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Re: DWARF FORTRESS
Posted: 16 Aug 2008, 23:55
by SwiftSpear
No, dwarfs are forced into a mandatory unconscious state while recovering from wounds.
Re: DWARF FORTRESS
Posted: 16 Aug 2008, 23:59
by Sleksa
SwiftSpear wrote:manored wrote:Your dwarves will eventually slow down and stop working completly if you dont supply then with alcohol, so I reccomend you dont even bother getting an water supply... to tell you the truth, getting alcohol is easier than getting water :)
To have alcohol just make a still (workshop) and tell a dwarf to be a brewer, then you can brew plants into drinks, what does not destroys the seeds... you will need barrels to store the drinks tough.
This is true, but I still recommend a water supply so you have breathing room if you screw something up. Cooking alcohol is always incredibly profitable, and you can cook/drink faster then you can often brew.
Not to mention that the most efficient way of making food is to make ale and cook the ale and half the seeds ~~
Re: DWARF FORTRESS
Posted: 17 Aug 2008, 00:00
by pharoph
so another dwarf comes and hells that,,, eeewww.
ima gona try build an under ground well today. plus do roads mark the route where you caravan follows? cause thats awsome. an do ramsp alow the cravans to go under ground?
Re: DWARF FORTRESS
Posted: 17 Aug 2008, 00:18
by pharoph
ah crap... miasma. im wiking it.
Re: DWARF FORTRESS
Posted: 17 Aug 2008, 01:00
by manored
SwiftSpear wrote:No, dwarfs are forced into a mandatory unconscious state while recovering from wounds.
That was a joke :)
Miasma is a pink/purple smoke liberated by rotten bodies. It only aparears if this body is underground and its only effect beside blocking your view is to disgust your dwarves and thus make then less happy. You can block miasma with doors altough a bit escapes each time its opened so well spaced double doors are recommended... or you can try a diagonal corridor outta your refuse stockpile as wiki says miasma wont spread diagonally...
Re: DWARF FORTRESS
Posted: 17 Aug 2008, 01:18
by Michilus_nimbus
pharoph wrote:so another dwarf comes and hells that,,, eeewww.
ima gona try build an under ground well today. plus do roads mark the route where you caravan follows? cause thats awsome. an do ramsp alow the cravans to go under ground?
- Good idea, it's the only way to be sure your injured dwarves get to drink in the winter.
- Not that I know of. Of course, the whole point of a road is to make an efficient passage to your fort, and caravans will always take the shortest/easiest passage.
- Yes.
Re: DWARF FORTRESS
Posted: 17 Aug 2008, 01:33
by manored
Note tough that ramps arent 1 square long like stairs, you need to make a lot of then in a row to lower the Z level.
Re: DWARF FORTRESS
Posted: 17 Aug 2008, 02:44
by Acidd_UK
manored wrote:Note tough that ramps arent 1 square long like stairs, you need to make a lot of then in a row to lower the Z level.
You mean to lower the Z level several times I think.
I.e. (side on view)
Code: Select all
Stairs:
##X##
##X##
##X##
Ramps (r = down ramp, R = up ramp):
###r#
##rR#
#rR##
#R###
Edit: This was just to try to clarify what I think Manored was trying to say...
Re: DWARF FORTRESS
Posted: 17 Aug 2008, 03:38
by pharoph
no.. he emans you needs to ramps beide each other for the wagon to go down a level because the caravan is 2 squares wide.
Re: DWARF FORTRESS
Posted: 17 Aug 2008, 04:24
by manored
Hum im not really sure how ramps work, I only used then once and I think you need several to change just 1 z level, but my memory probally had a breakdown so just ignore me :)
Re: DWARF FORTRESS
Posted: 17 Aug 2008, 05:25
by pharoph
im trying an in mountain road for my cravan. its so huge///
Re: DWARF FORTRESS
Posted: 17 Aug 2008, 09:33
by Acidd_UK
@Manored: You only need 1 ramp to change 1 z-level - The hilly maps have 1-wide ramps between the ground levels and the caravan gets up and down these fine.
Edit: They do seem to have some wierd caveats:
http://www.dwarffortresswiki.net/index.php/Ramp
Re: DWARF FORTRESS
Posted: 19 Aug 2008, 05:36
by El Idiot
New version today!
FPS/GFPS_CAP mixup fixed.
FPS improvements & optimizations.
Various bugfixes.
Re: DWARF FORTRESS
Posted: 19 Aug 2008, 17:08
by Erom
The two big bugfixes, for me at least, are that the mouse works over the whole screen even if you've resized it now, and dwarves now prefer to combine seeds in one bag instead of getting a dozen bags and putting one seed in each.
Re: DWARF FORTRESS
Posted: 20 Aug 2008, 11:45
by Sleksa
yeah new version is looking sweet.
im having ~100 dwarves now, and the goblins are sending archer ambushes which are starting to hurt (first ambush killed 10 dwarves and a human caravan @,@)
im thinking of building 3x3 or bigger towers/bunkers armed with marksdwarves and maybe a ballista/catapult on top for sieges
Anyone have any good ideas on countering the goblin ambushes?
Re: DWARF FORTRESS
Posted: 20 Aug 2008, 13:13
by imbaczek
traps.
Re: DWARF FORTRESS
Posted: 20 Aug 2008, 17:31
by El Idiot
Cage traps galore.
Re: DWARF FORTRESS
Posted: 20 Aug 2008, 17:35
by manored
I suppose you will still need the towers and the ballistas to counter demons and monsters later on tough :)
Re: DWARF FORTRESS
Posted: 20 Aug 2008, 19:16
by imbaczek
dragons die to traps just fine. demons... well, haven't run into them yet, guess it'll be a slaughter when I finally find a site which has some ;p
Re: DWARF FORTRESS
Posted: 20 Aug 2008, 19:26
by manored
Demons come to your fortress on later years too dont they?