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Author Topic: Turkey is walking far outside  (Read 2624 times)

janamdo

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Turkey is walking far outside
« on: February 24, 2020, 05:56:46 am »

I need all turkeys inside the fort for breeding, but the male and a female Turkey are walking outside 
Also some chicken outside also

How to get the birds (poultry) in a pasture aera : you cannot command them.
I see that this birds are far from the fort : how to get hem back in the fort ?
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PatrikLundell

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Re: Turkey is walking far outside
« Reply #1 on: February 24, 2020, 06:05:54 am »

It's not enough to just define a pasture type area (which it sounds like you have done). You will also have to assign each individual to the pasture. Then you need to have dorfs with the Creature Hauling job enabled to have someone go and haul them back (and the further away they are the lower the collection job priority will be, so if it's important you should probably disable all other jobs on your haulers until things are back in shape.
Also note that egg layers need nest boxes in the pasture for them to lay eggs (the picky buggers are too domesticated to build nests, apparently).
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janamdo

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Re: Turkey is walking far outside
« Reply #2 on: February 24, 2020, 07:01:15 am »

Thanks
I set all dorfs on animal hauling temporary , let's look if they can bring back the bird to a pasture aera ?
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janamdo

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Re: Turkey is walking far outside
« Reply #3 on: February 24, 2020, 07:19:43 am »

I am afraid that the Gobler Turkey and a hen Turkey are lost, so i can't breed anymore with the turkeys.
It seems that at the start of the fortress i must keep them together and not roam free.

They can be useful the turkeys for leather making?
 
 
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PatrikLundell

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Re: Turkey is walking far outside
« Reply #4 on: February 24, 2020, 09:17:46 am »

Leather industry is poorly implemented currently. Each animal that's sufficiently large gives 1 piece of leather, regardless of size (and turkeys are large enough). Trying to make a lot of leather is thus difficult, as you'll get enormous piles of meat as a byproduct. It's easier to buy lots of leather from caravans.
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Hyndis

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Re: Turkey is walking far outside
« Reply #5 on: February 24, 2020, 11:43:41 am »

You can always import animals, and elves are a fantastic supply of exotic animals. There may be 5+ different elf civilizations in your world, though you do need to first make contact with them before they start sending caravans.

To do this, make a new squad. Just put one dwarf in the new squad. Its okay if he's naked and completely untrained. A random peasant without any equipment is fine.

Then go to the world map. Find an elven settlement that says "no contact". Make a new mission to this settlement. Adjust the mission type from raid to demand a one time tribute. Then send out this one dwarf squad.

Demanding tribute just one time is enough to trigger contact with this civilization but not enough that it provokes conflict. You won't be at war with them. And even if the worst happens and your envoy dies its okay, its just one untrained naked peasant.

The following spring you will get additional caravans from the elves.

This same method also works on human and dwarven civilizations. You might have half a dozen human caravans all showing up at the same time, going to the same trade depot. Its a wonderland of goods to choose from, including animals in cages.

You can meet goblin civilizations that are not yet contacted, though when doing so I suggest you take a full squad of highly trained axedwarves so you can properly engage in "aggressive negotiations". These newly contacted goblin civilizations will all send sieges to you independently of each other. The map can get really busy sometimes.
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coalboat

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Re: Turkey is walking far outside
« Reply #6 on: February 24, 2020, 12:58:46 pm »

Very useful advice! I haven't thought of making contact this way.
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Stench Guzman

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Re: Turkey is walking far outside
« Reply #7 on: February 24, 2020, 01:20:48 pm »

You can always import animals, and elves are a fantastic supply of exotic animals. There may be 5+ different elf civilizations in your world, though you do need to first make contact with them before they start sending caravans.

To do this, make a new squad. Just put one dwarf in the new squad. Its okay if he's naked and completely untrained. A random peasant without any equipment is fine.

Then go to the world map. Find an elven settlement that says "no contact". Make a new mission to this settlement. Adjust the mission type from raid to demand a one time tribute. Then send out this one dwarf squad.

Demanding tribute just one time is enough to trigger contact with this civilization but not enough that it provokes conflict. You won't be at war with them. And even if the worst happens and your envoy dies its okay, its just one untrained naked peasant.

The following spring you will get additional caravans from the elves.

This same method also works on human and dwarven civilizations. You might have half a dozen human caravans all showing up at the same time, going to the same trade depot. Its a wonderland of goods to choose from, including animals in cages.

You can meet goblin civilizations that are not yet contacted, though when doing so I suggest you take a full squad of highly trained axedwarves so you can properly engage in "aggressive negotiations". These newly contacted goblin civilizations will all send sieges to you independently of each other. The map can get really busy sometimes.

I did this one in the spring of a new game and I hot a human caravan in the following summer, before I even got my first wave of immigrants.
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janamdo

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Re: Turkey is walking far outside
« Reply #8 on: February 24, 2020, 05:06:23 pm »

I am afraid that the Gobler Turkey and a hen Turkey are lost, so i can't breed anymore with the turkeys.
It seems that at the start of the fortress i must keep them together and not roam free.

They can be useful the turkeys for leather making?
 
Thanks for the interesting information about importing animals ..

I made a new meeting area for all turkeys, included  the lost turkeys .. it takes some time (meanwile doing other building), but they are now all together again the turkeys.   
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janamdo

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Re: Turkey is walking far outside
« Reply #9 on: February 28, 2020, 07:07:42 am »



Then go to the world map. Find an elven settlement that says "no contact". Make a new mission to this settlement. Adjust the mission type from raid to demand a one time tribute. Then send out this one dwarf squad.

Demanding tribute just one time is enough to trigger contact with this civilization but not enough that it provokes conflict. You won't be at war with them. And even if the worst happens and your envoy dies its okay, its just one untrained naked peasant.

The following spring you will get additional caravans from the elves.

This same method also works on human and dwarven civilizations. You might have half a dozen human caravans all showing up at the same time, going to the same trade depot. Its a wonderland of goods to choose from, including animals in cages.

You can meet goblin civilizations that are not yet contacted, though when doing so I suggest you take a full squad of highly trained axedwarves so you can properly engage in "aggressive negotiations". These newly contacted goblin civilizations will all send sieges to you independently of each other. The map can get really busy sometimes.
What worldmap is this ? ..
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PatrikLundell

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Re: Turkey is walking far outside
« Reply #10 on: February 28, 2020, 08:03:05 am »

The civ screen provides a world map.
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janamdo

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Re: Turkey is walking far outside
« Reply #11 on: February 28, 2020, 08:17:09 am »

Thanks
let me see how to do this..and thinking about this:
The fort is almost 4 years old and there was no attack of whatsover i noticed
I thought it was always that goblins should attack, but the choice of embark enviroment with neighbour civilizations makes a difference to be attacked ?
« Last Edit: February 28, 2020, 09:39:45 am by janamdo »
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Hyndis

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Re: Turkey is walking far outside
« Reply #12 on: February 28, 2020, 11:51:04 am »

You can pick fights with other civilizations if you want more sieges. Send a squad to attack them and the civ will declare war on you.

A word of caution: once war begins there's no ending it. There does not seem to be any way to stop a war, so it will be sieges from that civ for the entire rest of the game.

You can declare war on anyone you please, including humans or elves. Even other dwarf civilizations if you really want to. Just send a well trained, well equipped military squad to attack one of their sites.
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PatrikLundell

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Re: Turkey is walking far outside
« Reply #13 on: February 28, 2020, 12:03:46 pm »

As opposed to almost all other games, the player isn't the center of the universe in DF. This means that while goblins may be in range to initiate attacks against you, whether they do depends on how busy they are fighting on other fronts. They tend to attack closer targets before more remote ones, for instance.
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Hyndis

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Re: Turkey is walking far outside
« Reply #14 on: February 28, 2020, 12:16:20 pm »

You can receive sieges from anyone no matter the distance. However, civilizations far away from you don't notice you at first. You have to initiate contact with them, and then after you initiate contact (either peaceful or hostile) they'll then be an active part of your fortress, visiting with caravans or sieges.

At the start of each season a hostile civ will launch a siege. The siege's travel time is based on how many days' walk it is from their site to your fortress. If a human town is 20 days away from you the siege will tend to show up 20 days after the start of the summer season.

On the embark screen it shows you what civilizations notice you when you start the fort. You can not make contact with anyone new and will not expand this list, so your fortress will be mostly isolated and left alone. Or, if you want to be busy, you can make contact with everyone and constantly be flooded with caravans and sieges. Or any value in between.

Another fun tip:

Raid kobold caves for tame giant cave spiders. Kobolds love their giant cave spiders. Highly trained dwarves can raid to steal pets. The only pet animals at kobold caves are giant cave spiders. A raid might come back with 20-30 tame giant cave spiders each time. You can rapidly build up a spider army.
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