View Single Post
Old 11-16-10, 03:07 AM   #24
NeonSamurai
Ocean Warrior
 
Join Date: Jan 2002
Location: Socialist Republic of Kanadia
Posts: 3,044
Downloads: 25
Uploads: 0


Default

Quote:
Originally Posted by Spike88 View Post
How do I get Camels/Bulls/Donkeys out of my meeting hall?

Preferably without slaughtering them as lionclaw suggested.
Pit them. Make a room with locked doors and an opening 1 z level above, designate that opening as a pit and assign the critters to it (i zone, pit, designate the area, P set pit/pond info, and select the critters you want in the pit).

Quote:
Originally Posted by krashkart View Post
Wow, this is an interesting game.

So, I'm trying hard not to start my fortress over. My dwarves are busy killing vermin for food until I can get the farms producing food. I think my first order of business on the next map will be to dig out some farms, then start mining and build a trade depot.

Question:
I have two large zones laid out topside for harvesting plants, but none of my dwarves are foraging. How do I get them to pick berries?
Check their skills/jobs, you need to set one or more to herbalist for them to forage (view unit, prefs, labor, highlight the desired skill).


PS word of advice, stay they heck away from cats. My advice use a trapper for the pest problem or bring only male cats, and get rid of any female cats that come with migrants (I usually either lock out the whole bunch of them and let em die, or execute the new arrival and the cat). Anything to avoid catsplosion. Animals breed by spores (only caging them stops it and you can't cage pets), cats pick their owner, and you have to be quick to get rid of kittens before they adopt a dwarf. Easier just to not bother with them.

As for farming, my suggestion is bring plump helmets, find earth or sand, dig down (or sideways) and plant. Surface farming is for the beardless ones, real dwarfs gnaw on raw plump helmets in the cold dark.

Personally for starting out I try to make my place as secure as quickly as possible, generally by quickly hollowing out a tunnel (preferably near sand/earth for a quick farm), emptying the wagon, stripping it down and getting it in the tunnel, then getting as much wood as i possibly can while getting the underground farm going, then locking myself away before the gobbos come (generally with stone doors or a drawbridge connected to a lever so pesky kobolds can't pick them open). After that its all the basic stuff (living quarters, beds, production centers, etc), and lining the entrance tunnel with about 30-60 stone fall traps. I also try to keep my trade area inside the base (3 tiles wide tunnel with 1x3 drawbridges acting as doors).

Another tip if using water is use drawbridges, not floodgates, or you might end up with a towercap growing under the open floodgate and blocking up everything (assuming you found an underground river or pool).


If you have any more questions feel free to ask, I more or less know 40d inside and out and am familiar with the newer stuff post 40d. I can also offer suggestions for starting parties (equipment and skills). I may post some later.
NeonSamurai is offline   Reply With Quote