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Messages - Fredd

Pages: 1 ... 82 83 [84] 85
1246
DF Gameplay Questions / Re: No caravans... ever
« on: November 29, 2009, 12:23:36 am »
 A real dwarf, in that situation, would at least build some gloroiusly inane monument, before they abandoned it

1247
DF Dwarf Mode Discussion / Re: Dwarven Strip Club?
« on: November 28, 2009, 11:44:59 pm »
 At least build a vertical axle in the room, so she can get some excercise dancin.

1248
DF Dwarf Mode Discussion / Re: What is wrong with me?
« on: November 28, 2009, 11:41:03 pm »
To cage up a citizen, wound him first, then cages will capture him/her.
 Its a shame you wasted the set up on the dm, the hammerer would have appreciated it more, I think

1249
DF Gameplay Questions / Re: fish
« on: November 27, 2009, 12:47:28 am »
Before the carp problem is alleviated, also make sure that you Activate any hunters or rangers that migrate to the area. They have a tendency to try to beat carps with their crossbows.
 Wall around a few safe pools, for your fisher dwarfs, for times when you are not expecting liasons, or caravans. The pools filled them nasty boogers, can be utilized later for dwarf fish traps. Dig out a large area near the pools, with a floodgate to control water entry from the pool.Connect the floodgate area above ground with channeling, then once the floodgate is connected to a lever, pull it to drain the carp pool. Adding a tunnel from the drained pool, to the river,with another floodgate, can add fresh meat,bones, and leather to your inventory. Then send out the marksdwarves to finish off the rest of the finny monsters

1250
DF General Discussion / And people claim that Dwarves drink too much
« on: November 27, 2009, 12:08:28 am »
]
   Bored dwarves will try anything

1251
DF Gameplay Questions / Re: Elves bring only cloth
« on: October 04, 2009, 09:59:20 pm »
For some odd reason, this fortress has the first elf liason.They pretty much bring the items I order. Which really confused me when the hippie showed up.
 But on the bad side, I never had the human liason show. I guess the elfs must not be at war with this forts civilization, or have been smoking rope reed againare in a nice mood.

1252
DF Gameplay Questions / Re: Workers refuse to build anything.
« on: August 29, 2009, 10:34:00 pm »
Did your Architect have mason skill also.I messed up 1 time with a wooden bridge. Forgot my architect was a mason, not a carpenter.

1253
DF Gameplay Questions / Re: Staircases in tower building.
« on: August 29, 2009, 10:17:51 pm »
When you start scaffolding,begin with a up stair, then add the up/down stair above it.

1254
DF Gameplay Questions / Re: Training Dogs
« on: August 29, 2009, 10:11:14 pm »
A kennel can be built by someone not a animal trainer. Give your animal caregiver/animal dissector animal training also.

1255
DF Dwarf Mode Discussion / Beakdog Dilemma
« on: July 15, 2009, 01:56:00 am »
 Just having constructed a fairly classy death-pit, I have been avidly awaiting creatures to stock it with. To my amazement,16 goblins riding beakdogs arrived.
 If I capture the beakdogs in traps, release them in the pit, will they then attack any goblins I drop into it? Or should I just reserve the beakdogs for the elves? I would hate for the Dwarf ASPCA to beat me for feeding elfs to poor animals for no good reason.

1256
DF Gameplay Questions / Re: Tame pets?
« on: July 07, 2009, 12:41:56 am »
For vermin, just build a glass terrarium. since they cannot gnaw their way out from them, they are pretty well contained. That will enable you to use their cage, and if you make them available for adoption, every dorf kid in your fortress will be ecstatic, lols.

1257
DF Gameplay Questions / Re: small iron mask and stockpiling
« on: July 03, 2009, 12:47:50 am »
Iron masks are classified as finished goods/headwear/metal for anyone needing to stockpile the crud. Which might not be that cruddy, if your are in a metal poor area.

1258
DF Gameplay Questions / Re: List of unrelated questions
« on: June 01, 2009, 10:52:39 pm »
4. Certain values of your roadways are needed for the King to appear, think its 7500. To be safe, build underground roads, that pop up on corners on the map, This will, as a bonus, give lots of hauling jobs, and discover ore veins.
 Make sure the roads' exit is near your front gate, not inside your fortress, for anti-intruder protection.
 I think the King likes the massive amount of roads, so his/her slave kobold-pulled chariot can get around easier.

1259
DF Gameplay Questions / Re: Food Crises
« on: May 27, 2009, 01:58:27 am »
Not meaning to sound rude, but are you building farm plots over areas that need irrigation? Bare stone floors can grow crops, if you muddy them occasionally.You are sure not gonna raise crops off of dry stone floors.(I was guilty of that when I started,call me a gully dwerf)

1260
The King really does not make any mandates, which adds to there life expectancy. When your fort reaches 100, make sure you have a wealthy fortress,plus mucho $$ offerings to the dwarf trader, and have built a load of roads.(Underground roadways safest bet).

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