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Messages - Fredd

Pages: 1 ... 40 41 [42] 43 44 ... 85
616
The first aid station was for use, until you build the fancy hospital. I do it just incase a dwarf(or I) do something stupid

617
DF Dwarf Mode Discussion / Re: Goblin Escape Artistists?
« on: May 31, 2011, 06:28:39 pm »
Heavens forbid being cruel to goblins! Muwaaaaaaaaahs :D

618
Don't forget to use the silver you get from smelting tetrahedrite for maces and hammers. Its almost as good as platinum, and needs no modding.
 Use the tried but true design, 1 way in, one way out. Lock down your fort, then give someone a job outside. If they show up outside, you have a weak spot.
 Make some soap. Infections are a killer now. At least set up a first aid station for now. Put a bed, a traction bench, and a table in it. Coffers put in hospitals are to store stuff you reserved in hospital menu. Even if no coffers are in the first aid station, you still have the materials you set limits for held in reserve for doctors use.
 Place a small woodpile underground if case you have to stay locked down for awhile. And build a well inside a enclosed building, only access being from below

619
DF Dwarf Mode Discussion / Re: Auto-reloading Marksdwarves
« on: May 31, 2011, 06:01:48 pm »
 The extra set of bolts is related to the phantom squad member bug. Best cure is to just individually assign a uniform to a squad member, instead of using shift enter to assign a uniform to the whole squad at once.
 To cure the unused bolt problem, separate the ammo stockpiles into metal/other materials.
And remove the allotment designated to the marksmen squad in equipment(f), then dump the bolts in their quivers, and bolts in unused quivers.
 Finally go forbid all your ammo bins. When you unforbid them, this clears them for new assignments/allocations, since their contents are also forbidden.:). Then assign a new bolt allotment for archers.

620
DF Dwarf Mode Discussion / Re: Armok Dammit, we need those pants!
« on: May 31, 2011, 05:43:32 pm »
Its the quantum stockpile effect. 1 space can hold unlimited items.

621
DF Dwarf Mode Discussion / Re: Clothing management?
« on: May 31, 2011, 05:40:56 pm »
Dwarves are just kleptomaniacs, will nab anything that suits their fancy. To keep them from grabbing stuff from the battlefield, create a burrow that just covers shops, living quarters, basic fort stuff. Not outside or dangerous spots. Set a alert that covers this burrow, and use this as a civilian alert that is always on. When you need them to go outside to gather wood, mine new veins, turn it off. Do not have to go through the hassle of assigning everyone to it, Civ alert covers it.
 Mass forbid, and dump can be your friends on cleanup/garbage disposal

622
DF Dwarf Mode Discussion / Re: Naked Militia
« on: May 31, 2011, 05:10:18 pm »
When you create new armor, weapons they will shuck their old armor and weapons to upgrade. Sometimes at the worst possible times, usually in a danger room, or in your situation.
 1. Remember that inactive/wear uniform command is applies to the month highlighted on the yearly schedule. Check rest of the months
 2. Look to see on military equipment list, if its on partial, or exact match
 3. Make sure you have enough equipment for all of your units.
 4. Check to see if they are to wear uniform over clothing, or replace clothing
 5. Some articles of a uniform will cause them to drop certain civilian clothes
 6. Assigning a squad a new uniform template sometimes causes confusion. Create a Uniform template with no items. Do this at a safe time. When they have dropped the items, assign them the Uniform you want. Give them a move order to somewhere safe, they should rush there, and start getting their new uniform equipment

623
DF Dwarf Mode Discussion / Re: Armok Dammit, we need those pants!
« on: May 31, 2011, 04:40:14 pm »
The only time they seem to claim clothes is when they own a room to store it in,. if the dwarf has a bed room, unassign it.

624
DF Gameplay Questions / Re: No farms ? What are we going to eat ?
« on: May 31, 2011, 03:41:16 pm »
Any terrain underground(soil) that is not stone, gem or magma(lol) you can build plots for farms for Undergroundplants.Just build your plot, ignore dumb message. With some ingenuity, you can also build safe plots for surface plants, Channel out a level on the surface, then roof it over with flooring. Once light hits the lower level, it can support outdoor crops. For emergency food, when you breach a cavern, wild subsurface plants will start growing on any below ground soil. Underground trees also(Towercaps, etc).
 This is a decent set-up for irrigating a stone surface for a plot. Requires a floodgate,2 grates, door, 3 mechanisms, and adjacent to a brook, or other flowing water source.
Code: [Select]

 WWWWWWWWWWWWW~~~W
 WII>IIIIWWfgH~~~W
 DIIIIIIIfFfWW~~~W
 WIIIIIIIWWfWg~~~W
 WWWWWWWWWWWWW~~~W
 
W= wall, I = area to be irrigated, ~ = river/brook, f= tunneled area, H = area channeled next to water source on level above, D= door, F is floodgate,  > is a down stairway, with an upward stairway below it,g = Grate (Stairs will allow drainage, also access to drainage tunnel beneath the farm. Accomplished by either digging to edge of map, then carving a fortification, or filling up a emergency cistern.)
 To start, have the miners dig out areas marked with the I, plus the space marked f, and H, where farm will be. Ignore the channeling, and U shaped route(f's near the river). Build a lever, link to the flood gate. Pull the lever to allow you access to dig the route for the water. Be careful to not breach the water source while digging. That is what the channeling will be for. If you want, build 2 grates near the tunnels two ends, to keep out aquatic wild life.
 While you are excavating, turn off refuse hauling for miners. As they dig, have others dump the stone dug up. Start on the drainage tunnel, have masons build a stone floor where the water will flow. Will keep plant(especially towercaps, from blocking water flow. When all is ready, lower floodgate, then go channel out the spots on the river bank above. When everyone is clear of this area, pull the lever to raise the gate. When water in room is at 2 or 3 level, lower gates, wait for water to drain, build plot.
 The reason I used a U-shaped route for the water, is for either a well above, or a water wheel to provide power for a millstone/millstones
 

625
DF Gameplay Questions / Re: Couple of newb questions
« on: May 31, 2011, 02:44:35 pm »
 Stein, if you are new, turn down population cap, init/d.init(pop cap).  I set it at 5. Sometimes the migrant waves can overwhelm new players. With the 5 pop cap, I usually wind up with 10 dwarves, with is a good number to experiment with DF's features. Also turn off invasions, same folder as pop cap.
 The advice from the posts above were right on. Nice dining rooms,dorms to initially let them sleep, is sound advice.
 Building a well with a clean water source helps. Embarking with a good farmer(fields)also being a good plant gatherer, can allow you to plant your fields, and after they are planted, he can go harvest outdoor plants.
 Eggs are a great food source. Downside is that I do not think they can be eaten raw. Need to be cooked in a kitchen. Quarry bush is another good food source, but need processing, and bags to store them in. Plus needing to be cooked also.

626
DF Gameplay Questions / Re: Beekeeping for dummies
« on: May 31, 2011, 02:13:20 pm »
Do they actually cook the honey, and royal jelly?

627
DF Dwarf Mode Discussion / Re: Auto-reloading Marksdwarves
« on: May 31, 2011, 01:52:30 pm »
 I use the same set up as darkmere, and never had problems either. As for line of sight being the determining factor for stationed troops, I have my doubts. In Adventure mode, have traveled across landscapes in flat areas with companions, who only seemed to rush off after wildlife , yes in their sight, but at a certain range. Range seemed to be max bowshot range at archery targets.
 They behave the same way caravan guards do, if this makes any sense. As for not reloading bolts, check to see if the bolts are designated CT, not just T. Look at dwarves quivers at the archery range, after they quit firing at the target. If bolts are designated T, they will not immediately refill their quivers. If they are CT they will reload.
 Another problem with reloading is the bolts allocated to hunters. You might have 200 bolts in storage, and allocate 200 to that squad. If its a 4 dwarf squad, will load 25 wooden bolts in their quiver, 5 if bone). With 100 bolts being allocated to hunters, after they fire off a volley at
the goblins, and since the remaining bolts are allocated to the hunters, they quit firing, and stay at station as melee dwarves.
 Latest experiment is to find reaction distance for dwarves on patrol, station, and defend burrow.  Another  test is to see what order they chose bolts in, whether by value,  position in list, or material. This could influence whether they decide to re-arm, especially with several ammo bins  scattered out. I think each stack of bolts is a single item when they decide. Say you assign 100 bolts, whose material is wood, but made from pine, cedar, oak, beech. You then make a separate ammo stockpile, which contains 4 stacks all made of pine. Will the archer go to the original stockpile, and grab the stack of pine bolts, or since the second one also contains pine, will the archer go there?
 Final advice, if you have a version with the Armorer as a noble, upgrade to a version without one. Armorer causes delays.
 Best advice is that if you have 500 bolts made for combat, assign all to a squad, if you have several stockpiles spread out. If you have walkways behind fortifications on walls, assign all the walkways as 1 burrow, and give the archers a defend burrow alert. Defend burrow is similar to radar. If a dwarf is loitering on the south side of the fort, and goblins appear outside the north wall. Dwarves with that order will rush there. Fortifications fool dwarves into thinking they can path through them. When the fortification halts there movement to the target, they unload on them. Stationing is bad behind fortifications. Since they all do not stand on the same spot, their line of sight can be blocked to the target. As stated above, go to adventure mode, and visit a old fort, with fortifications, and windows, and see for yourself their line of site

628
 I wonder if a addy robe would be worthwhile to equip a soldier with? robes seem to give good protection.

629
DF Dwarf Mode Discussion / Re: Drowning in Plump Helmets!?
« on: May 29, 2011, 10:00:37 am »
Build a plump helmet mini stockoile next to a kitchen, and prepare a load of prepared meals

630
DF Dwarf Mode Discussion / Re: Holy shit moments
« on: May 29, 2011, 09:56:10 am »
 To start off, got aggravated trying to find a good embark, so decided to play Adventure mode. While traveling to a site, saw  coal and hematite veins in the side of a cliff. Wonders of wonders! Screen shot the travel map, for future use. Once off that hill, found some nice limestone boulders on the surface. Of course, the dwarf in me started drooling.
 In the latest versions, finding a site like that in vanilla is of HS potential, but was not the topper. Retired the character, embarked on the site.
 Once there started hunting a cavern. Hit a magma pool 9 levels down. It starting to drain was the HS moment.
 Being a poor typer, I believe I set a record for entering commands, to drain off some magma into a resevoir. Lost a miner, but gained a fortune.

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