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Messages - Jerg

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61
I've only played for a week, but here's what seems to work for me (i have a save with over 200 dwarfs and with which i have repelled 4 sieges already)

build into flat-ground rather than a cliff-edge, this way you have control of where walls are, and enemies wont be able to pile on top of the cliff and come down in ambush

zigzag entrance tunnels (later lined w/ cage traps)

guard dog on leash

drawbridge right before trading depot

trading depot's other three sides lead to a well, a general storage stockpile (expand this as often as you can), and staircase

the well is done by digging a huge pool controlled by two floodgates at the x-1 level, drawing water from river

also at x-1, i establish the general workshops (each with an easily expandable stockpile area) - mason, crafting, mechanics, jeweler, and carpentry. with masonry and carpentry and crafting, i make at least 3 workshops, so that they crank out items fast and so that especially later you can keep all your craftsdwarfs and masondwarfs and wooddwarfs happy by giving them all tasks rather than only one of them.

x-2, i establish other industries, like farming (two 3x6 farms keep 100 dwarfs happy, i have five 3x6 farms, with 30 farmers working on them - food gets cranked out crazily fast - so does alcohol because of that), metalsmithing, and a bunch of other optional workshops

then I dig a few (like 5 more) staircases down before i hollow out a huge area (do this early) and put tables etc there and mark it as a dining hall, main burrow, and meeting centre. on the other side i build a huge expandable food stockpile with a butchers, a fishery, and expandable numbers of brewery and kitchens. Also set here to stockpile all new pots and barrels that you make and disable that from surface stockpile

then a few more levels down, huge bedrooms area, do whatever layout

then I do a bend and put a controllable drawbridge between the staircase and further staircases down

lower down = barracks, hospital, etc, and hopefully hitting a cave system soon.

On the surface, design some walls and fortifications and controllable drawbridges (not doors, no doors).


All in all my main system is that all important industries need to be easily expandable. Also backup systems (like a well) need to be built early on.

62
Assign a generic weapon type to each individual,(short sword, whatever). They will chose the  most valuable weapon of that type possible. Beware the valuable part. If some dumb dwarf studded a copper sword with adamantum, a soldier will chose it over a steel sword. The reverse is true, will chose a steel warhammer over the more deadly silver one. Thus why its better to individually assign weapons, with a certain material.
 The original uniform template for metal armor also has individual weapon of choice included. If you deleted that, there is no way to add it later to the uniform. Cure is to make a new uniform, with no items. Assign this to a squad, when they strip then reassign the metal armor uniform.
 And if you do create a new uniform, minus weapons, and assign it to a squad already equipped with weapons, they will follow the new uniform list to the letter, discarding everything that is not on the new uniform list .
 If every member of a squad is carrying the same weapon, you could try adding a weapon to the captains equipment list, chose a certain material, then SHIFT ENTER. That weapon type might get assigned to the whole squad. Never tried this, always assigned weapons to individuals.

I see, thanks.

Can I just assign all my warrior squads with "individual preference, melee"? I mean, if a soldier dwarf is an Axe Lord surely he would pick an axe if there are axes available right?

63
So I got a huge pile of copper/iron armors and helmets from a few sieges.

I assigned 2 squads with full metal armor, however now in their equipment screens none of them seem to wield a weapon any more?

How do I restore that / mass-assign them with the best weapons without going over a whole list again?

64
DF Gameplay Questions / Re: Is getting three sieges at once normal?
« on: June 13, 2011, 06:48:26 pm »
Shame you can't embark on a region that includes e.g. a goblin castle though, unless I'm missing something here.

65
DF Gameplay Questions / Re: Dumb herbalist
« on: June 12, 2011, 03:31:36 pm »
Weird, how come none of my dorfs who have "gather plants" enabled actually gather plants? The surface is littered with various mushrooms and also I've hit 2 caverns so far each with loads of wild plant growth.

Have you designated gathering through {d} menu? It's {p} there, otherwise check burrows and for path.

Argh derp, I thought plant-gathering is automated lol. Thanks.

66
DF Gameplay Questions / Re: Burrows, really?
« on: June 12, 2011, 03:05:27 pm »
I can't for the life of me work out how to use a burrow during a siege..

When a siege arrives I make a dining room burrow, and assign all the non-military dwarfs to there, so they don't wander around and get killed.

I then change the alert level to level two.

They all crowd into the burrow.

Then after the siege finishes, I have to DELETE the burrow completely to release the dwarfs? I tried the different alert levels and none of them do anything.

How do I make a burrow "conditional"? (not forcing everyone to stay there as long as it exists)
Here's the steps you're taking:
Step 1: Make burrow
Step 2: Assign dwarves to burrow
Step 3: Assign burrow to civilian alert status
Step 4: Set civilian alert when danger appears
Step 5: When safe, turn off civilian alert

Here's the steps you should be taking:
Step 1: Make burrow
Step 2: Assign burrow to civilian alert status
Step 3: Set civilian alert when danger appears
Step 4: When safe, turn off civilian alert



You're assuming, wrongfully, that dwarves will go into a burrow that they are assigned to that the alert tells them to go into. The alert simply tells all dwarves, everywhere, assigned to the burrow or not, to get their asses into the burrow that is linked to the alert. So, after you turn off the alert, your dwarves are still assigned to that burrow and won't take jobs outside of it, so they basically won't leave. You don't need to assign your dwarves to the burrow, so if you just don't do so you should have no problem anymore.

Nice, thanks!

67
DF Gameplay Questions / Re: Burrows, really?
« on: June 12, 2011, 12:19:51 pm »
I can't for the life of me work out how to use a burrow during a siege..

When a siege arrives I make a dining room burrow, and assign all the non-military dwarfs to there, so they don't wander around and get killed.

I then change the alert level to level two.

They all crowd into the burrow.

Then after the siege finishes, I have to DELETE the burrow completely to release the dwarfs? I tried the different alert levels and none of them do anything.

How do I make a burrow "conditional"? (not forcing everyone to stay there as long as it exists)

68
Danger room training + cage traps (lots) + burrow = all problems solved.

69
DF Gameplay Questions / Re: Dumb herbalist
« on: June 12, 2011, 12:07:46 pm »
Weird, how come none of my dorfs who have "gather plants" enabled actually gather plants? The surface is littered with various mushrooms and also I've hit 2 caverns so far each with loads of wild plant growth.

70
DF Gameplay Questions / Re: Why won't my fisherdwarfs fish any more?
« on: June 11, 2011, 09:47:04 pm »
Their might be no more fish to catch on your map.

Or you might have forbidden dorfs to go outside? are you playing 40d?

usually because their is nothing left to catch. Fishing takes priority over almost every other task and if there is fish to catch. Sort like golfing with rich people IRL.

The lack of fish is driving my fisherdwarfs mad..

I dunno, theres a huge river right in the middle of my map, how long would a lack of fish/turtle etc last?

71
DF Gameplay Questions / Why won't my fisherdwarfs fish any more?
« on: June 11, 2011, 09:23:40 pm »
Early on in my current world there were at least 5 fisherdwarfs fishing simultaneously, but now no one fishes any more after a recent siege occurred, how do I make them go fish? Is it because my food stock is too high right now?

72
It means negative thoughts involving death don't apply. There's no bonus or penalty aside from that.

Thats a beneficial trait though, meaning there's no chance of him becoming unhappy and eventually fall into berserk mode.

73
Never mind, it seems dwarfs are very short-sighted and even with items labelled for reclaim, they will only deposit them at a near-by stockpile enabled for them.

74
Hi, so I encountered this really annoying problem:

I was originally going to make this little arena for fighting caged goblins, I made a stockpile for furniture (later I found out I only needed to build the cages there) where the arena is, and designated a garbage tile nearby. Suddenly all my empty barrels and pots are being rushed to this stockpile, in a hurry I asked them to dump these (want to reclaim them after that), so they dumped them in the garbage tile.

But after that, even as I labelled all the pots and barrels for reclaiming, no one retrieves them?! I tried removing the garbage tile to encourage but then they just dumped these to another garbage tile a few floors up...

Someone help please :/

75
Pots are considered tools under finished goods. Try enabling that.

Tried and didn't work... :/

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