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Messages - kingubu

Pages: 1 ... 9 10 [11] 12 13 ... 41
151
DF Dwarf Mode Discussion / Re: What's your standard embark?
« on: July 21, 2013, 02:43:49 am »
My embark profile
Spoiler (click to show/hide)
I look in DT and the worst solider gets changed to my leader.
Spoiler (click to show/hide)
The profile has one of a bunch of different things so I know what's available right away without having to search through the horrible menus.

Anvil, copper ores, colored magma-safe stone, cassiterite for bronze, sphalerite for brass, fungiwood because everyone has it and I hate white wood, seeds, booze, chopped liver because chopped liver is funny to say, lignite or coal for burning, charcoal to start the smelter without a wood furnace, dogs for early protection, cats for vermin, birds for food/armor.

I get 10 of the cheapest copper.   I pick a color stone I like and take 30 of that and 30 wood.  10 coal or 20 lignite if that's not available.  10 cassiterite or 5 and 5 sphalerite if I'm feeling like making brass.

Embark and build a smelter, forge, carpenters, masons, craft shop.  Train the dogs for war.  Chop some trees.  Smelt some ore. Make some picks and axes ,swords and helms.  Build some nest boxes.  Gather some plants and make some farms.  Build some beds, tables, chairs, shields.  Build some pump parts.  Make some mechanisms, chains, buckets.  Make some stone blocks.  Dig down to the aquifer and dig hall in the earth right above it.  Build some more farms, a still, kitchen, well, dormitory, dining room.  Make some wood pots.  Dig a nesting room, build a butchers, tanners and let the turkeys lay eggs then slaughter them.  Brew some booze, make some meals.  Let the other birds nest.

Now that everything is setup, I build a barracks with an empty seed bag and 6 of them go train for the rest of their lives while the boss makes leather/bone armor out of the turkey bits and a crossbow and bolts for himself until the first migrants show up.

Once the migrants are here, I dig a moat and a bridge, chop more trees, make more meals and booze, make some trade goods, crack the aquifer and build the rest of the workshops.

Except the siege workshop and kennel, because those are useless. :)

152
DF Gameplay Questions / Re: question on animal growth
« on: July 20, 2013, 02:57:07 pm »

153
DF Dwarf Mode Discussion / Re: Noise
« on: July 19, 2013, 11:30:52 pm »
Tangentially, this game needs explosives.

154
DF Gameplay Questions / Re: record keeper is super slow
« on: July 19, 2013, 02:16:30 pm »
Some are so bad that they get hungry/thirty/tired before they finish and have to start over.  And over.
Reduce the bookeeper settings until he gets better at it, you have more dwarfs, or a different bookeeper.  Highest precision isn't necessary in an early fort.

It happens enough that I start on medium until I get question marks in my stocks page.

155
Doesn't have to be orthogonal.  Diagonal wall works too.

156
Rivers/brooks are infinite water.  It's now just an underground river. :)

157
Resize the window and your mouse will work again.

158
Hatches are the best temporary solution, imho.  They can't be destroyed from below and they can be instantly locked and unlocked without the use of levers.

Actually, I recently had an FB "take control" of my hatch before reaching it.  Fair warning.

159
If you dug underneath first, then the channel, you won't get a ramp.  Just an empty hole.  They're no material below to form the ramp.

160
DF Gameplay Questions / Re: This Lag.
« on: July 19, 2013, 11:02:51 am »
Before I got a faster computer I ran with tempurature off.

161
You could dig under the flood and drain it to the edge of the map.

Dig down below the level of the flood into rock and run a tunnel to the edge of the map, smooth and carve fortifications in the edge.  This will drain water.

Then dig stairs under the flood and stairs in the flood level itself.  Water will flow down the stairs and off the map. 

You can now construct a wall in the flood level stairs.  It will be dry because all the water is falling down the stairs.

162
DF Gameplay Questions / Re: question on animal growth
« on: July 19, 2013, 10:55:08 am »
the transition from poult turkey indicated they are full grown. in fortress mode growth is handled a stair way. as soon as it hits a new age marker it steps up the size. at least that is how it is supposed to do it if growth was not broken for 80% of fortress dwellers

This is incorrect.  The "adult" announcement means they can make babies.  If they're not bugged, they grow continuously.

Turkeys grow ~600 in size every season.  Butchering them after one year will produce zero turkey meat (except for some of the bugged ones, who will be big enough).  They have to hit 2830 in size before they return meat and bones.  Which should take about 15 months.

I breed peafowl and geese which grow ~1000 a season.  Takes about 8 months for them to be big enough to slaughter, well before their "adult" announcement.  I also use a script to fix the growth bug.

163
DF Gameplay Questions / Re: 53 dwarves and no appraiser
« on: July 19, 2013, 10:19:12 am »
It does in my games.  Check your bookkeeper.  I bet he has good appraisal skills.
Negative, I just looked at my bookeeper, 0 exp in appraisal.  You running a mod?

164
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 18, 2013, 10:55:28 am »
1.How do I get my Military Dwarfs equip their Full Amour and their Weapons? I seen most of Them have Helm and Caps but not their Breast Plate and boots.

2.Why Dwarf are not Training and Sparring anymore? Is it Because My Commander is Wounded from our Last Siege? :(

3.What is the quickest way to Found my Cavern?

4. Should I even look for my Cavern? My Military is really weak right now and Heard that Cavern have Ant People and Trolls in there should I still try finding it?

Toggle the uniform to 'replace clothing'.  Toggle it back to 'over clothing', if it's not full coverage (legs, chest, feet) so they don't get unhappy thoughts.

Sparring is random. If they have a barracks and are set to train, they'll eventually do it.

Construct an up stair on the up/down stairs when you reach the caverns.  That will block it.

165
DF Dwarf Mode Discussion / Re: Noise
« on: July 17, 2013, 02:32:30 am »
Apparently, smithing armor and weapons is totally silent.

I don't think that it's silent, it's just they like to listen to the sound of smithing when they sleep. The same thing goes for torturing goblins I believe.

It's like Joe Pesci sleeping in jail in that movie.  So it must be true.

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