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Posted: 26 Nov 2007, 10:34
by SinbadEV
ack!!! I had barrels and barrels of food stored up for winter and all my stupid dwarfs are hunting vermin... what am I doing wrong!
Please you stupid dwarfs eat the food, stop storing it away... OMG I hate you forever!!
Posted: 26 Nov 2007, 10:55
by Sleksa
Thanks to great FPS, my first siege has appeared! They just sit around tough. Tried sending my wrestlern00bs horde against the gobs... no luck they get machinegunned by ranged. Maybe I should dig a tunnel to the goblins or something.
ballistas are you friend ;>
ack!!! I had barrels and barrels of food stored up for winter and all my stupid dwarfs are hunting vermin... what am I doing wrong!
Are you sure the food was edible, for example most of the herbs except plump helmets cannot be eaten raw.
Posted: 26 Nov 2007, 10:58
by SinbadEV
hmmm... that might be it... better give all my remaining dwarfs cooking lessons
Posted: 26 Nov 2007, 11:01
by Sleksa
SinbadEV wrote:hmmm... that might be it... better give all my remaining dwarfs cooking lessons
Cooking lessons only affect the quality of the food, if you want to get emergency food quick, make 3 butcheries, and toggle butchery on for all your dwarves and then tag every tame animal you have for butchery.
even a single kitten can give you a nice roast for your dwarves to feast on a few times
Posted: 26 Nov 2007, 11:03
by SinbadEV
barrels and barrels of raw turtle meat
Posted: 26 Nov 2007, 11:06
by Sleksa
SinbadEV wrote:barrels and barrels of raw turtle meat
Well that should be edible raw. Are you sure you have access into the area where the barrels are, no locked doors or anything in the way?
Other than that if you just acquired the turtle meat, it will take a while for the dwarves to give up running after rats, and get a new "eat food" order
Posted: 26 Nov 2007, 11:10
by SinbadEV
nah, it's been days and they morons have moved the turtle meat into the store are
and the butcher ins't butchering the fresh kill that the hunter just brought in... he's f-ing "storing food in the stockpile"
Posted: 26 Nov 2007, 14:57
by Zpock
Sleksa wrote:
ballistas are you friend ;>
But I want epic battles!
Hmm, if the sieges arrive in the same area, I might be able to build a tower with tunnel or something right on top of them to attack from...
Posted: 26 Nov 2007, 15:57
by Erom
Turtle meat can't be eaten raw - like most fish, it needs to be processed at a building... I think it's called a "fishery" or "fishing workshop" or something. Anyway, it's a workshop, and all it does is turn raw fish into fish you can eat or cook.
Posted: 26 Nov 2007, 16:06
by Sleksa
Erom wrote:Turtle meat can't be eaten raw - like most fish, it needs to be processed at a building... I think it's called a "fishery" or "fishing workshop" or something. Anyway, it's a workshop, and all it does is turn raw fish into fish you can eat or cook.
TURTLES, must be gutted(processed) in a fishery
TURTLE MEAT does not need to be processed in a fishery ;>
Posted: 26 Nov 2007, 17:06
by SinbadEV
fisheries... ahhh.... and I suppose I need a butcher shop or something too...
Posted: 26 Nov 2007, 20:07
by manored
Just make a plumpt helmet farm: they dont need watering (The soil they are planted upon must be decent tough if I remember well) and can be not only eaten but brewed into wine also. Just make sure to forbid your dwarves from cooking it since it kills the seeds. (Brewing does not)
Again, what do I do about the Insane child? :)
Posted: 26 Nov 2007, 21:51
by Acidd_UK
Mark it for slaughter and make sure oyu have a butcher

Posted: 26 Nov 2007, 22:49
by Erom
I'm pretty sure an insane dwarf is beyond redemption - it will wander around and eventually die, in a manner that depends on what kind of insane it is.
Posted: 27 Nov 2007, 00:42
by SinbadEV
So, I'm on my 3rd fortress... this time I'm doing much better except that I drowned one of my miner's channeling water to the camp and lost another 2 dwarfs because their's a dungeon guarded by a dragon and iron men that they kept trying to collect refuse from before I noticed... and my dwarfs are hunting vermin because I let a bunch of monkeys steal all my food stores... it's true what he says in the manual... "It's fun to lose"... because you learn so much every game.
Posted: 27 Nov 2007, 02:44
by Snipawolf
Damn, makes me want to try it again. Sounds like the economy of Knights and Merchants...
Posted: 27 Nov 2007, 10:20
by Sleksa
I let a bunch of monkeys steal all my food stores... it's true what he says in the manual... "It's fun to lose"... because you learn so much every game.
If you keep everything except resources (logs, stones, minerals) inside your fortress, the monkeys wont raid you. If you still want to keep your stuff outside, i suggest you Wall the place, and leave a 4 tile entrance that is filled with stone traps.
its cheap to build and it will keep monkies and kobolds and baby snatchers away.
Also very early on when youve just started diggging and the monkies come, draft your carpenters and watch those monkies explode in a shower of gore, and later on butcher whats left of them for free meals
Posted: 27 Nov 2007, 14:46
by manored
Erom wrote:I'm pretty sure an insane dwarf is beyond redemption - it will wander around and eventually die, in a manner that depends on what kind of insane it is.
What makes the childs go insane tough so I can prevent? And lucly I think the insane child is now depressed instead of insane, so I might be able to delay the contruction of the butchery... :)
How to make a fortress that can keep your dwarves in one piece:
1.Chose a area without any dwarve killing beasts
2.Dig a hole in the ground
3.Stop your dwarves from hunting: farming is much safier
4.Make a underground farm of plump helmets and a big food storage
5.Make a still and some barrels and then make sure to supply your dwarves with all the wine they need.
6.Win! :)
Later on you would need to worry with globin invasions tough.
Posted: 27 Nov 2007, 15:32
by Erom
manored wrote:What makes the childs go insane tough so I can prevent?
A failed Strange Mood (That thing where they try to make an artifact) is the only thing I know about that will cause insanity. You can't prevent Strange Moods - so long as you have enough dwarves in your fort, they will happen from time to time. Note that tantrums are not insanity - tantrums can be caused by a bunch of things, and those can be cured.
Posted: 27 Nov 2007, 16:47
by Sleksa
Erom wrote:manored wrote:What makes the childs go insane tough so I can prevent?
A failed Strange Mood (That thing where they try to make an artifact) is the only thing I know about that will cause insanity. You can't prevent Strange Moods - so long as you have enough dwarves in your fort, they will happen from time to time. Note that tantrums are not insanity - tantrums can be caused by a bunch of things, and those can be cured.
if they become depressed enough they can be "stricken by melancholy", and they will just run around babbling until they throw themselves off a cliff or jump into a river and drown themselves :[