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Messages - Fredd

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661
DF Adventure Mode Discussion / Equipping companions easy technique
« on: May 22, 2011, 11:29:14 pm »
Download DFusion. I had problems with adv tools, but here is really how to equip your henchmen/ladies.
 In adventure mode, determine name of your henchman. Type s, crawl where you both are occupying same space. Drop goods you want him to have. Open up Dfusion, type 7 for tools, then type 4 to change adventurer. Depending on creatures in the area, could possibly be a long list. Find the name of the individual you are crawling under, type number corresponding to that name. Do not move, just stay stationary, and pick up the items dropped, and equip them. As long as you are stationary, all options are available normally in adven mode. When you finish equipping, repeat original process. If you chose #13 to control, your adventurer will be #13 now, so type 13 on who to chose.

662
DF Dwarf Mode Discussion / Re: First run of the danger room
« on: May 22, 2011, 11:15:44 pm »
Giving them helmets, lowers danger room injuries alot. Just create the shoddiest quality bunch of training spears you can. My experiment in DR's, set up a patrol route that led through a corridor filled with shoddy spear traps. Works well, then they can train in a safer area

663
DF Gameplay Questions / Re: Limiting population
« on: May 22, 2011, 10:58:47 pm »
Tolka hit the nail on the head. Excavating stone adds extra wealth.
 While most stone is pretty low value, loads of it adds up. So if you can, put shops on the surface, only dig enough for the farm, and stockroom in soil

664
DF Gameplay Questions / Re: Woodcutters not cutting
« on: May 22, 2011, 10:51:39 pm »
On a tangent, does military equipped with picks ever gain experiance?

665
DF Gameplay Questions / Re: Can't Produce pig iron
« on: May 22, 2011, 10:49:25 pm »
Did you forbid any of them, on the stock screen? If not, have the manager assign the job, and check for access to the stockpiles

666
DF Gameplay Questions / Re: How do you deal with "Muck"
« on: May 22, 2011, 10:44:51 pm »
Once sunlight strikes terrain, its always considered to behave like the surface terrain. 1 good example is digging out a excavation to bust through a aquifier during the warm months. When freezing weather arrives, you build retaining  walls, excavate the ice, dig past the aqiufier. Even when you roof the area over, the water in the aquifier will still freeze, whenever the surface does. Since dwarves will not clean anything on the surface, your washers will always be mucked up, since they were exposed to sunlight. Roofing them over will not help. Perversely, roofing over a outdoor area to prevent cave adaptation does not help

667
DF Gameplay Questions / Re: Engraver doesn't engrave slab?
« on: May 22, 2011, 10:10:26 pm »
Every fort needs a non murderous ghost. Perhaps you could make it a companion in Adv. Mode

668
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 22, 2011, 01:53:09 am »
greaves, and wear high boots

669
DF Gameplay Questions / Re: Stone type management
« on: May 22, 2011, 01:51:03 am »
In case you do not know it yet, there are orders where you can mass claim, mass forbid, or mass dump. Type in the order you want, then mark out a area like a you would a stockpile, using the ENTER key. All things in the area either get dumped, claimed, or forbidden.Beats individually tagging them for one of the three options

670
DF Dwarf Mode Discussion / Re: Usage of barrels and that sort
« on: May 22, 2011, 01:36:17 am »
The max capacity for a barrel is 10 food, so any items larger than that do not get stored in barrels, thus big hunks of elephant meat, large stacks of prepared meals do not get stored in them. Many will cook up alot of prepared meals, just to free up barrels for booze.
 If you want to get extra use out of the prepared meals, make a small stockpile near your dining hall for prepared meals only, no barrels. Take from main food stockpile. tThat way they will grab one when they go to eat in hopefully a good dining hall. You get two good thoughts from this. Now the rock pots made in mason shops store over twice the amount of food that barrels do. I have seen 25 in a pot before.
 And they will grab a single piece of meat from a 15 size elephant steak, lol. Its just you rarely notice.
 For all that fat you render, here is a good sneaky dwarven trick to get rid of it. Place a stockpile that only accepts fat/tallow next to the depot. Remove fat/tallow from main food stockpile.
 Tallow/fat is hard to find on goods to trade. With it next to the depot, and you having the option of either getting closest/most expensive goods, chose closest. Unload all the fat from the stockpile, just not all, so you can make soap. Then have them bring in more valuable trade goods to the depot. this frees up space in main stockpile.
 While the rock pots are nice, remember you will need barrels for building certain shops, and for syrup. So just do not concentrate on making rock pots

671
DF Modding / Re: Black Powder Firearms
« on: May 21, 2011, 11:38:49 pm »
Left out lead for ammo, and potash could be used as a sub for saltpeter. 5k cloth for cartridges, is a little large. For the spring guns, would need steel for the springs, since other materials would be too brittle, low tensile strength

672
DF Modding / Re: DFHack 0.5.14
« on: May 21, 2011, 11:02:51 pm »
Name, thanks for the effort.It did not work, but your help was appreciated

673
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 21, 2011, 10:38:06 pm »
When you adjust the hospital settings, all the stuff you specify is reserved for the hospital. The coffers and chests just make the supplies more handy for the docs

674
Beware Mister, might be on the other side of a wall. I start getting paranoid at the ninth z level

675
DF Adventure Mode Discussion / Re: All my fortress are empty
« on: May 21, 2011, 10:30:50 pm »
On the Wiki, there is a good quick start guide for adventure mode. One of the gems is how to generate a good world, for both modes. Basically its this;
 World size Medium
 History Short
Number of Civilizations High
Number of sites High
Beasts medium
Mineral occurance frequent
Your choice on savagery
Occasionally you might get a world with no dwarves, just create a new one. Also try out the utility DFusion. In it you can equip your companions. Also gives you an excuse to trade for human sized armor, and weapons, keeping your craftdwarves busy. If you like elf adventurers, please ignore the above, YOU HIPPY!

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