16
DF Dwarf Mode Discussion / Re: Uses for glass?
« on: March 07, 2011, 06:17:07 pm »
How do animal powered watchtowers work?
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
Thanks guys. I thought that glass could be fixed by modding the raws.
And btw I've just finished drawing my new expedition leader Uvash Twistships - she's a stone dwarf with long braided red hair, green eyes and (ta-da!) she is socially crippled by thoughts that everyone is watching and judging her.Spoiler (click to show/hide)
All paired items are made in pairs. Or, I assume, however many limbs your race has. If your people have 4 arms, you probably get 2 R and 2 L gauntlets. Testing will be needed.
Regardless, when assigning individual gear, make sure you aren't assigning the same gear, and that you're assigning two gauntlets and boots. If told to "Equip this left gauntlet" then they will do so, and not wear a right, unless you ALSO specify them to wear a right gauntlet. Same for boots, assign them two boots. This seems to only hold true for manual equipment. If told "Any steel boot" they'll grab a pair correctly and wear two. Also be careful that you don't have two soldiers who've been assigned the same glove. This is hilarious and frustrating.
Well, the blast furnace is there, and it can mass-smelt. Is it not enough yet?.
Yeah i want a blast furnace for production.
Just to put this here, Toady said from the very beggining that he wasn't going to add digging invaders. See the back to the dwarf game thread accessable via front page.
# Improved sieges
* Eliminate remaining edge-of-map exploits
* More highly trained attacking soldiers when approprate
* Many trap exploits are handled above by requiring more to produce a trap, things like cage traps should make more sense vs. large creatures etc. (respect strength/ability vs. material, large cages might be separate object)
* Coming up with a plan to overcome pathing obstacles to reach fortress innards
o Ability to dig (optionally, default on)
o Ability to build bridges/ramps
o Ability to use grappling hooks/ladders/climb
* Learning from mistakes if first attempted assault plan fails badly
o For instance, if many siegers are killed, caged, etc. in a given hallway, they shouldn't generally go that way again, even if that means building/climbing/digging
* Siege engine improvements depend on state of boats, lifts/moving fortress sections, since these should all use the same framework