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DF Dwarf Mode Discussion / Re: Best war animals
« on: May 11, 2013, 10:28:41 pm »
Does anyone else ever have caravans donate War Humans? Those are somewhat useful.
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This is a rope reed fiber thong. All craftmanship is of the highest quality. It is encrusted with limestone, studded with adamantine and encircled with bands of clay and capybara leather. It is made from rope reed fiber cloth. This object menaces with spikes of pig tail fiber, violet spessartine and horse bone.
On the item is an image of Onol the Fiery Mountain, the deity of volcanos, fire and metals depicted as a male dwarf in rope reed fiber. Onol the Fiery Mountain is screaming.
On the item is an image of Boltpregnant the adamantine crossbow in zinc.
I can't blame Onol for screaming. What is worse, this fort has another artifact undergarment with an image of a different artifact adamantine crossbow
Hospitality? Trees!? Melt that god-damned elf-lover down and make a true dwarven deity! One that governs war and vomit!But Urist, hospitality is a Dwarf right and it is decreed in holy law that only wooden beds shall ever satisfy Dwarven sleeps! You would doom us all to vomitwar!
Your female dwarves don't have beards?Generally I'm too busy making other tweaks to mess with the appearance defaults (though what I'd really like to do is add greying hair to animals approaching the bottom end of their MAXAGE range...). Anyway, once you get into the 'but you can mod it' arguments, dwarves are no longer alcoholics. It'd make vampires more useful right out of the box for sure...
I believe you need to scroll down on the skill list to see what his dodging skill is. Hence the downward pointing green arrow.
by default always use the up/down stairways, they connect both ways and work dependibly. Upstairs is just for showing off. Downstairs is for digging the initial surface entrance, and ramps are for experts who want aesthetics or precise control over movement, or minecarts. I've been playing for years and I mess up slopes all the time.
Bad punctuation and grammer.
unclear what you are saying
stuff that's not in the game.
this has got all the qualities of a bad troll post. A very bad troll post. It might be easier to provoke the desired response if you put more effort into it.
i don't really patrol so much as put all my barracks around my gates.
i don't know if there are any drawbacks to that though.
Just order up some drinks every few months, there's no need to micromanage it. With a couple of poultry birds and even a single 15-tile farm devoted to growing brewable plants all year long you will easily get enough plants to keep a hundred dwarfs fed and liquored.Well yeah, but that's really irritating micromanagement. Having to look at whether you have enough booze all the time and ordering more.I put a small drink stockpile in my dining area that is linked to a much bigger stockpile so that it is constantly full. As my dining halls are always cross-shaped, I put those little stockpiles in the corners. Here's a picture, using Phoebus tileset:You have a lot of stills there. How do you ensure your dwarves don't just convert all plants to drink instead of saving some pig tails for thread, for example?
Press [z]
tab over to 'kitchen'
From here you can toggle cooking and brewing permissions on every piece of food in your fort. Don't want your biscuits to be made of anything but tallow? Don't want to brew the pig tails? Toggle it and make it so!
I think what Jez was getting at is if all 12 stills are on repeat, anything that allows brewing will no longer be available for anything else. Using the manager screen instead to brew on demand should avoid that problem.
The only downsides are the time and effort constructing the fort, building the walls and mostly roofing it over which can take thousands of lumps of stone