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Messages - THLawrence

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556
DF Gameplay Questions / Re: make everything edible
« on: September 26, 2007, 12:07:00 pm »
This gives me a great idea on boosting food supplies while removing immigrants, nobles, children and tantruming dwarves.

And creating a very morbid hermit.

Add traders and elves to the list.


557
I haven't tried using channels yet but when I think about it it seems like a useful way to control floods when farming. Since dwarves can walk over empty channels it makes access easier:
#########
###______
###_====_
____X====_
###_====_
###______
###

X-Floodgate
_-Channel
=-Faming area

The channels stop the flood and there is no worry about not forbidding a door and flooding the fort.

[ September 26, 2007: Message edited by: THLawrence ]


558
Ignore or delete this post

[ September 26, 2007: Message edited by: THLawrence ]


559
Or place extra floodgates or doors there. Lets review the options:

Statues: Cheap and often in high supply because they use stone. However the Dwarves are stupid and will often get stuck on them for a while. If the river floods at the time they might get pulled in.

Windows: Green Glass windows are fairly cheap and but are in lower supply because of the additional processing required. Dwarves won't get stuck on them though.

Doors: Doors are cheap and in high supply since they only need stone. Just forbid them and they will block the floodgate floods. Dwarves won't get stuck on them and as an added bonus if there is an extra square on the other side of the door then it might grow spider silk. Just on forbid the door to let your collector through and reforbid to ensure a stupid dwarf doesn't walk through during a seasonal flood and get pulled in. They do stop the seasonal floods.

Extra Floodgates: Floodgates are cheap and in high supply since they only need stone. Dwarves won't get stuck on them. However if you remove it there will be channel left behind. They do stop the seasonal floods.

Channel: Cheap since they don't need anything. Fast to build since nothing has to be hauled over. lets your dwarves by to collect silk. Stops floodgate floods. However if the dwarves walk over to the other side during a seasonal flood they might get swept in. I don't know if they stop the seasonal floods.

Might want to try a forbidden door or a channel.

[ September 26, 2007: Message edited by: THLawrence ]


560
DF Gameplay Questions / Re: Immigration
« on: September 25, 2007, 10:06:00 am »
You have to decide after they are built and before they are flooded.

561
DF Gameplay Questions / Re: Finding where my dwarves have gone!
« on: April 14, 2008, 09:29:00 pm »
quote:
Originally posted by Jack_Attack:
<STRONG>Grrr, still no soil, can I plant in sand? I`m so far cross sectioning all the grass I can find, and all I get is red sand :P</STRONG>

Sand works fine to. You can plant in sand.


562
DF Gameplay Questions / Re: Cat killed by trap?
« on: April 13, 2008, 08:36:00 am »
Injured animals will sometimes set off traps.

563
DF Gameplay Questions / Re: Steel
« on: November 27, 2007, 08:23:00 pm »
Produce lots of coke/charcoal.
Then
Set the smelter to
Smelt [IRON_ORE]    R
Smelt [IRON_ORE]    R
Make Pig Iron       R
Make Steel          R

The game runs through all of the tasks queed before starting over. This will give you 2 iron which will then be made into 1 pig iron and 1 iron which will then be made into 2 steel.
So long as you have iron and charcoal/coke you will keep on getting steel.


564
Guh?

565
DF Gameplay Questions / Re: Cage questions
« on: November 25, 2007, 08:48:00 pm »
However if you try to move a hostile creature in a cage to the trade depot it will get released and run rampant.

566
DF Gameplay Questions / Re: Blocked door
« on: November 25, 2007, 02:03:00 pm »
Dismantle the door and rebuild it. They'll remove the rocks.

567
DF Gameplay Questions / Re: Spontaneously exploding beer
« on: January 12, 2008, 07:14:00 pm »
quote:
Originally posted by Foamy:
<STRONG>Well i have a new project. Just wish i could stop them putting prepared meals in my drink only stockpiles. i don't see a forbid/allow option for that though. am i missing something?</STRONG>

Yes, you are missing something. The option is in the bottom right if I remember correctly.


568
DF Gameplay Questions / Re: Selling hostiles
« on: January 07, 2008, 08:14:00 pm »
quote:
Originally posted by smeehrrr:
<STRONG>I've captured some goblins and a couple titans, and I'd like to sell them to the merchants, but every time I try to move the cage to the depot the baddies escape.  Is there any way to sell these things?</STRONG>

I don't think so. I've heard of people trying to sell megabeast that then tear up their fortress. I've tried selling a berserk dwarf before and he got out. So I would say no. You can't sell hostiles.


569
DF Gameplay Questions / Re: meat going rotten
« on: November 22, 2007, 05:41:00 pm »
Oh please tell me you're just kidding. I just bought nearly 800 meat and 100 fish. I was hoping to run most of my fort off meat for the next few years. If it all rots then I'll have to go back to farming.

570
DF Gameplay Questions / Re: meat going rotten
« on: November 22, 2007, 04:48:00 pm »
Where is the food stockpile? Meat will not rot in a food stockpile.

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