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Author Topic: Making Hunters Hunt?  (Read 2306 times)

Lord Darkstar

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Re: Making Hunters Hunt?
« Reply #15 on: August 13, 2010, 05:52:25 pm »

Easier:

1. depile your stockpile. (remove ammo stockpile)
2. Create new ammo stockpile.
3. Set it to have no bins.
4. Profit

Dwarves should remove the ammo from the bins and store them in the new stockpile.
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learn to give consolations to frustrated people
What is this, a therapy session? We don't need to console someone because they're upset about a fucking video game. Grow a beard, son, and take off those elf ears!

ildamos

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Re: Making Hunters Hunt?
« Reply #16 on: October 04, 2010, 05:11:25 am »

I sent two Milkers out to hunt. They immediately grabbed crossbows and bolts and went out. They haven't returned though. No prey?

It's winter.
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Cat biscuits - long before the rise of humankind, dwarves already had their own version of Soylent Green.

Ivar360

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Re: Making Hunters Hunt?
« Reply #17 on: October 04, 2010, 06:54:37 am »

Only my immigrant hunters do any hunting. If I make somebody a hunter they leave the unicorns alone...
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rephikul

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Re: Making Hunters Hunt?
« Reply #18 on: October 04, 2010, 07:55:47 am »

do you have a butcher's workshop? As hunters automatically will bring games back onto the workshop, I guess it's a part of the preq.

Otherwise just go hunting with your military....
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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.

ildamos

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Re: Making Hunters Hunt?
« Reply #19 on: October 04, 2010, 08:03:10 am »

Quote
do you have a butcher's workshop? As hunters automatically will bring games back onto the workshop, I guess it's a part of the preq.

Yep I do. I also have a leatherworks workshop and a tannery.

I don't have any military. I'm taking it slow (beginner). If the goblins come, well, I can always start from scratch. Figuring out the basics still. I'll check back after office hours if there's any game in the wilderness.

On another note, where do the meat get stockpiled after the butcher's done with them? The food stockpile? 

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Cat biscuits - long before the rise of humankind, dwarves already had their own version of Soylent Green.

Mckee

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Re: Making Hunters Hunt?
« Reply #20 on: October 04, 2010, 08:23:11 am »

The meat should be taken to the food stockpile, assuming someone actually hauls it. And that stockpile has meat and whatever other options govern prepared food enabled. But yeah, a default food stockpile assigned via p-f will take the meat.

BTW, if you wan't to learn the basics without gobbos being a problem, you can turn invaders off in the init files. Just incase you weren't aware.
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ildamos

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Re: Making Hunters Hunt?
« Reply #21 on: October 04, 2010, 09:38:42 am »

Thanks! I prefer the default settings though --- see what this game offers in its entirety.
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Cat biscuits - long before the rise of humankind, dwarves already had their own version of Soylent Green.

ThrowerOfStones

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Re: Making Hunters Hunt?
« Reply #22 on: October 04, 2010, 11:43:04 am »

Will burrows stop a hunter from hunting in the caverns? All my hunters go down and start shooting at voracious cave crawlers as soon as I breach the caverns, and that never ends well.
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FleshForge

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Re: Making Hunters Hunt?
« Reply #23 on: October 04, 2010, 01:19:30 pm »

Probably safest to disable hunting labor until you have your cavern area secured, however you choose to do that.
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ThrowerOfStones

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Re: Making Hunters Hunt?
« Reply #24 on: October 04, 2010, 02:02:30 pm »

I usually just create a dwarbridged entrance and a long line of cage traps, but as long as the drawbridge is down they can and do still wander out past the cage traps, and I don't want to keep it closed because that sort of defeats the purpose.
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BurnedToast

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Re: Making Hunters Hunt?
« Reply #25 on: October 04, 2010, 05:14:59 pm »

Don't bother with hunters. They are nice in theory, but in practice it's too much trouble.

Instead, give a dwarf a spear (to prevent dismemberment causing more job requirements) and optionally some armor. let him train up a little bit in the barracks then add him to his own squad and just give him move orders on top of the animals. He will run around skewering them all, then other dwarves can come by and pick up the bodies.

No ammo usage, less bugs to deal with, you can armor him up good, he won't do stupid stuff like run out to hunt in the middle of a siege when you're not looking, and if things really go bad you've got an extra soldier.

Downside is you have to manually control him to make him hunt, but considering slaughtering a whole herd of most animals will keep your butcher/cooks busy for a while and feed everyone for quite some time it's not that bad.
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ildamos

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Re: Making Hunters Hunt?
« Reply #26 on: October 05, 2010, 04:04:44 am »

Quote
and just give him move orders on top of the animals

I don't get this bit.
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bcd1024

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Re: Making Hunters Hunt?
« Reply #27 on: October 05, 2010, 04:10:08 am »

Quote
and just give him move orders on top of the animals

I don't get this bit.
Relating to the original post, I think he means open the {s}quad menu, give the [m]ove order and place the order at the animal's location.
I'm not vouching for the methods, just explaining what I think the directions mean.
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This is a feature, not a bug, correct?
You're playing Dwarf Fortress.  There isn't much of a distinction.

nuker w

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Re: Making Hunters Hunt?
« Reply #28 on: October 05, 2010, 04:11:02 am »

Orrrrr.... You could just give the guy a kill order on the animal.  ;D
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BurnedToast

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Re: Making Hunters Hunt?
« Reply #29 on: October 05, 2010, 06:51:33 am »

Orrrrr.... You could just give the guy a kill order on the animal.  ;D

For me, kill orders bug out half the time and the dwarves all stand around unable to complete orders or whatever the error is, so I just use move orders now.

If they work right for you then yeah that's probably a better option.
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