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Messages - Lexx

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181
DF Dwarf Mode Discussion / Re: All of this undead talk..
« on: August 03, 2011, 06:41:41 am »
Youll see an official release on the main site when its ready. Dont worry. Its not just undead. Its necromancers, redesigned cities. A functioning world economy even.

182
DF Gameplay Questions / Re: What to do with all this stone
« on: August 03, 2011, 02:19:38 am »
Every map has a magma sea. You can tunnel down to it and dispose of all your excess stone there. OR agreed. Dump it all in a garbage pile and mass reclaim it when you need it. (if you need it). You wont be running low on stone on a mostly mountain map.

183
DF Gameplay Questions / Re: Dwarves are not drinking anything.
« on: August 03, 2011, 02:16:04 am »
Agreed. How much alcohol did you have? If you only have tens of units of it for 74 dwarves that's your problem. You should keep months of supplies of it handy in case something happens to your food production industry.

184
DF Gameplay Questions / Re: Migrants, Military, And Massive Fun
« on: August 03, 2011, 02:12:30 am »
I have noticed that a lot of migrants come to the fortress with existing skills, some pretty good, others less so, but very rarely does anyone come without some skill I can put to use.  That said, a lot of dwarves come to the fortress without the labors associated with those skills enabled, for whatever reason.  Sure, they might have their highest skill enabled when they arrived, but they also might have a variety of other skills they have experience in which are not enabled by default. 

Hence, I recommend that every time a wave of migrants arrives, you zoom to the location that they enter the map and inspect them one by one to enable their skills.  You will get a lot more accomplished that way than just having a bunch of idling haulers. 

As for fortress defense, I find that a dodge trap gauntlet is pretty easy to get started, with a low barrier to entry since you can fill it with training weapons.  It just takes some time spent digging.  Until you can get that online though, I recommend being economical with your production.  Create only as much wealth as you need to get by until you can be confident in your ability to defend your fortress against reasonable threats.  Once that is secured, you can shift gears and start producing greater wealth and comfort.

Or if you want to save on all that tedious micromanagement use dwarf therapist to manage their labors.

185
DF Gameplay Questions / Re: Dorms or rooms?
« on: August 03, 2011, 02:10:55 am »
If i remember well, caged animals don't need to eat, or drink.

In the current edition tamed grazers in cages will starve if left in them too long. I usually just cage a lot of the non grazers not useful for war animals in the dining hall or important dwarves bedrooms.

186
DF Gameplay Questions / Re: Dorms or rooms?
« on: August 02, 2011, 01:55:09 pm »
Thanks this will help me a lot.

Also if you tame a lot of animals put them them in cages in your dining hall or busy corridors for all to see. This will raise happy thoughts and wont cost you much to do. Plus it saves on framerate dropping as much.

187
DF Gameplay Questions / Re: Dorms or rooms?
« on: August 02, 2011, 01:52:04 pm »
You can postpone making housing for each dwarf for years before it becomes an issue. Just make a barracks for 10 militia and your citizens will use vacant beds. Once the fort is developed more you can divert labor to making housing levels. Just make sure they get a decent dining room and plenty booze and food and they should keep in order.

188
DF Dwarf Mode Discussion / Re: Military leader from start?
« on: August 02, 2011, 08:56:08 am »
http://df.magmawiki.com/index.php/Danger_room

The general jist of it is a barracks where the entire room is full of upright spike traps loaded with training spears set to constantly repeat by some method.  The trainees enter, and gain all kinds of skills from parrying, dodging, or otherwise avoiding the training spears.

It is incredibly effective, training soldiers from 0 to legendary+5 (and beyond) in all combat skills except wrestler striker kicker and biting, in about a year.  But due to the silliness of somebody willingly entering such a room, and it's extreme speed in training, many (myself included) consider it an exploit.

Downsides are dead babies, which is hardly a downside, and dead pets.
I dont enjoy exploits , This is no bug or anything? just effective training?

I find it too much of a payoff for the little effort required. Normal training methods executed well do a fine job. You want your dwarves practicing most of the year in individual combat drills. By making their alert active/training with 1 or 2 months of the year set to group training  and the rest no scheduled order. The rest of the time make them do a craft that raises an attribute you want to improve. When not doing that they will practice in the barracks if they have one fully assigned to them with all the sub-options. Also I find dwarves with a higher focus don't slack off as much.

189
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 02, 2011, 08:53:00 am »
Just starting another volcano desert/badlands fort. Glazefurnace is going well so far. Cutting into the side of the volcano mountain and should hopefully have the main entrance and farms planted by summer. Plenty access to fire clay, sand and even some hematite to keep me busy once the forts established.

190
DF Dwarf Mode Discussion / Re: Military leader from start?
« on: August 02, 2011, 08:48:29 am »
I take this.

1 leader
1 teacher
3 dodging
3 fighter
2 in whatever weapon you want

I make sure the dwarf either/and/or has good attributes like agility/higher healing as well as likes armor or weapons hell be using. I also usually bring a copper mail vest and copper helm to start him off. Within the first few years he usually ends up with a very well skilled combat unit to base the forts defenses off. With veterans from that squad getting assigned their own squads to teach as population allows.

That setup has been able to stand up against most starting threats. It varies dwarf by dwarfs attributes and luck of getting badly hit sometimes.

191
DF Gameplay Questions / Re: Help irrigating a farm?
« on: August 02, 2011, 05:34:05 am »
YES!!! 

...for the DF2010 version right? ( sorry about the constant barrage of questions, I just have to make sure. )

Yes for the current version. And no problem.

192
DF Gameplay Questions / Re: Help irrigating a farm?
« on: August 02, 2011, 05:30:44 am »
Do you have a soil layer nearby? Just dig a tunnel out to there and set up your farms in the soil. Failing that buckets are made at a carpenters workshop.. But to use them to irrigate you need them to pour from 1 z level above. keep this in mind when irrigating stone for underground crops as you dont want to accidentally expose it to sunlight. Because even if you cover it over it will treat it like its still above ground. meaning no underground crops. The flip side is you could do it intentionally to farm surface crops and do it safely by roofing it afterwards.

Wait, so I don't need a water source if I have soil tiles nearby?

Indeed. Just designate the farm in the soil. Or dig down to the caves and designate it on the moss/mud floors. As long as there's soil or mud you can plant there. Unless your trying to farm on the surface in mountain biomes.

193
DF Gameplay Questions / Re: Help irrigating a farm?
« on: August 02, 2011, 05:28:02 am »
Do you have a soil layer nearby? Just dig a tunnel out to there and set up your farms in the soil. Failing that buckets are made at a carpenters workshop. But to use them to irrigate you need them to pour from 1 z level above in an area you designate as a pit/pond with the 'i' key. keep this in mind when irrigating stone for underground crops as you dont want to accidentally expose it to sunlight. Because even if you cover it over it will treat it like its still above ground. meaning no underground crops. The flip side is you could do it intentionally to farm surface crops and do it safely by roofing it afterwards.

194
DF Gameplay Questions / Re: Help irrigating a farm?
« on: August 02, 2011, 05:20:06 am »
Rig up floodgates and levers if your truly worried about flooding. You can as said just carve out your farm rooms and flood it using all of a small pool. Then you could cover the top of the murky pool with flooring and you suddenly have an above ground crop farm also!

195
DF Gameplay Questions / Re: Activate Individual Squad member
« on: August 02, 2011, 05:15:54 am »
I've looked through the tutorials, but I can't seem to find the answer to this question.  I have 2 squads of 10, but only 14 people in them are active.  I'v looked through all of the menues, and I can't find for the life of me how to activate the individual squad members so that they will train with the other peeps.  Any help?

The most productive training is the individual combat drill (outside locking them in a room with a captured enemy/beast. Or danger rooms if you want easy mode.) If you have a full squad with a barracks assigned, Set to training alert, Set the squad to require say 2/3 the group to train and do group training once every 6 months and no scheduled order in the schedule they will regularly train themselves individually in the barracks. Having that setup with a military dwarf with dodging, fighter, a weapon skill and leader/teacher usually means I have a decent skill squad in the first few years.  Having some not training ALL the time is good. It lets them get some down time. Plus if you restrict their labors to a craft/activity that boosts a preferred stat they're almost always improving some way.

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