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Author Topic: a newbie fortress  (Read 3942 times)

spik

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Re: a newbie fortress
« Reply #30 on: March 01, 2013, 03:15:00 pm »

well, I have a huge crop, but what about meat
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spik

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Re: a newbie fortress
« Reply #31 on: March 01, 2013, 04:21:59 pm »

I realized just now, military, I have no military how can I do to have a "suicidal" team of dwarves prepared to give their lives for the good of the fortress? :P
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KtosoX

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Re: a newbie fortress
« Reply #32 on: March 01, 2013, 04:40:43 pm »

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Build a grid of floor grates above the entire city. Draft a squadron of masons and bomb the crap out of the city with falling constructed walls.
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spik

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Re: a newbie fortress
« Reply #33 on: March 03, 2013, 08:16:27 am »

  :-\ Recently, I've been organizing the objects that were scattered across the map and tried to make several stocks to certain objects (custom stockpiles) but the dwarves are not storing anything in the custom stockpiles
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KtosoX

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Re: a newbie fortress
« Reply #34 on: March 03, 2013, 02:20:19 pm »

Stuff that already is in a stockpile won't go to a new stockpile unless you select "take from stockpile". Stuff like ammo or outside refuse is forbidden from default, in order to store in you need to unforbid it. There is also a chance that you don't have items that fit in the stockpile description?
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Build a grid of floor grates above the entire city. Draft a squadron of masons and bomb the crap out of the city with falling constructed walls.
The Geneva Convention would like to have a word with you.
Quote from: Aleksanderus
I have clicked "d" in a forge and look what it did!

spik

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Re: a newbie fortress
« Reply #35 on: March 04, 2013, 02:05:42 pm »

sorry I have not said anything recently, the problem with the custom stockpile was a bug, I turned off the game and then reconnected the game and everything was fixed  :-X
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joeclark77

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Re: a newbie fortress
« Reply #36 on: March 04, 2013, 02:22:04 pm »

well, I have a huge crop, but what about meat
You don't need meat.   Dwarves will be fine eating vegetables.  Ideally you want to serve them 'prepared meals' which can be made out of anything as long as there are 2, 3, or 4 different ingredients to combine.  In addition to harvesting wild plants, and planting plump helmets, a good idea is to set up an egg hatchery.  Bring 4 or 5 hens (of any species - i prefer geese) on the embark.  Pen them up in a room near your kitchen.  Install some nest boxes.  Now you have an abundant second ingredient for your chefs.

If you really want meat, start by slaughtering the two grazing animals that pulled your wagon.  (It's hard to find enough grass to keep them alive, anyway.)  You could get more meat by hunting (either assign hunters to hunt automatically, or mobilize your military to slaughter the wildlife directly).  You could also raise animals for meat, like the aforementioned poultry.  Pigs are good for this because they don't require grass.  Also, slaughter whatever animals the migrants bring to you unless they are useful for egg laying or something.
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spik

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Re: a newbie fortress
« Reply #37 on: March 04, 2013, 02:30:58 pm »

thanks for the help, but I still have a doubt
I bought some animals from merchants but I do not know how to take them out of the cage  ???
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good news, was born a child (never happened to me) what is the probability that a child will reach adulthood with drunk parents?
« Last Edit: March 04, 2013, 02:40:01 pm by spik »
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Spectrelight

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Re: a newbie fortress
« Reply #38 on: March 04, 2013, 03:01:49 pm »

To release animals from a cage, you can build the cage and use the cage's assignment screen to release the animal. Or, you can do this:

http://dwarffortresswiki.org/index.php/DF2012:Mass_pitting

It's a little harder to set up, but good for releasing caged creatures quickly.

As for children, well, I just set the child cap to 0 so I won't have to deal with them. It takes 12 years to reach adulthood, and there's a lot that can go wrong in that time...especially if the mother is in the military, as she will bring the baby into battle. In a previous fort I rounded up all the children and fed them to a titan, but for some reason the dwarves didn't seem happy about that.
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spik

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Re: a newbie fortress
« Reply #39 on: March 04, 2013, 03:20:55 pm »

HAHA :D
that sounds fun, someday I will try to  :P
                                      .
                                      .
                                      .
recently I received some migrant haves and I notice in one thing, when the migrants arrive at the edge of the map sometimes one of them have a big "e" instead of the regular "oval" dwarven icon, I look at that migrant with the "v" key and (it?) appears as (... trader), I can`t give "it" any job, what is "it" for?
« Last Edit: March 04, 2013, 06:14:01 pm by spik »
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Loud Whispers

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Re: a newbie fortress
« Reply #40 on: March 04, 2013, 06:24:57 pm »

recently I received some migrant haves and I notice in one thing, when the migrants arrive at the edge of the map sometimes one of them have a big "e" instead of the regular "oval" dwarven icon, I look at that migrant with the "v" key and (it?) appears as (... trader), I can`t give "it" any job, what is "it" for?
It is a bug. Don't attack them, in time the problem should solve itself.

Triaxx2

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Re: a newbie fortress
« Reply #41 on: March 04, 2013, 07:02:53 pm »

Other games say they're infinitely complex. Dwarf Fortress MEANS it.
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spik

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Re: a newbie fortress
« Reply #42 on: March 05, 2013, 02:56:46 pm »

they are useful for some thing?
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BoredVirulence

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Re: a newbie fortress
« Reply #43 on: March 05, 2013, 04:05:27 pm »

they are useful for some thing?
The trader bug? No.

Unless you can use them as seige and ambush bait, but they aren't well positioned for that, and their tendency to starve and die makes for a temporary solution. Just let them be.

I thought the trader bug was fixed though, I haven't seen that in some time.
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joeclark77

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Re: a newbie fortress
« Reply #44 on: March 06, 2013, 12:36:21 am »

I heard there was something in dfhack to fix the trader, turn him into a normal migrant.  But I don't know for sure.
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