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Author Topic: The DF2010 Little Questions Thread  (Read 1141978 times)

rephikul

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Re: The DF2010 Little Questions Thread
« Reply #6690 on: December 29, 2010, 11:33:18 pm »

Okay, so it's clothes ownership that's the problem...

Is there any point to making clothes then? Will dwarves upgrade, and if they do, do they cast off their old clothes for other dwarves?
They never wear new clothings, just claim and leave them lying around. If you are so annoyed by these litters, try my mod. It's specifically made to kill stuff like that.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

AWellTrainedFerret

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Re: The DF2010 Little Questions Thread
« Reply #6691 on: December 29, 2010, 11:55:37 pm »

Quick question: All my fort always seem to have a chronic shortage of wood. Even the ones in wooded areas (can't chop wood under CONSTANT sieges) or the ones that have underground tree farm (just how many years does a mushroom take to grow?).

Is there any reason to use vertical axles instead of just stacking gear assemblies on top each other?
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Jorshamo

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Re: The DF2010 Little Questions Thread
« Reply #6692 on: December 30, 2010, 12:02:04 am »

Vertical axles use only 1 unit of power, while GAs use 5. Whether the investment in wood is worth it is up to you.
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capt.pantsless

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Re: The DF2010 Little Questions Thread
« Reply #6693 on: December 30, 2010, 12:04:03 am »

I'd be surprised if you were able to find jobs for 160+ dwarves with only a small handful in the military.

I'm doing some make-work stuff - smoothing all the floors and whatnot.  I'll go draft some more n00bs.
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geoduck

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Re: The DF2010 Little Questions Thread
« Reply #6694 on: December 30, 2010, 12:50:39 am »

Quick question: All my fort always seem to have a chronic shortage of wood. Even the ones in wooded areas (can't chop wood under CONSTANT sieges) or the ones that have underground tree farm (just how many years does a mushroom take to grow?).

About the only thing you absolutely need wood for is beds; get some forges and smelters running as soon as possible, and you can make almost everything out of rock or metal. Just be sure and pick an embark site with sedimentary rock, which comes with coal, meaning you don't have dig all the way down to the magma.
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mrbaggins

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Re: The DF2010 Little Questions Thread
« Reply #6695 on: December 30, 2010, 02:00:11 am »

Until you run out of coal like I have.

Next question (I've been busy trying new things these last couple days)

I just created my first ever archer squad. The captain of the guard is the leader if this one (apparently). I've set their uniform to archer. I've made a second barracks/training room/archery range

But I have two issues. In the job menu, over half of them say "Soldier (unable to work)".

And only my captain of the guard has managed to fire a bolt at the target.

I figured it might be due to lack of equipment, so made 10 steel xbows and 10 leather quivers. They're still fart-adding around.

I'm also getting a lot of equipment mismatch spam with these guys.

I made the melee squads barracks shared for training, and a bunch all geared up and went to learn dodging... right along side my steel weapon-steel armored melee troop.

How can i get em shooting?

How can I get em to
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Tai_MT

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Re: The DF2010 Little Questions Thread
« Reply #6696 on: December 30, 2010, 02:05:22 am »

Assign a regular barracks for your archers to train in as well.  They'll train melee with the crossbows as well as dodging and other things.

As for the "equipment mismatches"...  Well, I suggest looking to see what kinds of armor they've got assigned to them and trying to produce more of it, in the materials you specified.  You can also assign "partial match" to your uniform.  It might help clear things up.
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TolyK

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Re: The DF2010 Little Questions Thread
« Reply #6697 on: December 30, 2010, 02:08:40 am »

don't assign "kill" orders to crossbowmen. instead, "station" them behind fortifications and at least some of them go and fire.
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FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #6698 on: December 30, 2010, 02:51:01 am »

I think that, if you have multiple archery targets, you have to assign a barracks from each one.
Also, I'm pretty sure that crossbowdwarves will only practice their archery in place of the "individual combat drills" of other military dwarves. Because of this, it should be more efficient to keep them inactive, as they won't spend time with dodging/striking/biting demonstrations and the like.
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mrbaggins

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Re: The DF2010 Little Questions Thread
« Reply #6699 on: December 30, 2010, 03:32:31 am »

How do you get them to be inactive, but still in uniform/holding their weapons and be prepared to go train?
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TolyK

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Re: The DF2010 Little Questions Thread
« Reply #6700 on: December 30, 2010, 05:47:57 am »

try making a "Custom Train" alert where they do nothing but are uniformed.

I almost always have an alert for civilians for them to wear armor at all times (if I can spare it)
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Langdon

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Re: The DF2010 Little Questions Thread
« Reply #6701 on: December 30, 2010, 07:40:47 am »

I just created my first ever archer squad. The captain of the guard is the leader if this one (apparently). I've set their uniform to archer. I've made a second barracks/training room/archery range

But I have two issues. In the job menu, over half of them say "Soldier (unable to work)".

And only my captain of the guard has managed to fire a bolt at the target.

Note there is currently a bug (still present in my last 31.18 game, last time I played) that prevents marksdwarves from using bolts that have been hauled to a stockpile, or placed in a bin. (some people report that they use bolts that are not in bins). In my last game, if a bolt has ever been touched by a civilian hauler, it seems it has been forever marked for civilian use, and the military will never touch it.

A workaround I use in my games is to never ever designate ammo stockpiles, rather I let the marksdwarves pick up bone bolts straight from the craftsdwarf workshop. So my archer tower has a craftsdwarf workshop and a forge on the floor below, and I only use those two workshop to make bolts.

Also, only one marksdwarf can use one archery range at a time, so I built multiple long, narrow rooms with targets at the ends, and designate each as a separate range (remember to enable 'T'raining for the squad on all of them). 3 ranges=3 marksdwarves training at a time. If you designate one range with 3 targets, only one marksdwarf will train at a time, and two targets will be unused.
« Last Edit: December 30, 2010, 07:43:12 am by Langdon »
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Lord Shonus

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Re: The DF2010 Little Questions Thread
« Reply #6702 on: December 30, 2010, 07:54:39 am »

How do you get them to be inactive, but still in uniform/holding their weapons and be prepared to go train?
As long as dwarves are not miners, hunters, or woodcutters, you should be able to just set them to inactive - uniformed in the military screen and never have to worry about it.
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SurfinShroom

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Re: The DF2010 Little Questions Thread
« Reply #6703 on: December 30, 2010, 11:25:33 am »

is dabbling enough to make moody dwarves choose it over a random skill?
Or can dwarves not be moody if they don't have a moodable skill?
IE. if I make 10 peasants dabbling weaponsmiths then they choose that if they become moody right?
Or does it have to be novice?
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Lord Shonus

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Re: The DF2010 Little Questions Thread
« Reply #6704 on: December 30, 2010, 11:29:33 am »

They require it to be the highest of all moodable skills. 1xp Dabbling is higher then 0-xp no skill.
« Last Edit: December 30, 2010, 11:35:27 am by Lord Shonus »
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