
DWARF FORTRESS
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You need to build both up AND down stairs. You cant just build 'down' stairs and go down them, you need to make 'up' stairs on the other end.
Thats all i really had any trouble with. Thus far i have: (WARNING SPOILERS)
Game 1:
Tried to redirect a river. Doesnt work. Managed to create a nice waterfall that flooded some lowlands i luckily didnt care about. I tried to halt it with channels- they just filled up and the flood kept going. Tried to dam it using rewalls- too late, wasnt fast enough. At least it flows off the edge of the map though rather than filling the whole thing up.
Got invaded by 6-7 kobold archers in year 2 or 3. Nothing else, just archers. They camped there on the edge of the map and whenever a dwarf got close 100 arrows flew at him. At this point, the lag from the waterfall (fluid dynamics.
) was so bad i just quit.
Game 2:
Started right on top of a goblin fortress. They actually arent very aggressive, and i took one of their buildings to myself (dug around the back, entered underneath, ran through and slaughtered everyone inside). Sadly, my dwarves pathed wrong while trying to dig out a second 'invasion tunnel' and got picked off one by one by a goblin guard. Fun, though.
Game 3:
Started on a volcano. It had fire imps and fire men and i thought 'right, im dead'. However, they never attacked me and the worst they did was make my magma workers cancel their jobs when they saw them, once i had a magma econ going. Sadly, despite all the drink and food i brought along, with no way of farming and no water sources, my dwarves died of thirst.
Thats all i really had any trouble with. Thus far i have: (WARNING SPOILERS)
Game 1:
Tried to redirect a river. Doesnt work. Managed to create a nice waterfall that flooded some lowlands i luckily didnt care about. I tried to halt it with channels- they just filled up and the flood kept going. Tried to dam it using rewalls- too late, wasnt fast enough. At least it flows off the edge of the map though rather than filling the whole thing up.
Got invaded by 6-7 kobold archers in year 2 or 3. Nothing else, just archers. They camped there on the edge of the map and whenever a dwarf got close 100 arrows flew at him. At this point, the lag from the waterfall (fluid dynamics.

Game 2:
Started right on top of a goblin fortress. They actually arent very aggressive, and i took one of their buildings to myself (dug around the back, entered underneath, ran through and slaughtered everyone inside). Sadly, my dwarves pathed wrong while trying to dig out a second 'invasion tunnel' and got picked off one by one by a goblin guard. Fun, though.
Game 3:
Started on a volcano. It had fire imps and fire men and i thought 'right, im dead'. However, they never attacked me and the worst they did was make my magma workers cancel their jobs when they saw them, once i had a magma econ going. Sadly, despite all the drink and food i brought along, with no way of farming and no water sources, my dwarves died of thirst.
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
- Michilus_nimbus
- Posts: 634
- Joined: 19 Nov 2004, 20:38
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
It's not supposed to be an accurate government/sociaty sim. It is a communistic sociaty in the early game though, albeit not portrayed realistically.neddiedrow wrote:Not exactly - the simulation is limited in complexity.BigHead wrote:btw the dwarven society presented in this game is communism in its purest form.
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Y is up/down and Z is in/out normally, DF uses the "pure math" way of doing things...Comp1337 wrote:Z is upAdalore wrote:Bah, I am lost for words, This is Neat and cool and every thing, but I can't figure out how to use the Z level's
On another note, I thought Y was Up and down on a 3d location thing.
Y is inward/outward
X is side to side
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
No... DF is a top down game, hence Z is up, just as it is with conventional mapping. Longitude and Latitude are X,Y in global maps, and Z is Altitude.Felix the Cat wrote:Y is up/down and Z is in/out normally, DF uses the "pure math" way of doing things...Comp1337 wrote:Z is upAdalore wrote:Bah, I am lost for words, This is Neat and cool and every thing, but I can't figure out how to use the Z level's
On another note, I thought Y was Up and down on a 3d location thing.
Y is inward/outward
X is side to side
Y is used as up/down only in horizontal mapping... which has gained some popularity in 3D rendering as well as physics calculations, but doesn't make much sense in context of a topical map.
The guy making dwarf fortress is a mathematician. In math z is almost always the up direction (on the chalk board that is), with x going out of the board and y to the right. This makes a lot of sense for example if you would want to draw z as a function of x and y.
However in computer graphics such as opengl, z is usually the depth (into the screen).
Usually you have 2 primary directions and a third extra coordinate that is different from the other 2. Such as altitude when thinking of the earths surface, or the screens depth, or the value of a function of 2 variables.
However in computer graphics such as opengl, z is usually the depth (into the screen).
Usually you have 2 primary directions and a third extra coordinate that is different from the other 2. Such as altitude when thinking of the earths surface, or the screens depth, or the value of a function of 2 variables.
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
That's what I was trying to say, but I was interrupted by class.Zpock wrote:The guy making dwarf fortress is a mathematician. In math z is almost always the up direction (on the chalk board that is), with x going out of the board and y to the right. This makes a lot of sense for example if you would want to draw z as a function of x and y.
However in computer graphics such as opengl, z is usually the depth (into the screen).
Usually you have 2 primary directions and a third extra coordinate that is different from the other 2. Such as altitude when thinking of the earths surface, or the screens depth, or the value of a function of 2 variables.
Interestingly Dwarf fortress uses z as in/out of the screen, and this at the same time this corresponds to altitude in the dwarf fortress world since your always viewing it top down, so it's consistent with both "pure math" and opengl in a way if you think about it. Also from a chronological point of view, it wouldn't make sense to have x,z as the 2d coordinates, skipping over y, in previous versions and later add in y.
I always find it annoying that spring uses y as up, if you want to do something in the ground plane as is usually the case, you have to write:
(*lotsofformulas*, 0, *moreformulas*)
instead of a more sensical:
(*lotsofformulas*, *moreformulas*, 0)
I always find it annoying that spring uses y as up, if you want to do something in the ground plane as is usually the case, you have to write:
(*lotsofformulas*, 0, *moreformulas*)
instead of a more sensical:
(*lotsofformulas*, *moreformulas*, 0)
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