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Messages - greycat

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3391
DF Gameplay Questions / Re: Can you wait out an ambush?
« on: August 11, 2010, 09:53:55 pm »
Marksdwarves are much less buggy now (as of somewhere around .11, I think).  They're still not bug-free, but they're actually useful.  And nothing says "Get off my lawn!" like a bolt through the liver.

3392
Does he have bolts IN his quiver?  Go to {v} -> {i}, scroll down to the quiver, and {Enter} and actually look in it.

If he doesn't have bolts, then that explains why he's not shooting anything, and then you just have to figure out why he's not picking up any bolts.

If he does have bolts, then I'm stumped.  A dwarf who has a crossbow and a quiver full of bolts should shoot at least once when he's attacked by someone a few squares away.

3393
DF Gameplay Questions / Re: Military Walkthrough?
« on: August 11, 2010, 09:38:06 pm »
Create a militia.  Militias are made of squads, which are made of dwarves.  You must designate one dwarf to be your militia commander.  You can do this from the {n}obles screen.  Once you have selected a militia commander, press {m} and then {c} to create a squad.  You'll be asked what uniform they should wear.  Press {Down} until you get to "metal armor", which is your best generic melee-dwarf uniform, then {Enter}.  If you wanted this to be a ranged squad, well, that'll take more keystrokes.

Recruit 3 dwarfs.  Your militia commander will automatically be put into the squad.  So far so good.  Now, press {Right} and {Down} and you should be on the first "AVAILABLE" slot under Squad Positions.  Press {Right} one more time and you're on the list of unrecruited dwarves.  Scroll {Down} to the dwarf you want to recruit, and press {Enter}.  Now you've got 2 dwarves in the squad.  Press {Left} to go back to the Squad Positions column, and {Down} to go to the next "AVAILABLE" slot.  Press {Right} to go back to the list of unrecruited dwarves, {Down} until you get the one you want, and {Enter} again.  Now you have 3 dwarves in the squad.

Equip all 3 with axe, shield, armour.  If you went with the "metal armor" uniform up front, then this step is automatic and requires no action on your part except the acquisition or production of the equipment itself.  The dwarves should start performing "Pickup Equipment" by themselves.

Tell them to guard a spot.  This is where it gets much more pleasant.  Press {Escape} to go back to the game if you haven't already.  Move your view to the place you want them to go.  Press {s} to bring up the squad menu, then {a} to select your first squad.  Now press {m} to issue a move order, which gives you a yellow X cursor.  Move the X to where you want the squad to stand, and press {Enter}.  You'll see the word "Station" flashing in green next to the squad's name.  Press {Escape} to get out of the squad menu.  The dwarves will stand near the spot you selected until they die, basically.  (But they will attack enemies who come near.)

Holy shit, they're starving to death!  You have to cancel the "Station" order.  Press {s} to bring up the squad menu, {a} to select your squad, then {o} to cancel their order.

If you want them to guard a spot long-term, but still eat and drink and sleep periodically, you'll have to look into the more advanced stuff like patrols and waypoints and god knows what.  I haven't bothered with that yet.  I've been able to get by with just station/kill orders and some training.

Good luck.

3394
DF Gameplay Questions / Re: Skill (Rustyness) = Uhg.
« on: August 11, 2010, 09:15:20 pm »
The worst with regards to rusty are doctors, hands down.

I think one issue here is that there's no opportunity to practice a skill.

Upright Spear traps, perhaps?

3395
DF Gameplay Questions / Re: So, no enemies
« on: August 11, 2010, 09:48:32 am »
The gobos will come, and in force.

Not always.  Sometimes your world simply has no goblins left alive in it -- they can die out during the world generation.  Or you might have embarked in a region that's too far away from them.  Checking your neighboring civilizations before embarking is the only way to be sure.

3396
The "overlapping archery range and barracks" thing was an idea that someone thought up a while back, during the period when archery ranges were completely broken and unusable.  The development of this idea coincided with the bug fixes that made the archery ranges start working, so people got confused.

You don't need to overlap an archery range with a barracks.  Marksdwarves will practice at the range without any other "rooms" overlapping it.

There was a bug in an older version in which dwarves who were assigned "indiv choice, ranged" as their weapon would never do archery practice, even if they chose a crossbow.  They had to be assigned "crossbow" in the military equipment/uniform screen in order for practice to occur.  I don't know whether this bug is still present.  I continue to assign "crossbow" explicitly.

I don't assign training schedules for my marksdwarves.  I leave them "off duty" all the time, and just give them station or kill orders when I want them to actually do something.  If I want them to train, I make an archery range from an archery target (make sure you get the firing direction right, and that the room extends out at least two squares away from the target in the direction from which the dwarves will be firing), and then mark the archery range with a "T" for the marksdwarf squad(s) that I want to practice there.  They won't practice immediately or full-time, but they should do some practice firing in their spare time.  When I want them to stop practicing, I un-designate the archery range (leave the target there, though).

You need one target per dwarf who will be training simultaneously.  The way I do it is to make one archery range "room" from each target, and assign firing direction and squad "T" marks on each of them.  I don't know if there's a less tedious way to get it done.

The broken bolts that litter the map never seem to get cleaned up for me, either.  I never worried about it.

3397
DF Gameplay Questions / Re: Complete beginner here!
« on: August 11, 2010, 09:33:43 am »
If you're still learning the basics of how to play, I would absolutely not recommend messing around with world generation parameters.  Just make default worlds and embark in nice safe regions (no aquifers, no evil regions, no regions devoid of trees and plants, etc.).  You've got quite enough to learn without throwing in extra challenges from the start.

3398
DF Gameplay Questions / Re: Farming makes no sense to me.Could YOU help?
« on: August 11, 2010, 09:21:34 am »
One giant farm plot restricts your flexibility, since you can only grow one type of crop per season per plot.  I prefer to have a bunch of little plots, so I can have a mixture of plants all year 'round.

Above-ground plots can grow any plant in any season, but below-ground plots have restrictions on which crops will grow in which seasons.  For example, in winter you can only grow plump helmets and dimple cups.

I generally designate one plot to be plump helmets all year.  Plump helmets are a great staple crop, and you want some available pretty much all the time.  Then I designate one plot to be pig tails in the two seasons where pig tails will grow, and dimple cups the other two seasons; this becomes the basis for my textile industry (dyed cloth).

After that, I'll designate crops according to what I think I'll need.  If I've got above-ground farm plots producing distillable plants and millable grains, then I'll focus more on cloth/dye below ground.  If I think I'll need more booze from below-ground plots, then I'll focus on that.

You don't need huge areas for agriculture.  Once farming is set up, and your planters have some experience, it becomes quite efficient.  A 2x2 plot of plump helmets with moderately skilled planters and no shortage of labor/seeds will produce something like 30-40 plump helmets per season, which is 150-200 units of booze (minus however many are eaten or cooked).  With highly skilled planters and/or fertilizer, it can yield even more.

3399
first of all, underground farms need muddied soil. Period.

Muddied stone OR soil will work for underground plots.

Quote
Second- above-ground plants need to be on natural soil. Muddied above-ground stone won't work.

That's correct.  I would also add that mud doesn't matter -- all they need is soil that's been exposed to the sun.

3400
DF Gameplay Questions / Re: A few questions about traps.
« on: August 11, 2010, 08:51:52 am »
Normal, sane, conscious dwarves will not trigger traps.  Neither will merchants who come to visit you.

Insane or unconscious dwaves (who collapse on the trap) will trigger them, I believe.

3401
DF Gameplay Questions / Re: How to arm guards/sheriff?
« on: August 10, 2010, 07:58:43 am »
0002907: Justice beatings frequently cause death via compound fracture of the skull

Chains for justice are good.  It's a nice little time-out.

3402
DF Gameplay Questions / Re: Crossbow dwarfs with no bolts.
« on: August 10, 2010, 07:40:18 am »
They don't do squat unless you tell them that they're on duty.

That's not true.  Even off-duty marksdwarves should be wearing their armor, crossbow, quiver and bolts.  Here's what I can think of off-hand:

0) Make sure you're on the latest version (0.31.12).

1) Under [m] -> [e], make sure the dwarves are assigned a crossbow, not "indiv choice, ranged".  I'm not sure if that bug is still in the game, but at least in certain previous versions, you HAD to use "crossbow" here to get them to train at an archery range.

2) Under [m] -> [f], make sure the squad has bolts under ammunition and under assigned.  I'm not entirely sure what the green check-marks mean, but they seem to be a good sign.  Note that hunters and military will (in many cases) compete for the same bolts.  The military should win any such conflicts.  In fact, I believe the assignment of bolts is done from the bottom up (as the squads are listed) -- exactly the opposite of equipment assignments, which go from the top down.

3) Make another pile of bolts, and see if anyone grabs those.

4) Make sure there are no arrows assigned to anyone.  Ever.  (That may be too strict a requirement, but hey....)  If you did accidentally assign arrows to someone, destroy them.  That dwarf will never pick up bolts until those arrows are destroyed.

3403
DF Gameplay Questions / Re: Farming
« on: August 10, 2010, 07:26:05 am »
I've been making four 2x2 farm plots, thus:

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.~~.~~.
.~~.~~.
.......
.~~.~~.
.~~.~~.
.......

I use the temporary-pond-zone trick to fill them via buckets from the Z-level above.  I make some of the central walkway squares into a food stockpile restricted to the 6 underground seed types.  I also restrict all other food stockpiles from accepting seeds.  This is sufficient for a fortress of at least 50 dwarves (though you may want more plots as your population grows, if you aren't supplementing these with above-ground farming, or if you're doing a lot of cloth/dye planting).

I haven't been using fertilizer lately, though I did explore that a bit in previous games.

3404
DF Gameplay Questions / Re: Newbie.... No water and no outdoor seeds
« on: August 10, 2010, 07:07:37 am »
You can get outdoor seeds by (d)esignating (p)lant gathering.  A herbalist dwarf will then gather food, with a chance to gather seeds.

I don't think I've ever seen them gather seeds directly (though I can't swear it's impossible).  Typically herbalists bring in mature plants.  Eating or brewing or threshing or milling them produces seeds.  (But cooking does not.)

3405
Also note that any dwarf with the Hunting labor enabled will sleep wherever he happens to be.  For example, right in the Butcher's workshop, after returning a kill.

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