Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - WilliamBgns

Pages: [1]
1
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 29, 2013, 09:49:51 am »
I was just starting a new fort after being idle for several months.  Spring of year 2 and I had food going, a few bedrooms started, first dorf caravan, two modest migrant waves for a total pop of 15.  Next steps were to get a few new bodies to begin multi-crop farming and perhaps start some metal production.

All of a sudden, "Migrants have arrived", and I have 53 neck beards bearing down on me.  Population increases by ~300%, I decided to save and quite for the day.

I have a ScreenCap but need to figure out how to post.



2
All,

I thought of this method this while trying to collapse ground for an aquifer.  I tried it 3 times and it worked every time...

1.) Identify what squares you would like to build or dig upon.
2.) Select the squares that are acceptable to do this work.
3.) Create temp burrow including the "safe work-from squares" AND the squares "receiving" the work.
     a.) be sure to keep burrow small
     b.) be sure to exclude the "danger squares"
4.) Assign the correct dwarf to the burrow to do the work.
5.) Assign task when dwarf arrives - should be fairly quick if they are "onsite"
6.) Grin
7.) Delete burrow - this removes all burrow related assignments and commands...

Comments?

Pages: [1]