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Messages - Laurin

Pages: 1 ... 13 14 [15] 16 17 ... 37
211
DF Gameplay Questions / Re: replacing tattered clothing
« on: August 12, 2012, 09:21:30 am »
Make new clothes (mainly shirts, trousers, dresses and shoes). They will take them from the stockpiles and drop their old clothes on the ground or stuff them in cabinets they own.

Make extra stockpiles for clothes and sell the worn out stuff to the caravans.

212
DF Gameplay Questions / Re: Noble mandate fetishes
« on: August 12, 2012, 08:33:48 am »
Be glad that it's easily produced.
I am lucky with my baroness too, she constantly demands crossbows, I have a gazillion because she always forbids the export of crossbows also.
My current mayor wants crutches, the mayor before wanted splints. As long as there is wood enough ... ^^

I remember a mayor who wanted ballista arrows, which are more painful to produce than crutches or splints ...

213
DF Gameplay Questions / Re: always running out of plump helmet seeds?
« on: August 12, 2012, 06:08:59 am »
Don't store your seeds in any general stockpile. There they will be stored in bags and then ten bags in a barrel.
To collect any further seed a hauler will move the barrel around your fortress, making access to the seeds temporarily impossible.

Make a small seeds stockpile next to your farm plots that accepts only seeds and zero barrels. Also, forbid seeds on any other food stockpiles. This will not stop the cancellation spam but make it less frequent. ^^

214
DF Dwarf Mode Discussion / Re: True Cavern Dwellers!
« on: August 11, 2012, 07:29:50 am »

215
DF Gameplay Questions / Re: Newbie problems
« on: August 10, 2012, 03:15:40 am »
Also, if you (q)uery a stockpile there are some options for barrels and bins and options for giving and taking. So if you by accident hit "a" your stockpile setting switches from "Will take from anywhere" to "Will take from links only". Check that.
The options for barrels and bins change the number of allowed bins or barrels on a stockpile. (C -> minimum bins, V -> maximum bins, c decreases number by one, v increases number bei one; E - > minimum barrels, R - > maximum barrels, e decreases number by one, r increases number by one)

 If you create a new stockpile and don't choose a special kind, the default is animal stockpile which will have zero barrels and zero bins. So if you later set the stockpile to accept drinks and don't change the number for barrels to maximum, no drinks whatsoever will ever brought to this stockpile.
Food stockpiles in general should mostly have barrels set for maximum with some exceptions like seeds stockpiles.
Stockpiles for crafts and stuff should have their bins set to maximum.
Neither one needs wheelbarrows. Wheelbarrows are only useful for stone stockpiles, furniture and sometimes wood.

216
DF Gameplay Questions / Re: Newbie problems
« on: August 09, 2012, 02:51:09 pm »
Have you built your carpenter's workshop underground?
If so, I'm pretty sure this is a case of disconnected stairs/ramps which is quite a common problem for new players.

If you dig away the supporting wall of a ramp, it will still show the ramp symbol, but it cannot be used anymore.

Also, stairs have to be up/downstairs in most cases, which can be a bit confusing.

Take a look at the wiki:
http://dwarffortresswiki.org/index.php/Ramps
http://dwarffortresswiki.org/index.php/DF2012:Stairs

If you didn't bring any axe with you, your carpenter can't chop down trees. Has he chopped any tree?

You can provide him with a training axe which will do just fine. Deconstruct the wagon (q - x). This will yield three logs. Make a training axe at the carpenter's workshop.

Has the woodcutter his labor enabled? Check with dwarf therapist.

217
DF Gameplay Questions / Re: Trouble with Pastures
« on: August 09, 2012, 11:19:29 am »
When you are in the menu of an active pasture and press N the game shows a list of all available animals, because you could choose any animal to be assigned to your current pasture. Animals that are already in another pasture have the symbol (white brackets and a green symbol) behind them.
If you scroll through the list and choose an animal for your current pasture (by pressing return) it will get a green symbol in front of it to show that it is marked to be pastured here.

218
Can i have some help i downloaded the latest version and when i try to lancuh it i get a message saying the Dada/Init Folder(in Dwarf Fortress Folders) is missing init.text and d_init.text, But i go there and they are there.
Can anyone Help?

Edit: more detial On missing files

Have you unzipped the package including all subfolders? Sounds like you are trying to start from within the zipped package.

219
DF Dwarf Mode Discussion / Re: Foodproduction/population.
« on: August 09, 2012, 01:37:12 am »
Quarry bush is always good, also because the nuts can be eaten raw.
Although, it's easy to drown in quarry bushs if you don't watch the production chain. For new players it might be difficult to provide the many bags. Cooking lavish meals on repeat can help with that.

Generally I try to build small (2x2) farm plots for every plant I can grow. I start with 2x3 plump helmets, 2x2 for the other underground crops each. This is easily managable by two farmers.
Step by step I add later on (during the second year) small plots for the plants I have seeds of (by gathering and processing, milling or brewing) or bought seeds from the caravan.

Supported with a variety of eggs from my egg farm, chease and occasionally butchered surplus animals, fish and hunted prey I have never any problems feeding my dwarves. They are mostly extatic early on because of legendary meals and because I supply them with their favorite drink.

220
DF Dwarf Mode Discussion / Re: out of loop; what do I need to know
« on: August 08, 2012, 01:27:25 pm »
I'm not quite sure when they were introduced, but there are vampires now and every now and then you will get one among your migrants. In disguise, of course.

221
DF Dwarf Mode Discussion / Re: Glass Industry
« on: August 08, 2012, 05:42:52 am »
The jeweler's workshop really could use some revamp. That sort of micromanaging is damn painful.

 But, regarding the current glassmaker problem. Couldn't you just build a new workshop if you need something done and the other workshops are busy with manager orders? You can even reserve a workshop for a certain dwarf.

222
DF Dwarf Mode Discussion / Re: Foodproduction/population.
« on: August 08, 2012, 01:33:18 am »
Processing sweet pods into dwarven syrup yields five units of syrup out of one sweet pod. So even more ingredients for cooking, provided that you have other solid raw materials.
Also, syrup like other processed materials is much more worth than the crop itself. Dwarven cooks are a bit hesitant to use it though.

223
DF Gameplay Questions / Re: Dwarf Stuck issue
« on: August 07, 2012, 12:44:12 pm »
Yes, had that happen in one of my first fortresses. ^^

224
You can check the (u)nits screen to see what your dwarves are doing.

225
DF Gameplay Questions / Re: Dwarf Stuck issue
« on: August 07, 2012, 06:21:37 am »
Well, then the other miner should dig a stair to his fellow. Can't be that difficult. ^^

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