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Author Topic: New Players. Tips?  (Read 9776 times)

fractalman

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Re: New Players. Tips?
« Reply #45 on: November 24, 2014, 01:41:03 am »

oh my god I can't seem to be able to make a bedroom I'm wallbanging my face so hard

I looked it up and people say it's "Q" + "R" but that's not the keys for me, I'm using default I think where to move up and down in menu its "+" and "-"

First you have to place a bed. Do you have a bed placed yet?

Quote
5 idlers

That's because you only have 2 axes.

You really only need two wood cutters, multi tile trees means one chop gives 10-25 wood, easily. you only need more if you're trying to pave everything with wood blocks, trying to make a castle out of soap, or...

But if you *really* want to chop trees down at a ridiculous rate, then build a carpenter's shop, and make 5 more training axes, then enable the woodcutting labor in the remaining dwarves.

Warning: woodcutting and mining labors are incompatible labors, if you assign your miners to woodcutting, they will refuse to mine until you re-assign them the mining labor, and vice versa.
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This is a masterwork ledger.  It contains 3719356 pages on the topic of the precise number and location of stones in Spindlybrooks.  In the text, the dwarves are hauling.
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sumusiko

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Re: New Players. Tips?
« Reply #46 on: November 24, 2014, 02:27:44 am »

Thanks for the input guys but I do have a cooker cooking all the time "Fine meals" I don't know if it uses plump helmets though.

Also how exactly do I order the farmers to only place seeds on bags and not barrels?
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sumusiko

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Re: New Players. Tips?
« Reply #47 on: November 24, 2014, 08:25:25 am »

Werelizard attack. Seems like it is time to restart since it got my main/most important dwarfs and having people die every 25 days isn't that funny haha


Also could someone teach me how I can make my squads move to a certain area or order them to attack enemies and make my civilians go to their bedrooms?
« Last Edit: November 24, 2014, 08:28:43 am by sumusiko »
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Arx

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Re: New Players. Tips?
« Reply #48 on: November 24, 2014, 08:54:52 am »

For giving squads orders, use 's'.

The closest thing to putting civilians in bedrooms is the burrow system, accessible from the 'm'ilitary screen. You have to set up the burrows beforehand using 'w'.

To stop cooks from cooking plump helmets, go to stocks ('z'), tab to Kitchen, and set 'Cook" to be red for plump helmets.

If you create a stockpile for seeds only, reset your old stockpiles to not accept seeds, and set the new stockpile to not take any barrels you should be fine.
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JDRX

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Re: New Players. Tips?
« Reply #49 on: November 24, 2014, 09:36:08 am »

I got a question and I have looked and looked for the answers and I am just not finding them.
 I just updated and I am having really hard time installing a well.
What do I need to get water from the river and create a chain?
I tried channeling, it just says its a slope.
And when I think I got enough water it says its not the right type or I lack a chain.
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Arx

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Re: New Players. Tips?
« Reply #50 on: November 24, 2014, 09:42:31 am »

Channeling digs a hole down to the next Z-level, with a ramp leading down/up. You probably want to channel a hole down from where you want your well, and then 'd'ig a tunnel to a water source; hopefully you embarked on a river or brook. If your tunnel is on the same level as the river, all well and good; if it's below, you'll have to dig upwards and then deal with water pressure.

Chains include ropes; chains are made by a metalworker at a forge, while ropes are made at a clothier's workshop by a weaver. Building a well requires a rock block (I think it's just one), a bucket and a chain. If you have all of those, and have routed water to where you want the well, you're golden.
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I am on Discord as Arx#2415.
Hail to the mind of man! / Fire in the sky
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sumusiko

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Re: New Players. Tips?
« Reply #51 on: November 24, 2014, 09:56:05 am »

A typical starting seven

Appraiser 3 Judge of Intent 3 Negotiator 1 Persuader 1 Consoler 1 Discipline 1
 - Expedition leader and Broker. Gets assigned mining labour following embark as it will skill up very quickly digging out the initial farm rooms and temporary storage in the dirt layers.

Mason 4 Building Designer 5 Discipline 1
 - Skip straight past most of the crappy quality furniture lets you get a high quality dining room up and running early. Bring along a flux stone, cut it into blocks and use them to build your trade depot, this dwarfs skill gives a good chance that your dwarves will get "admired a fine depot" thoughts. Enable mechanics if you want to start building traps/machines prior to the first migrant wave.

Grower 5 Herbalist 4 Discipline 1
 - Can usually provide sufficient food by himself to keep a fort of up to 50 dwarves running, assuming that hauling is disabled for him(food hauling may be left on until the first batch of migrants arrive). Sent to make a single piece of armour or weaponry once the forge is up and running so as to have a useful mood-able skill.

Diagnostician 5 Bone doctor 1 Surgeon 1 Suturer 1 Wound dresser 1 Discipline 1
 - Chief Medical Dwarf. Usually gets assigned as initial bookkeeper and secondary miner. Again, gets sent to make a single piece of armour or weaponry once the forge is up and running so as to have a useful mood-able skill.

Carpenter 5 Brewer 4 Discipline 1
 - As brewing usually only takes a short while to make a large quantity, it can easily be alternated with your barrel making. May be sent out to chop down a few trees initially before an early migrant gets assigned as lumberjack.

Cook 5 Stone crafter 4 Discipline 1
 - Again cooking tends to be done in batches, so intervening time can be spent making goods for trade. Swap out craft skill if you are planning on something other than stone for the basis of your trade goods.

Weaponsmith 4 Armorsmith 3 Furnace operator 2 Discipline 1
 - Switch balance of skill around to taste. I prefer some furnace operator to speed initial smelting, but it can be excluded.

All dwarves have Discipline 1 to minimise their fleeing in panic at the first sight of a slightly irritable animal, or dismembered goblin.

I tend to follow the, bring raw materials, make tools on site, school of thought. So I usually bring a bunch of Bituminous Coal or Lignite and Copper nuggets or Malachite along with some wood and stone. Initial workshops can be set up while the tools are being made and jobs such as cooking all your meat into meals, gathering nearby fruit and plants, erecting a trade depot and so on can be done without them.

Followed this and 10/10 works wonders. Haven't had a better 7 dwarf team!

Just a few questions though do you disable hauling for all the initial 7?
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Metalax

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Re: New Players. Tips?
« Reply #52 on: November 24, 2014, 12:55:17 pm »

Once enough migrants arrive to take over, yes. Prior to that Grower and cook are left with only food hauling, Miners get stone hauling disabled.

Early on I tend to somewhat micromanage hauling labours, disabling them when I want a dwarf to process a batch of jobs and re-enabling them after.
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sumusiko

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Re: New Players. Tips?
« Reply #53 on: November 24, 2014, 01:51:04 pm »

Also sometimes when I make walls in bulk some get canceled and it says:

Inactive and it never gets done, how do I get it to be active again?
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Metalax

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Re: New Players. Tips?
« Reply #54 on: November 24, 2014, 01:58:12 pm »

Also sometimes when I make walls in bulk some get canceled and it says:

Inactive and it never gets done, how do I get it to be active again?
Use the 'q' or 't' selections to check each section of wall. If construction has been suspended it will indicate this in red and you can switch it to unsuspended using 's'. Note that walls will usually be suspended for a reason, such as a builder being unable to access a place to stand next to the tile to build it, so if it keeps being suspended you will have to look for why.
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sumusiko

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Re: New Players. Tips?
« Reply #55 on: November 24, 2014, 02:06:41 pm »

Also sometimes when I make walls in bulk some get canceled and it says:

Inactive and it never gets done, how do I get it to be active again?
Use the 'q' or 't' selections to check each section of wall. If construction has been suspended it will indicate this in red and you can switch it to unsuspended using 's'. Note that walls will usually be suspended for a reason, such as a builder being unable to access a place to stand next to the tile to build it, so if it keeps being suspended you will have to look for why.

Doesn't say suspended only "Inactive"
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Arx

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Re: New Players. Tips?
« Reply #56 on: November 24, 2014, 02:15:17 pm »

Your masons might be busy with other things (like if you accidentally left 'Make rock thrones' on repeat...), in which case you may need to re-prioritise or get more masons, or it may be that your masons are hauling lumps of rock from twenty Z-levels down and taking forever about it. They could also be busy with meaningless hauling.

I tend to fix most of these problems by a) turning cheesemakers into masons and b) disabling hauling on masons. c) using rock blocks instead of rocks can also accelerate things, as they are carried more quickly.
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I am on Discord as Arx#2415.
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sumusiko

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Re: New Players. Tips?
« Reply #57 on: November 24, 2014, 02:59:20 pm »

Also does happiness matter? According to Dwarf Therapist my dwarves are ALWAYS miserable.

I am making shoes,vests,dresses,gauntlets all the time , I make different types of drinks in the brewery, I have a dining room, a bed for each person, etc...
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Metalax

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Re: New Players. Tips?
« Reply #58 on: November 24, 2014, 03:34:00 pm »

Also does happiness matter? According to Dwarf Therapist my dwarves are ALWAYS miserable.

I am making shoes,vests,dresses,gauntlets all the time , I make different types of drinks in the brewery, I have a dining room, a bed for each person, etc...

Are you judging that from their stress levels? Remember that for stress that positive is bad, it means they are highly stressed, while negative is good, they are getting lots of happy thoughts. (I'm assuming here that therapist reports stress in the same way as the labour manager that comes with DFHack.)

Happiness is important. Unhappy dwarves can tantrum causing death and injury to other dwarves.

Main things for happiness, although I think you are likely following most of these already.

 - Always have booze available so no dwarf has to drink water. Having a variety is good as it prevents them becoming bored of always having the same drink.

 - Always have food available. Dwarves get better thoughts from consuming something on their list of preferences(or a cooked meal that contains it) and having variety. Cooked food also improves this due to quality modifiers.

 - Give each dwarf their own bedroom. While dormitories stop the bad thought from sleeping on the ground, they provide a minor bad thought about not having their own bed.

 - Have a high quality dining room for your dwarves to eat. Have each table adjacent to a single chair to avoid bad thoughts about overcrowding. Make sure there are enough table/chair pairs to seat each dwarf that is eating at a time, as numbers pick up generally at least a third as many as you total population. Many build dining rooms that can seat their entire population.

 - Make sure there are at least some jobs for each dwarf to do. Dwarves become unhappy following long periods of unemployment, while completing work often gives a happy thought, as long as they are not overworked.

With the above covered, generally your dwarves will remain happy in normal situations.
« Last Edit: November 24, 2014, 03:38:05 pm by Metalax »
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smeeprocket

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Re: New Players. Tips?
« Reply #59 on: November 24, 2014, 03:39:29 pm »

dwarf therapist can not currently read the new emotion system, it will always say your dwarves are miserable. If you see red arrows on them, then they are actually miserable.
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