Im about to give the new version a bash.
Ive mastered most of the basics (Apart from military, that still confuses me a bit. Everyone seems to be in one man squads) in the tutorial version so hopefully i will do okay.
Im about to give the new version a bash.
Ive mastered most of the basics (Apart from military, that still confuses me a bit. Everyone seems to be in one man squads) in the tutorial version so hopefully i will do okay.
Hate to bring bad news, but in the latest versions organizing your military is even more complicated.
Last edited by eggthief; July 29, 2010 at 03:04 PM.
Which won't be cancelled even when completed.
This new version seems way slower, world generation took like half an hour.
This guy has made 2 giant tutorials for an older version and is now busy making one for the newest. It has really helped me alot starting off.
CaptnDuck
No problems here...
Does anyone know what the Dwarf Therapy is and where I can get it?
“Never forget what you are, for surely the world will not. Make it your strength. Then it can never be your weakness. Armour yourself in it, and it will never be used to hurt you.”
http://www.bay12forums.com/smf/index.php?topic=39229.0 for dwarf therapist, sady it was discontinued a while back, i have offsets to make it work in new ver so no problem right at the moment, but we do lose this great tool very soon so make use of it now.
Spoiler Alert, click show to read:
offsets in spoiler must be put in file named v0.31.12_graphics.ini in dwarf therapist/etc/memory_layouts/windows.
20-30 idle dwarfs are normal in a fort of about 100, i generally have atleast 40 dwarfs whos sole occupations in life are hauling and masonry + carpentry, its a sign you need to start building some big constructions.
Also magma is the only sane way to smelt stuff, and in new vers its always there, you just need to dig strait down.
Last edited by Shaio; July 29, 2010 at 05:50 PM.
“Never forget what you are, for surely the world will not. Make it your strength. Then it can never be your weakness. Armour yourself in it, and it will never be used to hurt you.”
Yep i noticed that a few moments after i made my post, i almost never use the advanced form, and the button didn't exactly scream spolier to me for some reason. *shrugs* fixed now so grab offsets from spoiler in my previous post if you need them.
also tip of the day, to save wasteful time butchering, you can make a 8-9z level drop, more is better, make a pit at the top, your butchery/tanner room at bottom, drop animals down pit for convenient killing, and reducing to bits.
Last edited by Shaio; July 29, 2010 at 06:03 PM.
There's lots of ways to get through aquifers, there all annoying or hard work thou, personally i avoid them, although my favorite is having a half aquifer map, just for the convenience it gives when drowning traders, or goblins or whatever.
If you cant find magma, id suggest either walling off a portion of above ground so you've got atleast some safe trees to gather, or using a screw pump to flood a massive room with water and leave it muddy, so underground trees grow, a free infinite and easily grow-able source of wood, you could possibly do no effort farming via herbalism like this.
Tip to do with ambushes.
If you seal yourself up atall(which you should), make sure there some place to safely drop pets outside, they'll wander round at random and cause ambushes to trigger, when your sure all are triggerd, you can almost safely go out with your military and smite the bastards.
Unless your like me and have swarms of zombie somethings running round outside all year long, then well there this kitten related sport i like to play.
Last edited by Shaio; July 30, 2010 at 02:30 AM.
“Never forget what you are, for surely the world will not. Make it your strength. Then it can never be your weakness. Armour yourself in it, and it will never be used to hurt you.”
I dunno if it requires you to have found a cavern already, it might, but random plants/trees will grow on any random muddy underground tiles, so if you flood a room stuff will grow, and there all underground plants so when you harvest them you also get seed u can use in your dwarven farms.
stuff won't grow if there's dwarfs trampling the plants into the dirt every second or two.
Oh so if I were to mine out a room, flood it and just wait the trees and plants will just start growing at random locations in the muddied room?
“Never forget what you are, for surely the world will not. Make it your strength. Then it can never be your weakness. Armour yourself in it, and it will never be used to hurt you.”
pretty much.
I sent the leader of my fortress out hunting and shes been ripping apart elk and musk ox with her bare hands before hauling their carcasses back to the fort.
Was pretty funny when she killed one of the Elk and the Elks mate (i assume) wandered over.
''Elk Lower Body
Grass
Smear of Blood
Rotten Elk Chunks''
ELK HAS BECOME ENRAAAGED.
Hahaha.
That's a good example for why you should never underestimate wrestling and unarmed combat in DF. If you go and try out adventure mode, the only thing possibly even more overpowered is throwing...
Do make sure that the water dries away by itself, just like you do with your farm irrigation system, though. With water higher than 1/7 depth, things generally don't grow, as far as I know.
Apparently if the water is higher than 1/7th then it wont evaporate by itself underground.
Here's a visual of the standard farming process.
You'll want a river or a brook that occupies two z-levels (really one, but it shows up on two): the surface, and a level underground--they all do.
Dig out your farm on the underground level of the river, only a few tiles away from it before digging out a small tunnel toward it (without breaking through and having it flood all over).
Seal your farm room with a door or two from the rest of the fortress to prevent the water that will enter it from escaping out into the tunnel beyond.
Make three mechanisms.
Use one to build a lever outside the farm room.
Make a floodgate.
Build the floodgate at the end of the tunnel leading to the river, next to the wall tile that separates the tunnel from the water on the other side.
Use the other two mechanisms to connect this floodgate to the lever.
Pull the lever, opening the floodgate, exposing the wall tile.
Have your miner break through it to breach the river. He or she will high-tail it out of there and the room will proceed to flood. I recommend waiting until the water inundates approximately half of the room before pulling the lever again to seal the leak with the floodgate (though perhaps a little earlier since dwarves seldom get around to pulling a lever quickly enough).
The water will eventually evaporate and you'll have nice, farm-able mud! :3
Courtesies of BronzeBeard at the Bay12 forums.
In my own experience it seems more like 3/7 being the minimum for not evaporating.
Well, the wiki states that evaporation is bound to a 1/7 depth (for both water and magma...).
http://df.magmawiki.com/index.php/Water
Maybe the individual map temperature has a say in this as well.
That's the most basic idea of an irrigation system, yes. But I've personally gone on with using a more complicated system for added security, flexibility and precision.
Basically, what you do with that method is this:
(note: I'll try and supply some screenshots soon - my last fortress got destroyed by an invasion...)
Spoiler Alert, click show to read:
There are currently 1 users browsing this thread. (0 members and 1 guests)