you mean, like, entombing your dwarves underground so that they never see the light of day again? or just walling off the exit when a siege comes? either way, good question, and I have no idea. you wouldn't want them walled off all the time or caravans/immigrants couldn't get through, but I don't see why you wouldn't be able to build a wall at the last second when a siege comes...
actually, that might be a bad thing, because I think the siegers might just stay there forever if you don't repel them, even if they can't get to you. unless they're able to starve to death - I honestly don't know.
Well, in the older versions I didn't repel siegers. I just raised the drawbridge. They'd sit outside my moat complaining about how siege-like this siege turned out to be, then leave after a few months.
Besides a small edge of a mountain on the western part of my map, I've got a big grassland with a stream going through it. But that's okay! One level down and the whole place seems to be peat. Below that is claystone for a few levels, then schist. I'm pretty happy with the ease of farming, even though I ran into the whole problem of needing to brew alcohol to keep the dwarves alive for one month in the winter. I found coal, galena, and amethyst but nothing else of note (a few stone types). I'm generally trying to dig as deep as I can and see if there's magma underneath it all.
NeonSpyder"Das est NTLDR?"Join Date: 2003-07-03Member: 17913Members
<!--quoteo(post=1658695:date=Oct 31 2007, 01:20 PM:name=Gwahir)--><div class='quotetop'>QUOTE(Gwahir @ Oct 31 2007, 01:20 PM) <a href="index.php?act=findpost&pid=1658695"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really wish I could make an elevator.<!--QuoteEnd--></div><!--QuoteEEnd-->
The only reason an elevator would be preferable to stairs is because an elevator would likely be easier to construct.
Building stairs (as it is now) requires a fair amount of clicking and micromanagement (just like the rest of the bloomin game)
NEO_PhyteWe need shirtgons!Join Date: 2003-12-16Member: 24453Members, Constellation
After getting bored of my 'pilot' fort (there's only so long you can go surviving on your ability to keep your handful of barrels full of booze faster than your dwarves drain them), I genned a second world, and found myself what seems thus far to be an ideal locale. I have nice tall mountainy mountain directly to the west of where I started, lots of trees and bushes everywhere, and a nice layer of underground peat to farm right outside my mountain. There's also some low hilly type mountains on the other side of my brook, I may check them out at some point. I think Paintbanners is going to do wonderfully.
I've been digging out a vertical shaft for a dwarf watering system and the miner that did it just hangs out at the bottom now. He'll go up to drink and eat or to do a job, but then he just wanders back to the lowest part of the shaft (not the lowest part in the fort) and stay there.. staring at nothing.
edit: it should be noted that at every level he would have to fall from the one above it, which would stun him.
<!--quoteo(post=1658634:date=Oct 31 2007, 02:04 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Oct 31 2007, 02:04 PM) <a href="index.php?act=findpost&pid=1658634"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For a well you need a bucket (carpenter's) block(s) (mason's) mechanism(s) (mechanic's/mechanism's, dont remember which) chain(s) (blacksmith/metalsmith)
For the chain you need some metal, so you need to find ore before you can make a well.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not really. Rope counts as a "chain" too. You can use silk or plant fiber ropes for the well, as well as 'use them for justice'.
But be warned. At least my DF crashes (more like, freezes) when I build a well. So better back up your save before you try <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
So, I've noticed that there is a complete lack of the standard DF landmarks on my map, and I'm kind of disappointed. On the map I've built my fortress on, there is no underground river, no chasm and no magma to be found, anywhere. As I'm a year and a half in with no immigrants yet, I've simply found no reason to continue mining, as I really won't find anything interesting <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Also, what appears to be a complete inability to designate what kind of rock the mason uses (Light/dark) is making it kind of hard for me to make anything nice with the masons workshop. They seem to simply pick up what ever is closest.
<!--quoteo(post=1658875:date=Nov 1 2007, 09:32 AM:name=ANeM)--><div class='quotetop'>QUOTE(ANeM @ Nov 1 2007, 09:32 AM) <a href="index.php?act=findpost&pid=1658875"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, I've noticed that there is a complete lack of the standard DF landmarks on my map, and I'm kind of disappointed. On the map I've built my fortress on, there is no underground river, no chasm and no magma to be found, anywhere. As I'm a year and a half in with no immigrants yet, I've simply found no reason to continue mining, as I really won't find anything interesting <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Also, what appears to be a complete inability to designate what kind of rock the mason uses (Light/dark) is making it kind of hard for me to make anything nice with the masons workshop. They seem to simply pick up what ever is closest.<!--QuoteEnd--></div><!--QuoteEEnd--> the immigrants are still supposed to come on a regular schedule. sounds like something's going wrong there...
a lot of people are building their fortresses on volcanoes so they're guaranteed magma...
<!--quoteo(post=1658853:date=Nov 1 2007, 07:46 AM:name=DiscoZombie)--><div class='quotetop'>QUOTE(DiscoZombie @ Nov 1 2007, 07:46 AM) <a href="index.php?act=findpost&pid=1658853"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->maybe he broke his legs from the fall?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1658986:date=Nov 1 2007, 06:03 PM:name=Gwahir)--><div class='quotetop'>QUOTE(Gwahir @ Nov 1 2007, 06:03 PM) <a href="index.php?act=findpost&pid=1658986"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's right, a goblin leader of an entire civilization decided to come to my humble fort and steal a child<!--QuoteEnd--></div><!--QuoteEEnd--> Obviously that child was in fact Dwarf Moses.
Anyways, I restarted my fort, since my old one seemed to be horribly bugged. I'm a year and a half in again, but this time I have closer to 30 dwarfs instead of 7, and its a bit of an overload so far <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> I picked a nice starting area next to a volcano. Its weird, the last couple starting areas I chose I put a lot of time into choosing, went over every screen to get one that seemed just right. This one was just kinda "lol volcano" and ended up like.. 100x better than the last couple of areas I've chosen, even without the volcano. So far nothing interesting has happened beyond a couple of kobolds attacking and a fire imp messing with my magma smelter.
using a constructed test rig, I filled the lower area with water and had a pump that fed right to a water wheel, the pump and the water wheel were connected. I started the pump, and after that it was self powered by the water wheel it ran.
edit: my fish cleaner made an artifact, Okitat, "Fingerchills," a rhesus macaque leather thong.
This is a rhesus macaqe leather thong. All craftsdwarfship is of the highest quality. It is encircled with bands of rhesus macaque leather. This object menaces with spikes of Amethyst. On the item is an image of a dwarf and a wolf in rhesus macaque leather. The dwarf is making a plaintive gesture. The wolf is laughing. On the item is animage of elves and dwarves in rhesus macaque leather. The elves are speaking with the dwarves.
I'm in a similar boat. The game sounds interesting, but everything about it is so confusing that I haven't yet gone past the "pick a location and loadout" stage. This game is in dire need of a tutorial mode.
it's not all that bad if you just know a few small things.
To move through a menu on the side press +- on the numpad, if that doesn't work, use the number keys space pauses b builds - choose something to build, site it, choose building materials d designates a spot for mining, tree cutting, planet gathering, and now half of the vertical transit devices (the other half are built) v allows you to look at a unit, there are several options for one of your own dwarves but pretty obvious when you look at them p plots - these are more important than you think, it tells the dwarves where to gather various items, like food. a food plot will prevent food from rotting. To start with you'll want a large stone plot, a small food plot, a moderate wood plot along with refuse, graveyard, and maybe a furniture plot. Later you'll need a finished goods plot, a bar/blocks plot... in fact, make one of everything. k tells you everything about a single tile. u gives you a complete unit list of the map, dwarves, visible enemies, wild animals, and allies. q (most important probably) allows you to tell the game what to do with buildings, what to make at workshops, etc.
farming is either easier or harder now depending on your map. If you have peat or sand available, you can build a farm plot right now it, otherwise you'll have to flow water over the area for some mud and then build the farm plot (under b) which will then soak up all the water... assuming you didn't put too much there. Getting that water is a little harder now, but be creative.
Dwarves need workshops to work. They are specific to the work and dwarves need the right skill to use the right workshop. v->g will show what skills the dwarves have, v->p->l will allow you to activate/deactivate skills
So, to start, set up farming, make some beds, doors, tables, chairs, and trade goods (crafts of whatever kind). Give your dwarves rooms with beds and doors are nice. Set up a dining area and a trading depot (outside). Don't forget to be mining and cutting down trees.
To make a room, once the appropriate piece of furniture is placed (bed for bedroom), hit q on that furniture and press r, size it correctly with -+ and press enter. For a bed, a dwarf will claim it as his/her own and sleep there whenever he/she sleeps.
That's plenty to get you started, don't forget the wiki. We also have an IRC channel #ns-df where anyone who wants help will get it. Ask align, he's off to a great start.
Don't be afraid to do something wrong. You will probably end up restarting many times anyway.
Infact, for the first settlement just keep hitting "enter" until you get to your settlement. You will skip alot of "extra" options that would make your settlement better, but everyones first settlement starves to death anyway. Just play around and take your time looking over items. Use the Wiki as well, it helps alot.
The stone stockpile is highly debatable. It may result in a cleaner-looking fortress. It may also result in dwarves never doing anything but hauling massive amounts of stone around while the food is rotting in the fields. Unless they changed it, dwarves don't mind having piles of stone in the rooms and hallways, so the benefits are mainly cosmetic.
<!--quoteo(post=1659379:date=Nov 5 2007, 09:56 AM:name=lolfighter)--><div class='quotetop'>QUOTE(lolfighter @ Nov 5 2007, 09:56 AM) <a href="index.php?act=findpost&pid=1659379"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The stone stockpile is highly debatable. It may result in a cleaner-looking fortress. It may also result in dwarves never doing anything but hauling massive amounts of stone around while the food is rotting in the fields. Unless they changed it, dwarves don't mind having piles of stone in the rooms and hallways, so the benefits are mainly cosmetic.<!--QuoteEnd--></div><!--QuoteEEnd--> Im too OCD to leave the stones lying around in my fortress. Everything must be carefully placed and organized.
I just had my first "strange mood" dwarf for the new version. He was (foreshadowing) a glassmaker. Yet, even when I had the glass furnace setup he wouldn't build anything, and just sat around being depressed. Finally he went melancholy and <i>threw himself into my goddamn drinking reservoir</i>. It's like that movie, Cabin Fever. Im afraid my dwarves are going to get sick.
<!--quoteo(post=1659402:date=Nov 5 2007, 12:20 PM:name=Xyth)--><div class='quotetop'>QUOTE(Xyth @ Nov 5 2007, 12:20 PM) <a href="index.php?act=findpost&pid=1659402"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Im too OCD to leave the stones lying around in my fortress. Everything must be carefully placed and organized.
I just had my first "strange mood" dwarf for the new version. He was (foreshadowing) a glassmaker. Yet, even when I had the glass furnace setup he wouldn't build anything, and just sat around being depressed. Finally he went melancholy and <i>threw himself into my goddamn drinking reservoir</i>. It's like that movie, Cabin Fever. Im afraid my dwarves are going to get sick.<!--QuoteEnd--></div><!--QuoteEEnd-->
They need certain objects *Forget what.* So, you probably didn't have, say, menacing wooden trinkets, or something.
I've had fortresses die to too many stone hauling tasks. The best solution IMO is to put a smallish stone pile near the mason/stonecrafter so they have easy access to materials, but leave the rest of the stone wherever it falls...
Comments
actually, that might be a bad thing, because I think the siegers might just stay there forever if you don't repel them, even if they can't get to you. unless they're able to starve to death - I honestly don't know.
I really wish I could make an elevator.
The only reason an elevator would be preferable to stairs is because an elevator would likely be easier to construct.
Building stairs (as it is now) requires a fair amount of clicking and micromanagement (just like the rest of the bloomin game)
So very bad.
I've been digging out a vertical shaft for a dwarf watering system and the miner that did it just hangs out at the bottom now. He'll go up to drink and eat or to do a job, but then he just wanders back to the lowest part of the shaft (not the lowest part in the fort) and stay there.. staring at nothing.
edit: it should be noted that at every level he would have to fall from the one above it, which would stun him.
a bucket (carpenter's)
block(s) (mason's)
mechanism(s) (mechanic's/mechanism's, dont remember which)
chain(s) (blacksmith/metalsmith)
For the chain you need some metal, so you need to find ore before you can make a well.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not really. Rope counts as a "chain" too. You can use silk or plant fiber ropes for the well, as well as 'use them for justice'.
But be warned. At least my DF crashes (more like, freezes) when I build a well. So better back up your save before you try <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Also, what appears to be a complete inability to designate what kind of rock the mason uses (Light/dark) is making it kind of hard for me to make anything nice with the masons workshop. They seem to simply pick up what ever is closest.
Also, what appears to be a complete inability to designate what kind of rock the mason uses (Light/dark) is making it kind of hard for me to make anything nice with the masons workshop. They seem to simply pick up what ever is closest.<!--QuoteEnd--></div><!--QuoteEEnd-->
the immigrants are still supposed to come on a regular schedule. sounds like something's going wrong there...
a lot of people are building their fortresses on volcanoes so they're guaranteed magma...
This new version is seriously awesome
I checked that and he's completely uninjured.
And he'll still do jobs, he just likes his shaft.
Don't forget people, we've got an IRC channel now: #ns-df
edit: well, it looks like a goblin is getting away with a child. What's more interesting though is that he's a "Goblin Master Theif (ruler)"
That's right, a goblin leader of an entire civilization decided to come to my humble fort and steal a child
I hope I kill the other guy he brought with him
Obviously that child was in fact Dwarf Moses.
Anyways, I restarted my fort, since my old one seemed to be horribly bugged. I'm a year and a half in again, but this time I have closer to 30 dwarfs instead of 7, and its a bit of an overload so far <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
I picked a nice starting area next to a volcano. Its weird, the last couple starting areas I chose I put a lot of time into choosing, went over every screen to get one that seemed just right. This one was just kinda "lol volcano" and ended up like.. 100x better than the last couple of areas I've chosen, even without the volcano.
So far nothing interesting has happened beyond a couple of kobolds attacking and a fire imp messing with my magma smelter.
using a constructed test rig, I filled the lower area with water and had a pump that fed right to a water wheel, the pump and the water wheel were connected. I started the pump, and after that it was self powered by the water wheel it ran.
edit: my fish cleaner made an artifact, Okitat, "Fingerchills," a rhesus macaque leather thong.
This is a rhesus macaqe leather thong. All craftsdwarfship is of the highest quality. It is encircled with bands of rhesus macaque leather. This object menaces with spikes of Amethyst.
On the item is an image of a dwarf and a wolf in rhesus macaque leather. The dwarf is making a plaintive gesture. The wolf is laughing.
On the item is animage of elves and dwarves in rhesus macaque leather. The elves are speaking with the dwarves.
To move through a menu on the side press +- on the numpad, if that doesn't work, use the number keys
space pauses
b builds - choose something to build, site it, choose building materials
d designates a spot for mining, tree cutting, planet gathering, and now half of the vertical transit devices (the other half are built)
v allows you to look at a unit, there are several options for one of your own dwarves but pretty obvious when you look at them
p plots - these are more important than you think, it tells the dwarves where to gather various items, like food. a food plot will prevent food from rotting. To start with you'll want a large stone plot, a small food plot, a moderate wood plot along with refuse, graveyard, and maybe a furniture plot. Later you'll need a finished goods plot, a bar/blocks plot... in fact, make one of everything.
k tells you everything about a single tile.
u gives you a complete unit list of the map, dwarves, visible enemies, wild animals, and allies.
q (most important probably) allows you to tell the game what to do with buildings, what to make at workshops, etc.
farming is either easier or harder now depending on your map. If you have peat or sand available, you can build a farm plot right now it, otherwise you'll have to flow water over the area for some mud and then build the farm plot (under b) which will then soak up all the water... assuming you didn't put too much there. Getting that water is a little harder now, but be creative.
Dwarves need workshops to work. They are specific to the work and dwarves need the right skill to use the right workshop. v->g will show what skills the dwarves have, v->p->l will allow you to activate/deactivate skills
So, to start, set up farming, make some beds, doors, tables, chairs, and trade goods (crafts of whatever kind). Give your dwarves rooms with beds and doors are nice. Set up a dining area and a trading depot (outside). Don't forget to be mining and cutting down trees.
To make a room, once the appropriate piece of furniture is placed (bed for bedroom), hit q on that furniture and press r, size it correctly with -+ and press enter. For a bed, a dwarf will claim it as his/her own and sleep there whenever he/she sleeps.
That's plenty to get you started, don't forget the wiki. We also have an IRC channel #ns-df where anyone who wants help will get it. Ask align, he's off to a great start.
Infact, for the first settlement just keep hitting "enter" until you get to your settlement. You will skip alot of "extra" options that would make your settlement better, but everyones first settlement starves to death anyway. Just play around and take your time looking over items. Use the Wiki as well, it helps alot.
mine didn't <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Im too OCD to leave the stones lying around in my fortress. Everything must be carefully placed and organized.
I just had my first "strange mood" dwarf for the new version. He was (foreshadowing) a glassmaker. Yet, even when I had the glass furnace setup he wouldn't build anything, and just sat around being depressed. Finally he went melancholy and <i>threw himself into my goddamn drinking reservoir</i>. It's like that movie, Cabin Fever. Im afraid my dwarves are going to get sick.
I just had my first "strange mood" dwarf for the new version. He was (foreshadowing) a glassmaker. Yet, even when I had the glass furnace setup he wouldn't build anything, and just sat around being depressed. Finally he went melancholy and <i>threw himself into my goddamn drinking reservoir</i>. It's like that movie, Cabin Fever. Im afraid my dwarves are going to get sick.<!--QuoteEnd--></div><!--QuoteEEnd-->
They need certain objects *Forget what.* So, you probably didn't have, say, menacing wooden trinkets, or something.