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DF Gameplay Questions / Re: what does he want?
« on: February 07, 2012, 07:28:41 am »
Is the cloth tied up in the hospital?
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Do you have any stairs linking ypour shooting gallery to the rest of your fortress? Dwarves can see hostiles on different z levels if they are near a staircase. The same applies to ramps and channels.

Usually when I find my marksdwarves refuse to train with archery targets, its because the direction is not right.
to be thorough:
make a target
make a room from the target
pick a direction (using "awds" it should say "shooting from left to right" or something) <-- this step is my #1 cause for refusal to train
then - / + to the squad you want to train there and "t". Should show a light blue T next to their squad's name
...
But would war and/or siege account for their disappearance from the c screen?
No. Being at war with a civilization doesn't cause it to disappear from the c screen, and having sieges at your fortress doesn't cause civilizations to disappear from the c screen. In fact, as far as I can tell, nothing can cause a civilization to disappear from the c screen. If you can reproduce this behavior reliably, I'd like to see before and after screens, or a save of a game where it's happened.
You could dig down to the first cavern layer, then you'll get trees spawning on every underground dirt tile.
I suppose digging much further would be easier if you don't mind the FB's etc.
I did that actually. Those trees grow awfully slowly too. I have a whole bunch of underground saplings. So maybe someday my dreams will come true. There's only one layer of soil here (not counting the surface). And I use a 3x2 embark to keep my Jurassic computer's FPS reasonable. So the arboretum is limited.
You can also start an underground tree farm by getting stone wet.
The other half get behind my walls until the battle is over and then promptly depart without ever setting foot in the depot.
Do they have access to the depot when they are here behind the walls? If yes, why not make business DURING the battle?
I thend to build a "trading outpost", with drawbridges at the entrance, and in the tunnel between the tunnel and the fortress. That way, the depot can be accessed without endangering the fort. When the merchants are at the depot, close the gates, open the access tunnel, dispose of any intruder that might have followed the merchants, and trade safely.
You could dig down to the first cavern layer, then you'll get trees spawning on every underground dirt tile.
I suppose digging much further would be easier if you don't mind the FB's etc.