepared meals to the pile which allows barrels. This helps loads when you want good food at a deep dining room, for you workers at the magma sea forges.

1237
DF Gameplay Questions / Re: Leader is berserk and no military
« on: September 23, 2010, 10:44:20 pm »
That situation is known as the DDD(Dwarven Deep Doo) .Go to the "M"ilitary screen, add every dwarf left to the militia, go to the "S"quad screen, highlight the militia squads,Capital A, B, C, how many squads you have, then  set "K"ill on the individual. Then the remaining dwarfs will mob him, or her. No barracks are needed.  This is also known as the Anti-Varmint plan. If the rampaging dorf is the militia commander, just vacate his job, assign another, then stomp the rampaging dwarf

1238
Thanks for the advice, 06 it is, but what "Fun" is involved in the caverns?

1239
DF Dwarf Mode Discussion / Re: Beak dogs
« on: June 11, 2010, 12:21:19 am »
I guess they are Toadys version of Wargs, another orc mount.

1240
 I haven't played in awhile, so most of my dwarfs have become hermits. From the news, with the military/healer additions to the game, which version would be the most fun, and I want to hear personnel reasons too, lol. Any advice is appreciated.

1241
Add a helmet to the list. And if you are short on bolts for training your archers, as soon as you have a couple trained, suit them in good armor, and silver weapons, let them learn uses of the hammer, plus shield use and armor use. Then your new recruits can use the bolts you do produce for archery practice.
 This saves on bolts, plus makes the markdwarves much deadlier with their weapons, if cornered, and they are out of bolts

1242
DF Dwarf Mode Discussion / Re: What to do with captured creatures?
« on: February 17, 2010, 02:09:58 am »
 Just strip the gobbo soldiers of any valuables, and release them outside the fort, via a cage trap/lever. Imagine the Goblin king when he sees his crack troops returning nekky, and unarmed.
 As for the snatchers, and thieves, they get a 1 way trip to my bear pit.
 *Still wonders if you release  the ex-besiegers, will you keep up a continuous stream of iron items returning, for recycling.*  ;D

1243
DF Gameplay Questions / Re: The Little Questions Thread
« on: January 22, 2010, 12:30:13 am »
Argh, the Demon Spellcheck has raised its narsty head again.:Raises shield against the varmint:

1244
DF Gameplay Questions / Re: Pitting Cows
« on: January 05, 2010, 02:20:16 am »
Set up a series of 1 x 1 rooms, with doors that are "pet impassible" set, with a rope in each of them.Assign your breeding livestock to each rope.
  In DF, animals astrally impregnate each other, so the babies will wind up in rooms they cannot path from, and keeps them in a area easier for you dwarfs to cage. Bonus if you keep these breeding pens close to your butcher, and tanner shop.
 The impassable doors for the livestock helps framerates, and prevents the stampede from the pit

1245
DF Gameplay Questions / Re: Am I safe?
« on: January 05, 2010, 02:09:29 am »
Webs are a GCS's missle weapon, same range as if it had a bow.So have your dwarfs a safe gap to prevent melee with it, and let it spray spider snot to its hearts content

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