Well so far I'm actually digging the 3D aspect of the new version.
But I'm missing the stereotyped layout. I haven't seen any ore so far and I'm at a total loss on how to start up underground mining since I haven't seen any dirt and I'm afraid of trying to tap into any of the ponds over my fort.
My dwarves can't live off of berries forever.
lowlylowlycook on
(Please do not gift. My game bank is already full.)
Well so far I'm actually digging the 3D aspect of the new version.
But I'm missing the stereotyped layout. I haven't seen any ore so far and I'm at a total loss on how to start up underground mining since I haven't seen any dirt and I'm afraid of trying to tap into any of the ponds over my fort.
My dwarves can't live off of berries forever.
Tapping into the ponds is pretty safe as long as you have enough room for the water to spread out before you dig into the pond. As for ore, dig deep and wide.
Well so far I'm actually digging the 3D aspect of the new version.
But I'm missing the stereotyped layout. I haven't seen any ore so far and I'm at a total loss on how to start up underground mining since I haven't seen any dirt and I'm afraid of trying to tap into any of the ponds over my fort.
My dwarves can't live off of berries forever.
Tapping into the ponds is pretty safe as long as you have enough room for the water to spread out before you dig into the pond. As for ore, dig deep and wide.
I tend to mine out grids of tunnels, and then dig up any ore veins they come across.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Forgot to mention one wagon made it into the depot lickety split.
I've actually run into this issue a few times myself. Most of the caravan moves at a decent speed, but one or two wagons end up taking what seems like months to move across the map. Logically, I would think that those ultra-slow wagons have massive loads of stone or something else, but this is Dwarf Fortress. "Logic" has no place here.
Anyway, I have no idea how to prevent it or fix it. I'm pretty sure this glitch even caused me to somehow get no more dwarf caravans for the rest of one fortress' existence (which turned out to be something like ten years after caravans stopped showing up and I got bored).
I tend to mine out grids of tunnels, and then dig up any ore veins they come across.
How far apart do you space your stuff? The veins are usually fairly wide or tall for me, and I don't really care about any of the cluster stuff except for the rare native ore so I usually space my lines out two shift+directions.
Note to self: next time bring less food and more silk. Damn fey moods.
Never forget shells. I need to figure out how to play the adventure mode. As soon as I start out, should I go to a town or should I just explore?
Well I always bring turtle as my main starting ration. Also my fisherdwarf was catching them by the bucket full. So she picked up the shell that she needed, no problem. The silk I had no chance of getting.
lowlylowlycook on
(Please do not gift. My game bank is already full.)
I was so certain that one of my craftdwarves was going to die after he got into a fey mood that I built the coffin before he even finished collecting his items. He didn't and built a pick out of bone. Now I can't find it.
Can someone remind me how to reserve barrels for my brewer?
Make separate food stockpiles for food and drink ("q" then "s" on the stockpile to set its settings I think). Then lower the number of barrels the actual food stockpile can use.
I tend to mine out grids of tunnels, and then dig up any ore veins they come across.
How far apart do you space your stuff? The veins are usually fairly wide or tall for me, and I don't really care about any of the cluster stuff except for the rare native ore so I usually space my lines out two shift+directions.
I just kind of eyeball it. 10-20 spaces on average.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Can someone remind me how to reserve barrels for my brewer?
Make separate food stockpiles for food and drink ("q" then "s" on the stockpile to set its settings I think). Then lower the number of barrels the actual food stockpile can use.
No, what he means is this: open the stockpile designation menu with "p", then you'll see the settings for reserved bins and reserved barrels at the bottom. Reserved bins aren't used for anything at the moment so that one is pointless. You can increase the number of reserved barrels to make the dwarves save that many for jobs that use barrels in them like brewing, instead of using them all for food storage.
Can someone remind me how to reserve barrels for my brewer?
Make separate food stockpiles for food and drink ("q" then "s" on the stockpile to set its settings I think). Then lower the number of barrels the actual food stockpile can use.
No, what he means is this: open the stockpile designation menu with "p", then you'll see the settings for reserved bins and reserved barrels at the bottom. Reserved bins aren't used for anything at the moment so that one is pointless. You can increase the number of reserved barrels to make the dwarves save that many for jobs that use barrels in them like brewing, instead of using them all for food storage.
Okay I have a problem, i'm trying to get a military set up for the eventual Kobold invasion or what not. However my military dwarves just won't pick up their weapons. I've designated them on the military then weapons screen but they end up all becoming wrestlers.
If they are busy sparring or whatever they will finish what they are doing before running off to grab their new weapons. Other than that, check the weapons:
1) Exist, check the stocks menu. Z>stocks>weapons
2) Arn't forbidden, designated for dumping or melting. Again the stocks menu will show them with an F or M if they are.
3) Your dwarves have a path to them.
Also there can sometimes be conflicts between civilian occupations and military weapons. Miners and Woodcutters use picks and axes. Turn off any civvie skills.
attempting first fortress. as luck would have(or lack thereof) my first place has no soil and i cant seem to gather any berries, so i'm off to irrigate. but i can't seem to get water from the river to go to my farm plot on the same level. is that how it suppose to work?
Is the farm area on the same level as the surface of the water, or the same level as the riverbed? It needs to be below the surface level of the water to get water to flow over on to it. But, if you just dig a hole next to the river, it will flood and be useless. So what you need to do is only let it fill with a small amount of water and then close it off from the river with a floodgate hooked up to a lever.
I know, I usually do that nexus. Although lately I've taken to skipping that part and starting them with weapons because otherwise they seem to be stuck as wrestlers forever due to their wrestling skill staying ahead of their weapon skill.
Is the farm area on the same level as the surface of the water, or the same level as the riverbed? It needs to be below the surface level of the water to get water to flow over on to it. But, if you just dig a hole next to the river, it will flood and be useless. So what you need to do is only let it fill with a small amount of water and then close it off from the river with a floodgate hooked up to a lever.
=(
i made a farm zone<<flood control<<surface river, with doors and levers. basically i'm boned, since it sounds like i needed to do this at the river bed level?
So if I collapse the ground beneath a brook, will the water fill the now deeper space, or will it pump the same amount of water into a larger riverbed?
Basically I want to make it something that is actually an obstacle rather than just something that gets the goblins wet before they attack my fortress.
Is the farm area on the same level as the surface of the water, or the same level as the riverbed? It needs to be below the surface level of the water to get water to flow over on to it. But, if you just dig a hole next to the river, it will flood and be useless. So what you need to do is only let it fill with a small amount of water and then close it off from the river with a floodgate hooked up to a lever.
=(
i made a farm zone<<flood control<<surface river, with doors and levers. basically i'm boned, since it sounds like i needed to do this at the river bed level?
Yeah, the floor of the farm area needs to be below the surface of the water basically.
So if I collapse the ground beneath a brook, will the water fill the now deeper space, or will it pump the same amount of water into a larger riverbed?
Basically I want to make it something that is actually an obstacle rather than just something that gets the goblins wet before they attack my fortress.
Brooks are special, they're kind of a jury-rigged way of having flowing water you can wade through. They're basically like bigger rivers except they have invisible floors on top that can be walked over, but don't prevent fishing/drinking. To turn it into something that can't be waded through, simply channel out the brook tiles on the surface to remove the invisible floor.
Okay so I decided to restart my file at the beggining of Autumn, I somehow managed to get the only two kids in my frtress kidnapped and since I don't want them kidnapped I decided to say "screw this" and restart. So how do I asssign military people to watch over them and to patrol the upper moutains?
Is there any way of making troops unequip artifact armour? I have electrum platemail and a platinum high boot, which I thought was pretty awesome. However Adamantite armor is still better, but I can't get my champion to drop them.
I don't think you can make them drop artifact armor. They'll keep it on them till they have some fun I believe but I'm not sure.
Curse-Ten on
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Amikron DevaliaI didn't ask for this title.Registered Userregular
edited May 2009
Couldn't you tell them to wear, leather armor? Then snatch up and forbid the artifacts from being used? I thought this worked previously, if I'm wrong I apologize.
Posts
But I'm missing the stereotyped layout. I haven't seen any ore so far and I'm at a total loss on how to start up underground mining since I haven't seen any dirt and I'm afraid of trying to tap into any of the ponds over my fort.
My dwarves can't live off of berries forever.
(Please do not gift. My game bank is already full.)
Tapping into the ponds is pretty safe as long as you have enough room for the water to spread out before you dig into the pond. As for ore, dig deep and wide.
I tend to mine out grids of tunnels, and then dig up any ore veins they come across.
The harder the rain, honey, the sweeter the sun.
I've actually run into this issue a few times myself. Most of the caravan moves at a decent speed, but one or two wagons end up taking what seems like months to move across the map. Logically, I would think that those ultra-slow wagons have massive loads of stone or something else, but this is Dwarf Fortress. "Logic" has no place here.
Anyway, I have no idea how to prevent it or fix it. I'm pretty sure this glitch even caused me to somehow get no more dwarf caravans for the rest of one fortress' existence (which turned out to be something like ten years after caravans stopped showing up and I got bored).
(Please do not gift. My game bank is already full.)
(Please do not gift. My game bank is already full.)
Well I always bring turtle as my main starting ration. Also my fisherdwarf was catching them by the bucket full. So she picked up the shell that she needed, no problem. The silk I had no chance of getting.
(Please do not gift. My game bank is already full.)
Make separate food stockpiles for food and drink ("q" then "s" on the stockpile to set its settings I think). Then lower the number of barrels the actual food stockpile can use.
I just kind of eyeball it. 10-20 spaces on average.
The harder the rain, honey, the sweeter the sun.
Note to self: If you start over and bring some silk bring that shit inside before it gets stolen by monkeys.
(Please do not gift. My game bank is already full.)
Ahhh nice. I'll have have to try that.
1) Exist, check the stocks menu. Z>stocks>weapons
2) Arn't forbidden, designated for dumping or melting. Again the stocks menu will show them with an F or M if they are.
3) Your dwarves have a path to them.
Also there can sometimes be conflicts between civilian occupations and military weapons. Miners and Woodcutters use picks and axes. Turn off any civvie skills.
novices with weapons tend to kill themselves a lot
BAH! Every time I try to plan out the fort layout in advance, I run into a chasm or cave river or something that borks the whole damn thing up! WHYYYY
Give em armor and shields but no weapons to start
Wrestling also improves guys dodging ability and up their stats fairly safely
=(
i made a farm zone<<flood control<<surface river, with doors and levers. basically i'm boned, since it sounds like i needed to do this at the river bed level?
Basically I want to make it something that is actually an obstacle rather than just something that gets the goblins wet before they attack my fortress.
Brooks are special, they're kind of a jury-rigged way of having flowing water you can wade through. They're basically like bigger rivers except they have invisible floors on top that can be walked over, but don't prevent fishing/drinking. To turn it into something that can't be waded through, simply channel out the brook tiles on the surface to remove the invisible floor.
I do love me some Champion wrestlers, though. Virtually no sparring injuries, and supported by marksdwarves they're destructive.
Woot mood success.
The last item is a turtle shell crown.