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Messages - Fredd

Pages: 1 ... 3 4 [5] 6 7 ... 85
61
DF Gameplay Questions / Re: Emergency tunnel sealing system?
« on: June 29, 2012, 10:51:01 pm »
To get your marksdwarves to train more, turn off their hauling labors, set them on Active, then under their Active schedule, set no order for every month on it. Copy/paste helps here to fill in the schedule. They will use up the bolts at a scary pace.:)

62
Lol, once you get the marksdwarves regular at target practice, the problem lays in keeping enough bolts produced, you lambastee. That goes for the unbasted ones also

63
1. Archers need to have a archery target assigned to them to practice, normally on months with no scheduled orders.
2. Melee squads need to have either a armor stand or weapon rack assigned to the squad to train at , Train being the keyword here.
  If you assign a marksdwarf squad the Active schedule, by default they train every month. Guess what happens when you assign them a train order for a month, and the squad has no weapon rack or armor stand assigned for them to train at. THEY STAND AROUND GOOFING OFF. Not their fault, but its the evil overseers. Same problem happens to a crossbow squad. They have no where to go TRAIN at.
Archery targets to shoot at, AS or a WR to train at.
 If you did have a crossbow squad with a train order that month(plus a AS or WR assigned also), you will not get any quasi hammer training through sparring with crossbows,  just demonstrations of fighting skills, and some archery practice. Now later on, when they get highly skilled at crossbows, it might not hurt to add a hammer/shield to their uniform. Now since they have a real melee weapon, you might see some sparring, helping armor user,weapon, shield and dodge skills.:)

64
DF Gameplay Questions / Re: Duchess unhappy with improper dining room
« on: June 27, 2012, 11:18:27 pm »
Orrrr, is her hubby assigned a different dining room for a job?

65
DF Dwarf Mode Discussion / Re: Rusty while training?
« on: June 26, 2012, 09:16:42 pm »
How many you have in each squad, and the min you set could be a contributing factor. As a temporary fix, send them out on kill orders against easy targets

66
DF Gameplay Questions / Re: What is the maximum range of a crossbow?
« on: June 26, 2012, 08:49:54 pm »
nanomage, did your technique break up the party, and allow them to try to invade through your tunnel of death. Lately a catapult in my latest fort with its plinking lured them in?

67
DF Gameplay Questions / Re: What is the maximum range of a crossbow?
« on: June 25, 2012, 10:49:44 am »
Note to ponder: The maximum range of a archery range is about 30 spaces, which is slightly more than 20.

68
DF Dwarf Mode Discussion / Re: Queen consort is a what?
« on: June 24, 2012, 01:43:02 pm »
For curiousitys sake, make them available for adoption, heh.

69
DF Gameplay Questions / Re: Killing merchants
« on: June 20, 2012, 11:59:57 am »
Beware of getting the other civilizations at war with you. My last fort suffered numerous attacks by strafing elves, with my marksdwarves being the first victims.(SHUDDERS)

70
Is it such a good thing to assign socks as part of a uniform. Clothing assigned to a uniform seems to have the bad habit of causing the wearing tattered clothes thought. Had 2 soldiers go melancholy cause of clothing bad thoughts.

71
In unusable, human and kobold sized clothing goes into it, useable is for dwarven size(dwarf,goblin,elf). I do not think there is a way now to specify where old wornout clothes are stored as of yet

72
DF Dwarf Mode Discussion / Re: Question on the caverns!
« on: June 15, 2012, 10:45:54 pm »
A GCS silk farm is still quite nice, once you learn the basics well. Quietrust has a nice set up for one, on the WIKI, for both wild GCS and modded ones.
 It will keep haulers, farmers, clothiers, millers, and weavers  quite busy

73
DF Dwarf Mode Discussion / Re: zolbum the ghostly miner
« on: June 15, 2012, 10:14:39 pm »
If Hogwarts can have beloved ghosts, why not you.:)

74
Thats it, GB

75
DF Dwarf Mode Discussion / Re: help! monkeys keep coming to my base
« on: June 10, 2012, 11:06:02 pm »
In DF, always look at how you can utilize problems for your benefit. Set up a butcher and a tannery, use stone fall traps for the pests, reap the rewards of the meat,bones, and hides. With cage traps, a animal trainer is required to tame them for safe butchery.
 If you can armor up a soldier, with a decent weapon, kill orders work good, as well as a station order at the entrance.:)

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