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Messages - dexxy

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46
My army is okay with 72 dwarfs. Some of them are legendary teachers. Some of them have had 8 years of training and no war, so they are getting pretty good.

So I ordered all soldiers to kill everything on the map. They all ran to the trade depot and stood in there. I made a new order to kill everything on the map except for the caged merchant creatures.

I've removed the flier tags, but invaders still aren't showing up. Maybe i should keep attacking elfs and humans to at least try to get some war going.

47
A human caravan arrived, but i had forgotten to open the drawbridge, so the wagons skipped off to somewhere else. The other merchants arrived and traded and departed.

On the way out, one crossbowman got into a fight with a dreaded kea, and ended up with a broken arm and passed out. Maybe he fell out of a tree who knows.

The caravan then hung around on the north edge of the map. This happened in year 7.  They never left.

Unfortunately no invaders are turning up, so now it's year 13 and they are still there. No more human caravans arrive probably because of them still being here.

Now they are having babies...

Is there any way to get them to go home? Maybe I should just attack them. At least then humans might come and attack to make up for the missing goblins.


48
Those soldiers have been training non-stop for months. None of them seem to be mad about long patrol duty. Did this get changed?

49
Have you left them a path to get in? Try unlocking a few doors until they run over to your castle, then lock the door just before they get there.

50
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: August 03, 2014, 11:46:33 pm »
Is there someway to force the dwarves to do what you tell them to?!

ha ha ha ha... no.

51
DF Gameplay Questions / Re: Dwarves not using Weapons.
« on: August 03, 2014, 07:59:47 pm »
Danger rooms don't increase discipline very fast. So even though they might look like tough soldiers, without discipline they might still run away in terror.

52
Open the squads thingy with "s". I have 11 squads. I can select the squads by pressing a to j, and by scrolling down and pressing j for the 11th squad.

With the squad list scrolled all the way to the top, press "p" for select individuals. Press "a" for 1st squad, the squaddies' names come up. The keys a-j can select each one. This works for squads a-i with the squad list scrolled to the top.

However, pressing "j" doesn't select the 10th squad. Nothing seems to happen.

To select the 10th squad, I have to scroll down the squad list so that the 10th squad gets the letter "i" and the 11th squad is "j". Then the 10th squad can be selected with "i". However, the list of soldier names is scrolled and the squad captain can't be selected because he's not showing. And the list can't be scrolled. And the letters displayed aren't right either, the 2nd member of the squad is displayed in the list as letter "a", but to select him you have to press "b".

The squad captain can be selected by pressing "a" but it doesn't show on screen. And then after killing the terrifying barn owl, the captain went off duty, back to civilian, despite the squad having orders for 10 to train.

Also, I can't select the 11th squad to give individual orders to, because pressing "j" appears to do nothing when using "select individuals" on the main squad menu. Presumably I have to create a 12th squad if I want to be able to individually order members of the 11th squad, by scrolling the 11th squad up to "i" where it can be chosen.

Is this normal? Has anybody else noticed this strangeness?


53
Things were quiet. Too quiet. Militia commander Urist scanned the "Others" unit list, and detected a badger. The badger was in the top of a tree to the east.

Urist sent the army out to defeat the vicious invading badger, but they did not attack. The woodcutters later moved into the area, following the policy of "cut down all them trees they are nothing but trouble".

When the woodcutters got near the badger's tree, the badger became enraged. The army moved into the area just in case an enraged badger might hurt some woodcutters.

Once the badger's tree was cut down, there was a sudden explosion of 10 terrified badgers that ran in every direction.

Therefore, it seems that it's not just fliers that are causing trouble. It's also the TREES that are TRAPPING BADGERS.

Cut down all the trees. It's the only way to be sure!

54
DF Gameplay Questions / Auto-arena fort design
« on: July 29, 2014, 11:05:01 pm »
An arena is a good way to train dwarfs in fighting. But all that setting cage traps, then collecting the cages, stockpiling, building cages, building levers, it's too much work.

What would be a good way to design a fort so that invaders automatically walked into the arena area? Then dwarfs can shoot them down or run in and attack if they want.

It probably shouldn't be underground, so it won't get miasma problems.

Farmers and other dwarfs should have safe access to where they want to go without entering the arena.

It should be close to the barracks so that dwarfs don't have to walk to far to get to the arena.

What techniques would you use to build an auto-arena fort?

55
DF Gameplay Questions / Re: Designated Lever Puller
« on: July 31, 2012, 06:45:21 pm »
In the dining room is a good place for a lever. That's where dwarfs stand around doing nothing, so they are close by when the pull-a-lever job comes up. Also you can use high quality mechanisms, and the more mechanisms you attach to the lever, the more the dwarfs enjoy looking at it.


56
DF Gameplay Questions / Re: Best set of armour
« on: July 31, 2012, 06:41:40 pm »
You might also consider "equipment mismatches". If you give them too many pieces of armor, they might complain that it mismatches and not wear it all.

57
DF Gameplay Questions / Re: Craftsdwarf & Stone Blocks
« on: July 09, 2012, 08:30:29 pm »
The problem with stone crafts is that you run out of rock, as you've noticed.

If you set up a pig tail farm, farmers workshop, loom, and clothiers workshop, you can make clothes. As long as your farmers are working, you can always make more thread, cloth, and clothes. Your dwarfs want to wear clothes, so you pretty much have to do this anyway. You can trade excess clothes with caravans.

Clothiers can also "sew cloth image", which produces lots of high value items.

58
DF Gameplay Questions / Re: Craftsdwarf & Stone Blocks
« on: July 09, 2012, 08:12:01 pm »
Blocks are for building things like walls. You can't make crafts out of blocks. You need those chunks of rock for making crafts. But you already converted your chunks of rock into blocks.

59
DF Gameplay Questions / Re: Lazy ass military
« on: July 02, 2012, 08:52:33 pm »
I've seen that a lot. My map is small and flat, and has many open and direct routes from the middle to the edge. There is nothing to stop soldiers going anywhere they want. Nothing, not doors, not drawbridges, not traps, nothing.

But they still say "cannot reach target" even if the target is standing on the ground with an obvious path directly to it.

60
You can tell which tiles are above ground by pointing the cursor at them with "k".

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