SidCorwid of the FreeJoin Date: 2003-01-28Member: 12903Members, Constellation
<!--quoteo(post=1580250:date=Nov 23 2006, 10:46 PM:name=Pulse)--><div class='quotetop'>QUOTE(Pulse @ Nov 23 2006, 10:46 PM) [snapback]1580250[/snapback]</div><div class='quotemain'><!--quotec--> Do any of your dorfs have either of the farming jobs enabled in the labor menu? <!--QuoteEnd--></div><!--QuoteEEnd-->
Yes,
<!--quoteo(post=1580270:date=Nov 24 2006, 12:35 AM:name=Skyrage)--><div class='quotetop'>QUOTE(Skyrage @ Nov 24 2006, 12:35 AM) [snapback]1580270[/snapback]</div><div class='quotemain'><!--quotec--> ...or do you have any seeds in your stores?
Or did you set up the farming tasks after you built your farmplots? (Q on the farmplot) <!--QuoteEnd--></div><!--QuoteEEnd-->
Yes and yes. :/ But I'm not sure if I'm doing it right.. what do I toggle on the farmplots, exactly?
After you build the plot, press q and highlight it, then use the -+ keys to select whichever crop you want per season. You select the season with a, b, and c (spring, summer, and fall, respectively) before picking the crop.
SidCorwid of the FreeJoin Date: 2003-01-28Member: 12903Members, Constellation
I try and select "Plump Helmets", but when I press enter, nothing happens. So I exit out of that menu and check my farmplot again, and it switched back to the original default seed choice.
SidCorwid of the FreeJoin Date: 2003-01-28Member: 12903Members, Constellation
<!--quoteo(post=1580420:date=Nov 24 2006, 12:56 PM:name=Haze)--><div class='quotetop'>QUOTE(Haze @ Nov 24 2006, 12:56 PM) [snapback]1580420[/snapback]</div><div class='quotemain'><!--quotec--> Unicorns? Ouch, dude. Sounds like you're living at the wrong end of the magical rainbow. <!--QuoteEnd--></div><!--QuoteEEnd-->
NEO_PhyteWe need shirtgons!Join Date: 2003-12-16Member: 24453Members, Constellation
edited November 2006
<a href="http://fileanchor.com/81269.png" target="_blank"><img src="http://fileanchor.com/81269-t.png" border="0" alt="IPB Image" /></a> clicky for full image.
My current fort, its surivived a handful of winters, and damn near got magmaflooded by a ******* magma man that broke a floodgate. Lost over 2 years worth of treefarm growth D:
:edit: <a href="http://fileanchor.com/81308.png" target="_blank"><img src="http://fileanchor.com/81308-t.png" border="0" alt="IPB Image" /></a> new fort pictar get
My first fort! Just survived my second winter. I've lost three dwarves so far. Damn wolves.
--Scythe-- <!--QuoteEnd--></div><!--QuoteEEnd-->
Your FIRST fort?! Wow... that's an amazing layout! I think I might have to start mine over.. again.
<!--quoteo(post=1580507:date=Nov 24 2006, 10:00 PM:name=NEO_Phyte)--><div class='quotetop'>QUOTE(NEO_Phyte @ Nov 24 2006, 10:00 PM) [snapback]1580507[/snapback]</div><div class='quotemain'><!--quotec--> <a href="http://fileanchor.com/81269.png" target="_blank"><img src="http://fileanchor.com/81269-t.png" border="0" alt="IPB Image" /></a> clicky for full image.
My current fort, its surivived a handful of winters, and damn near got magmaflooded by a ******* magma man that broke a floodgate. Lost over 2 years worth of treefarm growth D:
:edit: <a href="http://fileanchor.com/81308.png" target="_blank"><img src="http://fileanchor.com/81308-t.png" border="0" alt="IPB Image" /></a> new fort pictar get <!--QuoteEnd--></div><!--QuoteEEnd-->
Heh, I was just about to ask why your river is red..
By the way, I suggest making tunnels at least two squares wide. That way dwarves don't have to crawl over each other. If they're only one square wide and one dwarf tries to pass another, one them has to lie down so the other one can crawl over him.
Edit: Or you could make them three squares wide, which leaves enough room for a well.
To get them to cut wood, designate it with the keys d, then t, and press enter on the trees to be cut. Make sure you have a dwarf whose labor includes woodcutting. I'm not sure if you can make em pick up specific equipment; I always let them do it themselves by disabling most other labors. If anyone knows of a way to get them to pick up specific items, I'd like to know. A rock is holding my farm plots' doorway open, so if it's not gone by the end of the year, I can't flood.
Check the wiki if you need help: <a href="http://dwarf.lendemaindeveille.com/index.php/Main_Page" target="_blank">http://dwarf.lendemaindeveille.com/index.php/Main_Page</a>
NEO_PhyteWe need shirtgons!Join Date: 2003-12-16Member: 24453Members, Constellation
<!--quoteo(post=1580642:date=Nov 25 2006, 11:20 AM:name=Manta)--><div class='quotetop'>QUOTE(Manta @ Nov 25 2006, 11:20 AM) [snapback]1580642[/snapback]</div><div class='quotemain'><!--quotec--> Here's mine: <a href="http://fileanchor.com/81369.png" target="_blank"><img src="http://fileanchor.com/81369-t.png" border="0" alt="IPB Image" /></a> A rock is holding my farm plots' doorway open, so if it's not gone by the end of the year, I can't flood. <!--QuoteEnd--></div><!--QuoteEEnd--> Set up a mason workshop near the door, and put construct rock blocks on repeat. Best way to clear an area of rocks. You can also dig a channel in front of the door, floodgate floods won't cross channels.
Rocks are removed in chronological order, with the most recently created rocks being removed firstly. If the rock was made recently, simply make a big stone stockpile somewhere nearby or have a mason make a lot of rock objects or crafts or blocks. Another soultion would be to create a second door nearby. In order to do this understand that a statue is considered a flanking object, and statues can be placed or removed at will! So, pick either space north or south of the old door (either will do) and place a door between them. Move the statues outwards one space, and place two more doors, and you will have a "wall" of three doors which can all be closed to block the water. Note that this is both annoying and an inefficent use of doors, however. Note that all items, by the way, are moved in chronological order.
This is why I have those large rock stockpiles near my secondary dining room and forge complex, for example. I dug out the stockpile, then dug out the rooms and turned the tunnels into a rock stockpile so my dorfs would empty out the rooms I just dug, then removed the stockpile after it was done. Most of the other empty corridors are mining explorations, and most of the ore that used to be there is either in one of the stockpiles or has been made into armor and crossbow bolts.
FYI: you should make shields, armor, and helmets for everyone. They are by far the most important parts to protect, since a dorf can survive with even a missing limb. A severly injured head or torso will generally mean either a permanently stunned or otherwise deliberated dorf. Shields are great because they protect the entire body and getting everyone a shield ASAP is a good first goal.
I'm low on wood and have spent what little I have on beds, so I can't make charcoal to make bars to make equipment. You have a point, though.. I ganged up on a wounded water croc with five (admittedly unprepared) recruits and lost one.
Are traps and mass-training of war dogs a viable alternative? That takes far less supplies, and as a bonus, gets rid of rocks.
You have little choice in the matter. In order to make coke, you need at least one charcoal. In order to make steel, you need at least 5 coke. At the very least, in order to start your magma smelting operations, you'll need 1 charcoal and 5 pieces of coal.
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
Wow, I spent last night playing this, started on my third fortress (getting the hang of how things are done), and it's incredible fun once you get over the interface.
And once you can survive the first winter. Hell, I could've made it through the first winter with my second fort with the food I got from the caravan alone, but I'm happy I got the farm up and running anyway.
I'm surviving through winter as we speak. I was desperately afraid that I wouldn't have enough food since I wasn't even close to finding the interior river, so I bought ALL the food from the caravan. So far, winter seems quite anticlimactic, though maybe it's just because the region I'm in is very temperate.
Lucky you. My climate is arctic, the only time the river froze was in mid-summer. I'm surviving winter too though. Got almost all the food from the caravan, and got a little bit from my farm. Hope to have the farm running at full capacity soon.
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
Got my farm running a bit too late, and ran out of food almost halfway through the winter. Oh well, new fortress!
Get crafts going as soon as possible. You should be able to survive the first winter with the food from the caravan alone, assuming you can afford to trade for all of it. If you get crafts going soon, you should be able to do exactly that with only rock crafts, and rock is always plentiful. After the winter your farm should go operational. That is how far I've made it so far, so don't ask me whether it will successfully provide for your dorfs after that.
It also depends on how many immigrants you get before the winter. I only received two new guys, but apparently it's not uncommon to see another eight or so dwarfs knocking on your door and stealing your food. If you're really desperate for food, you can always butcher stray dogs and cats...
Wow, eight? That's... realy quite a lot. On the other hand, they arrive early enough to lend a hand with the farm, so if you have the farm built maybe they could provide the food surplus they require? I'm sure my farm would have seen a lot more output the first year if it had had, say, four people working on it instead of one (even if those people were for the large part unskilled).
Not just makeshift soldiers, dogs can make great soldiers. They're plentiful, they don't consume resources and they can remain "on duty" almost indefinitely. Great for assigning to a dorf in a strange mood if you cannot satisfy him, just in case he turns murderous.
And man, I almost wish I got sixteen immigrants after my first winter. I had beds prepared for up to ten, but I only got five. And two of them were trappers. -_-
Comments
Do any of your dorfs have either of the farming jobs enabled in the labor menu?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes,
<!--quoteo(post=1580270:date=Nov 24 2006, 12:35 AM:name=Skyrage)--><div class='quotetop'>QUOTE(Skyrage @ Nov 24 2006, 12:35 AM) [snapback]1580270[/snapback]</div><div class='quotemain'><!--quotec-->
...or do you have any seeds in your stores?
Or did you set up the farming tasks after you built your farmplots? (Q on the farmplot)
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes and yes. :/ But I'm not sure if I'm doing it right.. what do I toggle on the farmplots, exactly?
Unicorns? Ouch, dude. Sounds like you're living at the wrong end of the magical rainbow.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, tell me about it. :/
<img src="http://xs209.xs.to/xs209/06476/local_map-1-1053-340.png" border="0" alt="IPB Image" />
My first fort! Just survived my second winter. I've lost three dwarves so far. Damn wolves.
--Scythe--
clicky for full image.
My current fort, its surivived a handful of winters, and damn near got magmaflooded by a ******* magma man that broke a floodgate. Lost over 2 years worth of treefarm growth D:
:edit:
<a href="http://fileanchor.com/81308.png" target="_blank"><img src="http://fileanchor.com/81308-t.png" border="0" alt="IPB Image" /></a>
new fort pictar get
Dorfort!
<img src="http://xs209.xs.to/xs209/06476/local_map-1-1053-340.png" border="0" alt="IPB Image" />
My first fort! Just survived my second winter. I've lost three dwarves so far. Damn wolves.
--Scythe--
<!--QuoteEnd--></div><!--QuoteEEnd-->
Your FIRST fort?! Wow... that's an amazing layout! I think I might have to start mine over.. again.
<!--quoteo(post=1580507:date=Nov 24 2006, 10:00 PM:name=NEO_Phyte)--><div class='quotetop'>QUOTE(NEO_Phyte @ Nov 24 2006, 10:00 PM) [snapback]1580507[/snapback]</div><div class='quotemain'><!--quotec-->
<a href="http://fileanchor.com/81269.png" target="_blank"><img src="http://fileanchor.com/81269-t.png" border="0" alt="IPB Image" /></a>
clicky for full image.
My current fort, its surivived a handful of winters, and damn near got magmaflooded by a ******* magma man that broke a floodgate. Lost over 2 years worth of treefarm growth D:
:edit:
<a href="http://fileanchor.com/81308.png" target="_blank"><img src="http://fileanchor.com/81308-t.png" border="0" alt="IPB Image" /></a>
new fort pictar get
<!--QuoteEnd--></div><!--QuoteEEnd-->
Heh, I was just about to ask why your river is red..
<img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Edit: Or you could make them three squares wide, which leaves enough room for a well.
<a href="http://fileanchor.com/81369.png" target="_blank"><img src="http://fileanchor.com/81369-t.png" border="0" alt="IPB Image" /></a>
To get them to cut wood, designate it with the keys d, then t, and press enter on the trees to be cut. Make sure you have a dwarf whose labor includes woodcutting. I'm not sure if you can make em pick up specific equipment; I always let them do it themselves by disabling most other labors. If anyone knows of a way to get them to pick up specific items, I'd like to know. A rock is holding my farm plots' doorway open, so if it's not gone by the end of the year, I can't flood.
Check the wiki if you need help: <a href="http://dwarf.lendemaindeveille.com/index.php/Main_Page" target="_blank">http://dwarf.lendemaindeveille.com/index.php/Main_Page</a>
(Sorry if someone already posted that link)
<a href="http://fileanchor.com/81400.jpg" target="_blank"><img src="http://fileanchor.com/81400-t.jpg" border="0" alt="IPB Image" /></a>
My fort's gotten kinda big, guys!
<a href="http://fileanchor.com/81400.jpg" target="_blank"><img src="http://fileanchor.com/81400-t.jpg" border="0" alt="IPB Image" /></a>
<!--QuoteEnd--></div><!--QuoteEEnd-->
What's with all the windy corridors and such?
Here's mine:
<a href="http://fileanchor.com/81369.png" target="_blank"><img src="http://fileanchor.com/81369-t.png" border="0" alt="IPB Image" /></a>
A rock is holding my farm plots' doorway open, so if it's not gone by the end of the year, I can't flood.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Set up a mason workshop near the door, and put construct rock blocks on repeat. Best way to clear an area of rocks. You can also dig a channel in front of the door, floodgate floods won't cross channels.
This is why I have those large rock stockpiles near my secondary dining room and forge complex, for example. I dug out the stockpile, then dug out the rooms and turned the tunnels into a rock stockpile so my dorfs would empty out the rooms I just dug, then removed the stockpile after it was done. Most of the other empty corridors are mining explorations, and most of the ore that used to be there is either in one of the stockpiles or has been made into armor and crossbow bolts.
FYI: you should make shields, armor, and helmets for everyone. They are by far the most important parts to protect, since a dorf can survive with even a missing limb. A severly injured head or torso will generally mean either a permanently stunned or otherwise deliberated dorf. Shields are great because they protect the entire body and getting everyone a shield ASAP is a good first goal.
Are traps and mass-training of war dogs a viable alternative? That takes far less supplies, and as a bonus, gets rid of rocks.
And man, I almost wish I got sixteen immigrants after my first winter. I had beds prepared for up to ten, but I only got five. And two of them were trappers. -_-