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Messages - Fredd

Pages: 1 ... 14 15 [16] 17 18 ... 85
226
DF Gameplay Questions / Re: Sparse trees = no trees?
« on: September 30, 2011, 09:38:32 pm »
Once you breach a cavern, just wall it up. Under ground plant life will continue to grow on underground soil, or muddied stone

227
DF Gameplay Questions / Re: Has anyone gotten a rock nut industry going
« on: September 30, 2011, 09:35:39 pm »
When you start making rock oil/lye it starts getting stored in 1 barrel, till it reaches max capacity(Have seen over 100 in 1 barrel.) So just have 1 soap workshop on repeat for steady production. Always trade for lye( figure that out 10 units a barrel). Use the depot trick for lye/water mixed, or milk creatures which the milkers will empty the contaminated buckets

228
DF Gameplay Questions / Re: How the eff do I make my dwarves spar?
« on: September 30, 2011, 09:23:28 pm »
Mister must have had them on Inactive schedule. But individ training does help weapon skills

229
Jaxlar never depend on doors for first level of security. Build a drawbridge then a narrow tunnel leading to another drawbridge. The dogs, pardon the pun are dogmeat where they are on chains.
 One question:Why so many statues, and not rock pots?

230
DF Gameplay Questions / Re: Arming my Archers?
« on: September 24, 2011, 01:14:48 am »
i have always thought that the range you set on archery targets effects their capability to fire from behind fortifications.When they train on the longer sized ranges and become efficient, they can then stand farther back from the fortifications and shoot.lol, their telescopic sites on the cbows set for that range.
 As for the different materials for bolts, whether used for combat or training, it takes a little micromanagement, but its worth it for combat. Just produce enough bone bolts/wooden ones to let them train when you want them too. Have a small supply of the better bolts ready to supply them with in seiges, CT. When the siege is over, they will waste the good bolts training so just only assign the squads just enough to fill their quivers

231
DF Dwarf Mode Discussion / Re: Melee Marksmen?
« on: September 24, 2011, 12:54:16 am »
Actually it really depends on which is higher, fighter or archer skill

232
DF Gameplay Questions / Re: keeping my legendary miners from being stupid.
« on: September 20, 2011, 11:48:52 am »
could you not use raising a bridge to disconnect the pillar of stone ?

233
 If you put a chest in a soldiers bed room, they will store food in it

234
DF Gameplay Questions / Re: Flying critters pathing
« on: September 08, 2011, 09:34:33 pm »
constructed fortifications can cause problems

235
DF Dwarf Mode Discussion / Re: Microcline
« on: September 08, 2011, 09:26:39 pm »
Its color reminds them of the beloved addy. bums them out when they discover its true nature

236
DF Gameplay Questions / Re: Clayest thing since Clay came to Claytown
« on: September 06, 2011, 10:45:21 pm »
building a unpaved road, then removing it is a good technique for removing plant growth, for either future plots, or sand/clay gathering spots

237
DF Gameplay Questions / Re: Equipment Issues
« on: September 06, 2011, 09:47:55 pm »
Never,never never draft someone with the mining labor enabled.

238
DF Gameplay Questions / Re: Equipping Armor Efficiently
« on: September 04, 2011, 01:16:02 pm »
To start out, having the uniform replace clothing will cut down on some of the confusion. Some of their civvy clothing causes problems when a uniform is assigned, especially gloves.

239
DF Gameplay Questions / Re: Something is wrong with my well...
« on: September 04, 2011, 01:11:41 pm »
Could be that you do not have enugh wells. Only one dorf can use the well at a time. When many are not wearing clothes, they seem to take baths more frequently, so extra needs to visit the well are added, plus thirsty prisoners/wounded.
 Another problem with a large population has struck. :-\

240
DF Gameplay Questions / Re: Is Bridge Across Canyon Secure?
« on: August 31, 2011, 11:35:01 am »
Watch out though. With too much weight on the bridge, it will not raise.

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