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Messages - Fredd

Pages: 1 2 3 [4] 5 6 ... 85
46
DF Gameplay Questions / Re: Equiping Civilians
« on: July 12, 2012, 07:11:05 pm »
Then the potential exists for a tantruming civvy  to go berserk equipped with a weapon

47
DF Gameplay Questions / Re: smelter stopped working
« on: July 12, 2012, 10:26:07 am »
Its not really a bug. If you put a furnace/smelter in a burrow, anything needed for a reaction needs to be in that burrow also.(That drove me crazy for awhile)

48
For multiple training orders, you can add a preference for which two you want to train with each order also

49
DF Gameplay Questions / Re: Capturing and Taming Animals
« on: July 11, 2012, 07:40:23 pm »
Noting their migration routes, and placing cage traps along it is a good basic technique. Creating choke points on their routes, and setting numerous cage traps there increases the efficiency of the traps.

50
DF Dwarf Mode Discussion / Re: The new update is awesome!
« on: July 11, 2012, 06:41:53 pm »
Dwarves have brains?

51
DF Gameplay Questions / Re: Problem with stockpiles?
« on: July 10, 2012, 04:46:18 pm »
Or just set wheelbarrow to 0, causing hand hauliing till you make some more wb's

52
DF Gameplay Questions / Re: Craftsdwarf & Stone Blocks
« on: July 09, 2012, 09:47:17 pm »
Besides eventually depleting the fish population, which happens

53
Young Urist, make the best of what fate sends you. Turn adversity into profit. Breed them!!!

54
DF Gameplay Questions / Re: Advice
« on: July 09, 2012, 01:16:39 pm »
If there is native wildlife on the map, create some quivers, cbows and bolts, assign some dwarves the hunting labor. If you have a military, send them out on kill orders against wildlife.(Make sure a tannery and butchers shop exist). Once rendered, the animal fat can be cooked. Assign several dwarves plant gathering skill, put them to work

55
DF Gameplay Questions / Re: Dwarves talking a long time to train?
« on: July 09, 2012, 01:04:19 pm »
Do what militaries worldwide do. Form a cadre to train future squads. Three competent weapon wielders assigned to a squad, train year round, with a minimum of 2. Once they become highly skilled, break that squad into 2 more units, add two members to each of these, plus the original squad, same train orders as first.  With several highly trained squads, you can then start combining them into a larger squad. Once this is done, increase the training min, hopefully a even number to promote more sparring(Well since by now, they all should be close to the same skill level
 When sparring, casualties are almost nonexistent in the latest versions, so equip with real weapons and armor, in case of unplanned FUN.

56
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 09, 2012, 12:44:11 pm »
Well, if a crossbow squad has a training order for a month under either Inactive/Active schedule, and they do not have a training barracks assigned, they will do nothing. An archery target, as Knutor explained is just an assigned target, not  a barracks. So when you assign an archery squad to the default Active Schedule, guess what happens since every month of that year orders are to Train?. They will not do anything if a training barracks is not assigned.
 If you still want them on the Active Schedule to and target practice, under the yearly Active Schedule, assign no order for each month. Seems like under Active any soldier will go individually train/target practice more than under Inactive. Also remember under either Active or Inactive, you still have the same orders you can give for each month

57
DF Dwarf Mode Discussion / Re: Arrg! Dumb hunters!
« on: July 08, 2012, 07:50:16 pm »
Possum, look in stock screen under ammo, add Dump tag to all loose bolts on the screen, unforbid,, and destroy them(atomsmash them)once dumped. I still think when a bolt is fired  its supposed to be destroyed. If its not causes hunters and marksdwarves to get confused.

58
DF Dwarf Mode Discussion / Re: Hatecrafting
« on: July 05, 2012, 10:28:13 pm »
Either that, or he is really trying really hard to PO the nobles.:) Good job Stukos!!!!

59
DF Gameplay Questions / Re: Fisherdwarfs
« on: July 04, 2012, 09:21:25 pm »
Well, a good herbalist provides(edible,brewable, processable,and millable food stuffs) for a fort. While a fisherdorf provides meat and shells. Starting out on embark, you want to provide all the basic neccessities a outpost needs to survive. A skilled herbalist beats a fisher dorf in providing food needed  early on. I usually give my talented grower skills in plant gathering, to keep him busy between the planting and harvesting season. As the fort matures, herbalists are handy for harvesting wild plants when you breach the caverns, and stuff starts sprouting in excavated soil layers

60
DF Gameplay Questions / Re: Mass interruptions from refuse
« on: July 02, 2012, 01:10:44 pm »
When animals in a pasture have babies, they need to be assigned to the pasture also. As for a pasture, wall it in, only entrance a door/hatch that is not passable by pets, close to the farmers workshop for milking, and the butchery shops

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