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Messages - Fredd

Pages: 1 ... 41 42 [43] 44 45 ... 85
631
DF Adventure Mode Discussion / Re: Necromancy in Adventure Mode
« on: May 26, 2011, 11:55:25 am »
Gotta admit, Dfusion has some helpful, as well as odd thing for adven mode

632
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 26, 2011, 11:41:41 am »
Build a furniture stockpile to store bins, barrels?

633
DF Gameplay Questions / Re: The Baron's Meals
« on: May 26, 2011, 11:30:15 am »
If you smelt galena,  byproducts are lead and silver

634
DF Gameplay Questions / Re: Enemies hanging around open front gate
« on: May 26, 2011, 11:28:00 am »
 Sieges work generally like this:
 The leader has a kill order, while the others behave like companions in adventure mode, or caravan guards in DF mode. If leader is captured or killed, the protect order is canceled. The followers then station back where they spawned, only attacking when a target gets in range. their building destroyer buddies(trolls, etc) all have a kill order, only difference being beside creatures, furniture things are included.
 Anything with a kill order just needs to be able to path to a target, not line of sight. Its why the traps mentioned above works for building destroyers. An interesting experiment would be to release their leader, if caged, in a cavern, and see if its followers would try to enter the fortress to join it, thus reentering your kill zone

635
DF Gameplay Questions / Re: Urist McWrestler and Urist McMarksman
« on: May 26, 2011, 10:59:35 am »
1. Under military screen, equipment, highlight the wrestler in question, on the screen to the right, remove individ choice, type W to add a weapon of your choice. Unless you list a specific material, or a unique weapon in the stockpile, they will immediately go grab a weapon of that type.
2. The marksdwarve problem is easily solved, once you under stand the order Train. When you set them under Active schedule on alert screen, leave military screen, return, highlight that squad then type s to look at their schedule. To begin with, you will have only 2 schedules, Active, and Inactive.
 On the active schedule, every month has Train. This means that they will give demonstrations, spar,combat train, watch demonstrations. In your case, having two out of three, the third one with nothing to do, if it has bolts will do individual combat drills, for markstmen means weapon train(target practice). So now, all three are not getting much target practice in.
 Under either schedule, months that have no order,when any one does not have a job to do, will go target practice, as long as the bolts hold up.
 So, a good schedule for marksdwarves  under Active Schedule, on that yearly schedule is set 1 months order to Train, following two months no scheduled order. Repeat sequence for following months.
 Train order is still good. They can get dodging, shield work, miscellaneous object lessons.
When they run out of bolts, and you forget to produce them, least they will be training/individual combat in something. For bonus points, assign them a hammer when they get somewhat skilled in archery. They will train in hammer if no bolts are available. When they knock the poop out of a gobbo with the bow(BAD), least now they will be better skilled in it. You can always remove the hammer if you notice that they are practising with hammer, and not archery

636
 Its because the Dwarven deity Squishy the Unfair adores it.

637
DF Gameplay Questions / Re: Curious underground structures?
« on: May 26, 2011, 10:10:19 am »
 If there is not a addy weapon in stock, you do not have one. I have heard on the forums, in newest releases, they are rare.

638
DF Dwarf Mode Discussion / Re: Second fortress
« on: May 26, 2011, 09:57:22 am »
Never sell a elf wooden goods. That goes for stuff in wooden bin, barrels, jugs, clear glass, and green glass Just chose the stuff in the bins, not the bin they are in.
 If you are a new player, set the population cap in Data/init/dinit to 5. Should wind up with 15 dwarves. When you get comfortable with game functions and managing them, you can later raise the pop cap. New players can get overwhelmed with the migrant waves, and have no time to experiment

639
DF Dwarf Mode Discussion / Re: Skeletons in a Stockpile?
« on: May 26, 2011, 09:44:43 am »
Have heard if you tinker with ethics in the raws, you can get them to butcher sentinents, and use their bones, for what it is worth

640
Remember, goblin seigers on flying mounts are possible

641
DF Dwarf Mode Discussion / Re: Too much...
« on: May 26, 2011, 09:27:44 am »
Make cloth crafts, to free up cloth bins. Buy anvils with proceeds(melt). Heck, sell the meat, its tradeable.
 Make bone crafts, even armor if you are that desperate. With that much butchering, you are going to have beaucoup fat. Make a fat stockpile next to the depot. Then when you get ready to move trade goods, first chose sort by distance. Unload the fat on them.
 Another is to produce stone pots in the craftshop. They hold much more than a barrel.

642
DF Dwarf Mode Discussion / Re: Livestock Coice ?
« on: May 25, 2011, 01:29:22 am »
Geese seem to mature faster, for what its worth. I prefer alpacas, since my grandfather actually raised sheep. They are dumber than dwarves.
 Poultry can add much needed food to a early fort, through eggs. A couple of birds supply food, while the plumps provide brewing material.
 The larger animals, Yaks, horses, buffalo are not worth the hassle of pasturing. Elephants also.*Cries*

643
DF Dwarf Mode Discussion / Re: Telling soldiers to RETREAT
« on: May 25, 2011, 01:17:34 am »
Actually the best way to keep archers from going rambo, is to set up a alert to send them to a station(rally point). When a baby snatcher is detected, send civilians to the lever room, to close all exits. Meanwhile send archers to a rally point where they cannot detect hostiles. Let melee troops keep training, hopefully in a barracks near main entry point of your fortress. they will attack any hostiles that interrupt them.
 When gates are locked, send archers to their fighting positions. When you decide to open your tunnel of love for the invaders, send archers back to the rally point, then open it. This works well especially for enemy archer squads. Your archers are safe, as the invaders get acquainted with the nefarious traps in the tunnel. With alerts, you get more use out of archers, than the idea in the post above. Although its great when you have several archer squads.
 Several archer towers spaced around your fort, is a great defense.

644
DF Dwarf Mode Discussion / Re: Drowning in Plump Helmets!?
« on: May 25, 2011, 12:58:31 am »
Heck, sell them to traders. If its good enough for fat, its good enough for shrooms.
 The rock pots are lovely. Seen some hold 25 meat. If you hate to see them rot, till you get control of the farm plots, place a mini stockpile of them near a kitchen. Produce a good number of prepared meals. But as was stated above, cooking destroys seeds.
 Still, plumps are a good basic food/drink source for early forts. Wheat, sugar, quarry bush are superb high value ingredients for prepared meals, when booze crops are in good supply.

645
DF Dwarf Mode Discussion / Re: What have we not weaponized yet?
« on: May 25, 2011, 12:48:54 am »
Excavated ice?

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