DF Gameplay Questions / Re: Question about military dwarves.
« on: September 12, 2007, 09:02:00 pm »Remember they need several ranks in the armor user skill or the "very strong" attribute to be able to wear full plate without slowing down.
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Remember they need several ranks in the armor user skill or the "very strong" attribute to be able to wear full plate without slowing down.
quote:
Originally posted by coelocanth:
<STRONG>If you rely on alchohol, its possible for your whole fortress to die of thirst at the same time.
This happened when I bought out the human caravan - the dwarves insisted on using barrel production to store meat, and they all died of thirst before making enough barrels to store all the food and get the brewery running again.</STRONG>
That's why you reserve a few barrels. You do so under the stockpile menu (p).
quote:
originally posted by sphr:
<STRONG>don't forget animals. They don't take alcohol..</STRONG>
They don't take water either. Animals don't need either food or water, and thank goodness. I can't imagine what a hassle it would be having to provide water for the 130 horses I have stuffed in that tin cage deep deep in the bowels of the fortress.
Prisoners can drink alcohol if it's stockpiled adjacent to their chain, but it's kind of a pain to set those little stockpiles up.
Basically they won't be an indestructible barrier, but neither will they be permanently destroyed by a troll.
quote:
Originally posted by turboburrito:
<STRONG>I think booze is considered food so you probably should set those barrels to be used for food.</STRONG>
This is incorrect. Reserved barrels are used for drinks, but not food, that's the whole point of reserving them.
Food stockpiles that accept things like plants will keep one empty barrel in them, so that when a plant needs to be stored, it can go right into the barrel, rather then onto the floor.
It's likely that those empty barrels are already tasked for something. Either a dwarf is on his way to move them to a different stockpile, or a dwarf intends to put something in it.
I prefer a single miner with one pick, a carpenter with one axe, a mason, and two Proficient growers. Other stuff varies. I usually take 15 plump helmets and immediately brew them all. I also take maybe 10 kinds of meat, which we live on until I can get the floodgate farm started in mid spring.
EDIT: Right. What he said.
[ September 11, 2007: Message edited by: Mzbundifund ]
Perhaps I'm wrong, but every time I get the 'needs tameable small creature item' cancellation, it's because the cage or trap the animal is in is built. Upon removing it, the trainer takes it to the kennel where the taming is completed. I'm aware of what the wiki states, but these are my personal observations.
To tame a small creature it needs to be confined in a mobile container of some sort. Once a trap catches a small creature, it generates a job to be removed (unbuilt) by a trapper. Until the trapper gets around to this the trap can't be moved, and so the small animal can't be tamed. If your trappers are all asleep or something, you might need to wait a while before the trap gets removed.
You could speed up the process by transferring the bat to a cage, and then removing (unbuilding) the cage with the bat in it. Any dwarf with animal hauling can move the bat, and any dwarf with furniture hauling can remove the cage.
[ September 01, 2007: Message edited by: Mzbundifund ]
I made a new thread since I wasn't sure whether this is a bug, and the sushi thread relates to normally eaten creatures, as opposed to vermin like this lizard.
However, I have hundreds of portions of food, nobody is starving, yet completely out of the blue a dwarf grabbed a lizard out of a nearby terrarium, hauled it to the dining room, and ate the darn thing! He was in no way cut off from the food storage, there's no way all the food was 'claimed' as I have hundreds of dinners and only 28 dwarves. The weirdest part is that he 'detests lizards'.
What the heck?
That mace will probably kill most things that trigger traps in a single hit, though.
EDIT: According to what Toady said in this thread, trap accuracy might be affected by mechanism quality, but maybe that's just in the next version. I personally haven't noticed any difference in my games.
[ August 31, 2007: Message edited by: Mzbundifund ]
quote:
Originally posted by Fieari:
<STRONG>Think of the economy as "hard mode". Until you've mastered it, you surely haven't mastered the game.</STRONG>
Eh, it's more like 'inconvenience mode'. Nothing's really harder, there's just a bunch of bothersome nonsense that happens all at once for barely understandable reasons.
I'd love to see a functioning economy included in the game, but at the moment it's like Solara said: just an effort to train as many folks as I can to legendary.