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Posted: 30 Oct 2007, 08:17
by Felix the Cat
The new version is a bit confusing :?

Posted: 30 Oct 2007, 09:04
by imbaczek
The old one was too when I launched it the first time 8)

Posted: 30 Oct 2007, 12:44
by Saktoth
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.

Posted: 30 Oct 2007, 14:22
by Erom
I've gotten a game where I got a giant rock spire sticking up out of the middle of an outdoor river. I'm tempted to tunnel under the river to it (If I can get deep enough) and hollow it out into a keep.

Posted: 30 Oct 2007, 17:37
by imbaczek
I like that you don't have to do much to farm, just proper terrain type. No need to make anything wet.

The game's dog slow though (amazingly it runs twice as fast on level 0.)

Posted: 30 Oct 2007, 18:14
by Felix the Cat
Make your starting locale smaller (resize it using UHKM on the fortress placement screen). This helped me a lot. Even the smallest locale size is quite big enough for a good-sized fortress - remember you have like 150 Z-levels to play with so you don't need as much room in the XY axis.

Posted: 30 Oct 2007, 18:31
by Adalore
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.

Posted: 30 Oct 2007, 19:24
by Comp1337
Adalore 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.
Z is up
Y is inward/outward
X is side to side

Posted: 30 Oct 2007, 19:39
by BigHead
btw the dwarven society presented in this game is communism in its purest form.

Posted: 30 Oct 2007, 19:52
by Neddie
BigHead wrote:btw the dwarven society presented in this game is communism in its purest form.
Not exactly - the simulation is limited in complexity.

Posted: 30 Oct 2007, 20:42
by Michilus_nimbus
Felix the Cat wrote:The new version is a bit confusing :?
Understatement of the century.
It's over the top. Take a look at the designation menu. I'm getting sick of just seeing those options.
It's simply too much.

Posted: 30 Oct 2007, 22:17
by Erom
Wow, fishing got a big buff. It's still slow, but it doesn't run out like it used too, so you keep getting food continuously.

I just missed getting farms up before my first winter, so I survived on fish. You couldn't do that in the old version.

Posted: 30 Oct 2007, 23:21
by SwiftSpear
neddiedrow wrote:
BigHead wrote:btw the dwarven society presented in this game is communism in its purest form.
Not exactly - the simulation is limited in complexity.
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.

Posted: 31 Oct 2007, 00:13
by Felix the Cat
Comp1337 wrote:
Adalore 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.
Z is up
Y is inward/outward
X is side to side
Y is up/down and Z is in/out normally, DF uses the "pure math" way of doing things...

Posted: 31 Oct 2007, 00:28
by SwiftSpear
Felix the Cat wrote:
Comp1337 wrote:
Adalore 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.
Z is up
Y is inward/outward
X is side to side
Y is up/down and Z is in/out normally, DF uses the "pure math" way of doing things...
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.

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.

Posted: 31 Oct 2007, 02:41
by Zpock
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.

Posted: 31 Oct 2007, 02:50
by Felix the Cat
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.
That's what I was trying to say, but I was interrupted by class.

Posted: 31 Oct 2007, 02:59
by Zpock
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)

Posted: 31 Oct 2007, 03:36
by imbaczek
it's how opengl works - y is up, x is right, z is into.

anyway, how do i open a cage with an animal inside? either that's changed or i've completely forgotten how to do that...

Posted: 31 Oct 2007, 14:20
by CautionToTheWind
Maybe connect a lever to the cage? Or if its a tame animal, just assign it to another cage or to none and a dwarf will move it.