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Messages - thegoatgod_pan

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1756
DF Dwarf Mode Discussion / Re: Reserving a well. It has begun!
« on: April 13, 2011, 05:05:16 pm »
wearing someone's head as a hat.  Halloween!

1757
The tutorial I'd offer is this:

1. create squad through m or n menus by assigning a militia commander/creating your first squad.

2. place an armor stand or a weapon rack where you want your troops training. Set the correct squad to train at the armor stand by making it their training barracks (q--scroll down to right squad--t).

3.  the hard part:
A. create a burrow for civilian safety, remember that burrows can be selected across z-levels. When danger comes hit m-a and select the safe burrow on the far right column--the green "civ" tag should appear near the burrow name. this will make civilians stay in the burrow during battle. deselect after battle

B. Set you military schedule-- hit m-s and look at your squad.  The default order for active/training is train 10/10.  Set this to 7/10 (or about a 70% ratio of however big your militia is--this ensures they rotate to eat and sleep, but train always).  You can also order them to station somewhere, defend the burrow and patrol a set of points previously designated through N(otes).

Uniforms--don't bother too much, standard uniform for metal works fine, only exceptions might be adding extra shields, extra cloaks, for the obsessive, exploiting the laying mechanic to create super packed uniforms (and dwarves that resemble medieval riot police).  If you want to assign an artifact weapon, (or just a particular weapon) to a dwarf hit W, find the dwarf find the weapon etc.

Otherwise schedules and burrows are the only things that one really needs for effective training/keeping civilians inside and military out.

When you attack don't use the k(ill) order, use the m(ove) order instead--its better for positioning and lets dwarves choose their own targets instead of chasing someone they might have already killed.

When you get melee down, try archers, they are waaay more challenging to manage, but well worth it.

1758
DF Dwarf Mode Discussion / Re: cooking goblins, possible?
« on: April 12, 2011, 09:16:51 am »
Doesn't cooking the fat off a living being make it impervious to fire?  I distinctly recall making a magma-proof pack of battle elephants once, via wildfire.

1759
DF Dwarf Mode Discussion / Re: In Soviet Fortress...
« on: April 11, 2011, 11:58:27 pm »
Despite the awesome article on palace economy, I must point out--it's still communism if you kill the nobility  :P

1760
DF Dwarf Mode Discussion / Re: Reserving a well
« on: April 11, 2011, 04:00:18 am »
I'm amused by how innocuous the title is, given that the basic plan seems to be not just to to torment dwarves into making hideous creations out of their bretheren, but to exploit the planespacked reality warp, in hopes of creating a super-stacked artifact, that may or may not contain dozens of murdered dwarves.

1761
But you can piss them off?  I thought they would never get offended unless you started at war with them.

1762
You actually get elf diplomats?!

1763
I thought Alligators were North America specific, whereas Australia is known for its salt-water crocodiles.

1764
DF Dwarf Mode Discussion / Re: Weird issues with a cleaning trench
« on: April 10, 2011, 04:40:36 pm »
There is absolutely no way to convert a square marked surface into a square marked underground, the water will still freeze with a roof.

1765
DF Dwarf Mode Discussion / Re: Starcraft Fortress
« on: April 10, 2011, 01:06:11 pm »
Zerg should cut [pet_exotic] and try to integrate cavern species into the swarm

1766
DF Dwarf Mode Discussion / Re: Allowing eggs to hatch
« on: April 09, 2011, 11:20:03 pm »
Hey, so if I isolated a bunch of crocodiles with egg boxes.  And if they, by now, have laid several hundred eggs each, it doesn't mean I'm actually going to have 300+ crocodiles in a small room under a sacrificial tower, does it?  I hope it does.

1767
DF Dwarf Mode Discussion / Re: .18 and the Newest Version
« on: April 09, 2011, 11:02:34 pm »
What?! Who dares speak against grazing? Grazing is awesome!  Herds of tigers guarding entrances, with some raw editing, herds of trogs defending your deep entrance. No ropes!

1768
DF Dwarf Mode Discussion / Re: Controlled Cascade
« on: April 09, 2011, 02:10:46 pm »
No cascading dwarves do not trigger traps unless they've gone berserk.  I have a fort with two survivors, ex-baroness and ex-marksdwarf captain.  Both are very much enemies of the civ and do fine with traps and all other issues.

1769
DF Dwarf Mode Discussion / Re: Will my dorfs die of dehydration?!
« on: April 09, 2011, 02:07:33 pm »
And make a well--1 block, 1 rope, 1 mechanism, 1 bucket= no more thirsty dwarves

1770
DF Dwarf Mode Discussion / Re: Saving an ambushed civilian
« on: April 09, 2011, 02:06:24 pm »
Prepared coffins?  Turning off hauling on the good dwarves. Personally, my rule is; who ever found the ambush is usually beyond rescue

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