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Messages - dexxy

Pages: 1 ... 14 15 [16] 17
226
DF Gameplay Questions / Re: Advice on defense needed
« on: May 29, 2012, 09:26:56 am »
copper war hammers should be good too, and copper giant spiked balls for traps

227
DF Gameplay Questions / Re: Well, my military is tantruming
« on: May 29, 2012, 01:22:57 am »
You can assign them clothes as part of their uniform, by adding shirt, trousers, and socks, and setting the uniform to "replace clothing". The shirt and trousers can be made of leather if you like.

228
DF Gameplay Questions / Re: Brewing being neglected
« on: May 28, 2012, 11:53:15 pm »
Did you give them the job "Brewing" or just "Farming (Fields)"?

If they are brewers, do they have any other jobs that they might be doing instead? Turn on brewing for one of them, and turn off all other jobs, at least until you get enough booze. Also you need empty barrels.

229
DF Gameplay Questions / Re: Tantrum
« on: May 28, 2012, 09:31:20 pm »
It needs to be the right size for dwarves to wear, and you need to have the right kinds that they want.  Look at their thoughts, they'll tell you what they're missing.

How does one go about making child sized clothing? I'm turning out all kinds of clothes at a stupid rate, but my children are still tantruming over clothing.

You should look at their thoughts to see what kind of clothing they want. The clothes they might want are: upper body, like a shirt or robe, lower body, like trousers, and footwear, like shoes or socks. If you make a big stack of robes, trousers, and socks, enough for every dwarf, that should fix the clothing problems.

230
DF Gameplay Questions / Re: GCS and Dragon farming?
« on: May 28, 2012, 09:00:10 pm »
So, without some modifications, they don't breed? That's too bad, since tinkering with the raws myself seems cheating :DDD

It's not cheating, it's a feature of the game. You can modify it to pretty much however you want. If you enjoy playing a game that you modded more than an un-modded game, which one should you play?

231
Make a burrow with "w", and assign the dwarf to that burrow with "c".

Make two custom stockpiles for food in the burrow. "p" then "t", then enable "food" and disable everything else. For the booze stockpile, only allow food of type "Drink (Plant)" and add "Drink (Animal)" if you want him drinking mead.

For the food stockpile, only allow "Prepared Food", which is "u" on the custom stockpile setup screen.

232
DF Gameplay Questions / Got attacked by a dwarf peasant titan?
« on: May 28, 2012, 05:44:01 pm »
Suddenly this message popped up:

"The Peasant Fikod Berstukos has come!  A short, sturdy creature fond of drink and industry."

Sure enough, there was a dwarf peasant, with the icon being the color of a peasant and looking like a warrior dwarf. The military dwarfs scrambled out of the fort and attacked the peasant. He wasn't very tough.

Maybe this is a bug where a titan didn't get initialised properly, so the titan became a dwarf peasant?


233
DF Gameplay Questions / Re: Mystery food industry shutdown
« on: May 28, 2012, 08:29:22 am »
Try turning off all the other jobs on your butcher. Also, did you forbid the type of stone the workshops are made of?

234
DF Gameplay Questions / Re: Egg Industry
« on: May 28, 2012, 08:21:28 am »
One way is to watch for the bird to go in the nest box, then forbid the egg by using the "t" command on the nest box.

235
DF Gameplay Questions / Re: Optimal Armor Sets
« on: May 28, 2012, 06:37:47 am »
Also, maybe too much hassle. If you already have steel, having a leather uniform underneath all that gives very little additional protection. Adding a single leather robe or dress should be sufficient for the cases an unprotected area is hit.

I changed the leather shirt to a leather robe and removed the trousers. Some dorfs got mad because they had no pants. I gave them pants back. So it seems like dwarfs now need a shirt, pants, and shoes, or they get unhappy. That's why I gave them shirt, pants, and socks, so that they wouldn't get mad about missing clothes.


236
DF Gameplay Questions / Making work for doctors
« on: May 28, 2012, 01:32:26 am »
Here is an easy way to make work for your doctors:

Build an up stair at ground level. Build a down stair one level above the up stair, so that it is only supported by the down stair, and there are no floors around the up stair.

Then set the up stair to be deconstructed with (d-n) "remove construction". The only place for the dwarf to stand is on the up stair, working on deconstructing the down stair directly  above them. Once they finish the deconstruction, they drop the rock or block on themselves!

This is a good method because even children will do deconstruction, so you could make a burrow for the children somewhere, and build and remove stairs in the burrow, where hopefully children will do the removing work. Of course you need to have doctors ready to work before you attempt this.

237
DF Gameplay Questions / Re: How do I expose a Vamp?
« on: May 28, 2012, 12:39:00 am »
zzezz wrote: Chain him outside your fort in a remote location and next time theres a siege he'll be taken care of by the goblins at no extra charge.

I tried this but without success. How? You can only link animals to chain not dwarfs. At least I do not know how. I tried all options, but I could not figure out. I would like to try to put my vamp there for facing the next siege on a chain.

Please advise.  Steve

You could build him a room with something to attract him, such as a lever or workshop which he is set to use. Put the room near the edge of the map near where you hope invaders will arrive. Make the room have a door operated by a lever, so when the invaders are outside, pull the lever, door opens, invaders see vampire, fight starts.


238
DF Gameplay Questions / Re: Optimal Armor Sets
« on: May 27, 2012, 11:45:23 pm »
Caps and masks were reciently made shaped, so that can no longer be worn with a helm

Oh so that's why they keep complaining about equipment mismatches. I wish the equipment mismatch message would give a hint at the reason for the mismatch.

So how about this armor list?

helmet, leather hood, breastplate, leather shirt, mail shirt, leather cloak, leather trousers, greaves, cloth socks, high boots, gauntlets, leather mittens, and carry a shield too.

I'm using that now, with "replace clothing" and "exact matches". The metal items are steel, the socks are cloth, and the hoods, cloaks, shirts, trousers, and mittens are leather.

239
DF Gameplay Questions / Re: Optimal Armor Sets
« on: May 27, 2012, 11:16:11 pm »
They can wear all at the same time: cap, helmet, leather hood, breastplate, leather shirt, mail shirt, leather cloak, leather trousers, greaves, cloth socks, high boots, gauntlets, leather mittens, and carry a shield too. Items which aren't leather or cloth are metal, so they could be steel, adamantine, or some other metal.


240
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 27, 2012, 11:10:14 pm »
Dig a channel around your embark, leave the slopes in place.  Fill the channel with traps, then build a drawbridge that opens sideways instead of to the top or bottom.  No caravan, drawbridge is up, things need walk through the trap channel to get in.  Caravan comes, lower the drawbridge, caravan passes over it.  Or would that not work?  I'm new.

I think that won't work. You need to have a wagon path available at the time the traders arrive, and you don't know exactly when that will be. So using that plan, you will get the message that they didn't bring the wagons because there is no wagon access route.

You would need to leave the bridge down normally, so that when the traders arrive, there is a wagon route available. If invaders arrive, then you can put the bridge up.

Probably the easiest solution is to make a wagon path which is not a direct route from the edge of the map. So for example, start the wagon path near the south edge of the map, and make it run to the west. Then turn the path and make it go northeast to the depot. This will make the wagon path be longer than a direct route, so hopefully invaders would take the direct route rather than the wagon path.

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