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Difference between revisions of "40d Talk:Cross-training"
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=Dwarf Powered Mill notes= | =Dwarf Powered Mill notes= | ||
− | Actually, it is better not to cook seeds. As seeds have quantity cap at 200 seeds for each plant, milling will not produce seeds after you hit the cap. It saves a visible amount of food hauler's work. | + | Actually, it is better not to cook seeds. As seeds have quantity cap at 200 seeds for each plant, milling will not produce seeds after you hit the cap. It saves a visible amount of food hauler's work. [[User:Denspb|Denspb]] 02:58, 25 February 2009 (EST) |
Revision as of 07:58, 25 February 2009
Pump operator notes
Not sure the toughness note is really that important. The gym is just used for dwarven stat gains, so dwarves are beefy enough to excell at whatever you throw at them. It scarcely matters how well they pump, just so long as they get to Legendary to be reassigned to the military or something else. I've noticed gym graduates make fantastic hunters for example. --ThunderClaw 17:47, 3 November 2008 (EST)
- Well, it makes pump-training far more effective for dwarves that are already tough: they can hit legendary in a season or two, where other dwarves take about a year. So if you have a finite number of dwarves you can spare for training, choose tough ones. Strong ones can be put in plate and made to spar, or turned into siege operators.
- Currently I'm training all my haulers, in shifts. Ones that gain toughness get to keep pumping until they're ready for the military. Strong ones get stone hauling duty. Everyone else gets food, item, or refuse duty.--Maximus 20:06, 3 November 2008 (EST)
- I now give all my haulers the custom profession ROTC. --RomeoFalling 07:50, 8 November 2008 (EST)
Dwarf Powered Mill notes
Actually, it is better not to cook seeds. As seeds have quantity cap at 200 seeds for each plant, milling will not produce seeds after you hit the cap. It saves a visible amount of food hauler's work. Denspb 02:58, 25 February 2009 (EST)