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DF Dwarf Mode Discussion / Re: Tips for Temporary Forts.
« on: April 10, 2013, 08:22:26 pm »
Be careful with above-ground building on your extremely cliffy map. If the prep work for the big dig takes long enough that goblins show up then a simple pallisade may not cut it, as goblins will just climb the hills and shoot over the walls.
I always roof my above-ground builds (though its a throwback to old FortressDefense games where I suffered a great many flying opponents...not that they pathfind worth a damn these days) This will stop your workers getting peppered with bolts and arrows as well as preventing them from seeing anything scary that is clambering about in the nearby hills and fleeing back and forth across the compound.
I always roof my above-ground builds (though its a throwback to old FortressDefense games where I suffered a great many flying opponents...not that they pathfind worth a damn these days) This will stop your workers getting peppered with bolts and arrows as well as preventing them from seeing anything scary that is clambering about in the nearby hills and fleeing back and forth across the compound.
Technically its no harder than from regular start if you are being non-violent, but you dont get to make any mistakes, generally my thief will make at least 2 trips to the courts before i win (he defends himself, nobody in my organisations is ever below 4 law), in a nightmare mode you may not have that option if you didnt manage to dislodge the deathsquads yet. Nightmare starts also rule out activities like graffiti and disobediance untill midgame (unless you like to run from DSquad). For velvet from nightmare i really must highly recommend focusing the courthouse and police station asap until the DSquad vanishes