Bay 12 Games Forum
- April 20, 2024, 02:15:12 pm
- Welcome, Guest
News:
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
Show Posts
DF General Discussion / Re: Space Useage
« on: August 20, 2006, 06:54:00 pm »quote:The problem with this is that, for the most part, you're likely to face nastier threats from the chasm and the river than you would from outside.
Originally posted by The_Hawk:
<STRONG>Between the river and the chasm is where pretty much my entire fortress is, an avenue I pursued for defensive reasons. It is a decision that has led to mixed results.</STRONG>
DF General Discussion / Re: [REQUEST] Specify jobs to remain permanent
« on: August 20, 2006, 06:50:00 pm »...well, you can throw it at them, anyway. In adventurer mode.
DF General Discussion / Re: How to farm
« on: August 17, 2006, 07:48:00 pm »quote:Not at all. Look at the above layout... water will not flow out of a canal unless a floodgate lets it out, and a flood won't flow back up the canal to get out of the room you put it in. So, if the only way into or out of your farm is by walking on or flowing in the (empty) canal, you won't need a door.
Originally posted by Mechanoid:
<STRONG> Nor canals, but you definitely need a door to prevent flooding.</STRONG>
Of course, it can't hurt to have one as a precaution... Doors are cheap and should be placed everywhere.
DF General Discussion / Re: Game Speed
« on: August 17, 2006, 08:47:00 pm »quote:You could make dwarves less likely to go to sleep based on the percentage of dwarves currently sleeping. It makes a certain sense... someone has to keep the night watch.
Originally posted by Toady One:
<STRONG>It's mostly a problem during the first year. I tried to stagger the sleep times a bit, since that ones particularly boring, but it doesn't seem to have been enough yet. A speed up option is doable but might seem deceptive later in the game when the screen refreshes cease to be the bottleneck on many computers (my 2.59 anyway).</STRONG>
DF General Discussion / Re: growing random plants from seeds
« on: August 17, 2006, 02:23:00 am »DF General Discussion / Re: Iron
« on: August 18, 2006, 09:43:00 pm »DF General Discussion / Re: Wages
« on: August 20, 2006, 10:15:00 am »Specifically, they need a new 'noble:' the Dwarven Union Leader.
DF General Discussion / Re: My thoughts and suggestions
« on: August 20, 2006, 10:53:00 am »DF General Discussion / Re: Adventure mode suggestion(s)
« on: August 18, 2006, 05:20:00 pm »DF General Discussion / Re: Ultimate fortification?
« on: August 18, 2006, 02:34:00 am »You can get wood from mushrooms underground. To do this, dig out a large area near the river, as large as you dare. You don't need to worry about manually flooding this area; the river's natural floods will do. Eventually mushrooms will start to grow in the resulting mud. It takes about 3 years for one to reach maturity so you can harvest it, but once you have them going more will be reaching maturity every year.
DF General Discussion / Re: Humans sure are slow traders
« on: August 20, 2006, 01:36:00 am »What happens if the humans can't leave? Say, if you build an indoor trading post that requires going over a retractable bridge to reach, then retract the bridge? Or, for that matter, if you just destroy the road and build a bunch of things that collectively block the humans from leaving?
...heeey. That just gave me another, completely different idea. Some shops have entire impassible sides and can be built outdoors. You could use those shops to create walls against wild animals.
DF General Discussion / Re: Care and feeding for your new pet Zombie Elephant.
« on: August 20, 2006, 01:32:00 am »Maybe if you had access to magic or mysticism... some sort of ancient Dwarven scriptures or runes or a Dwarven priest or somesuch...
DF General Discussion / Re: Uppity commoners
« on: August 20, 2006, 01:41:00 am »At least, my justice and manager screens didn't go away when the respective dwarves died. They might've stopped updating and functioning, though; I didn't notice.
Well, the justice one would've, certainly, since there was nobody to administer justice...
DF General Discussion / Re: Rubble
« on: August 17, 2006, 02:20:00 am »With this, stone wouldn't be such a big problem... dwarves would clean it up when it's in the way without having to worry about all the stone in distant mines.
I would really rather not see anything done that reduces the rock supply. I don't know what other people are doing, but I've run out of rocks almost as often as I've run low on wood. I've been forced to shave the front of the cliff and dig out large lines just to get enough rocks to keep going.
...I should mention that I have two craftsmen doing rock/wood crafts and one mason churning out doors, blocks, tables, thrones, and other items at all times. And, also, I have covered huge portions of my fortress with rock-fall traps, built numerous rock bridges, and used rocks most of the workshops I produce. But this is partially because I know I can always get more so easily...
I think you people just aren't taking advantage of the things you can do with rocks. Rock-fall traps are a decent and easy defense; putting a coffer and a cabinet in each dwarf's room is going to be helpful later on. Putting a masterwork table and chair in each will help keep dwarves happy even more. Your halls should have rock doors everywhere, since they provide a little security, will protect you a bit against nasty things like floods and miasmas, and can be used to lock off insane or tantruming dwarves.