DF General Discussion / Re: Hey, Toady One!
« on: August 22, 2006, 06:46:00 pm »Oh, for the roguelike wiki... was Dungeon Keeper an influence? I think it might fit what they're looking for.
[ August 22, 2006: Message edited by: Aquillion ]
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Oh, for the roguelike wiki... was Dungeon Keeper an influence? I think it might fit what they're looking for.
[ August 22, 2006: Message edited by: Aquillion ]
On the other hand, it's mostly the 'crafting'-type skills where your skill level matters anyway, so I can't imagine it'll be too much of a big deal.
Logically a moody furnace operator would produce an artifact bar of metal, some artifact charcoal, or a pile of artifact ashes...
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Note that it is impossible (short of a bug or you building a third floodgate) for this setup to flood anything outside the confined square; channels can't be deleted and floods can't go over channels, so there's simply no way to let the water out. Of course, you can't remove or significently edit it, either.
[ August 18, 2006: Message edited by: Aquillion ]
Well, you have to plan in advance a little, since you really can't flood the area again in the middle of a year without destroying your own crops. But as long as you keep an eye on your food supplies and expand your farm whenever they begin to drop, you shouldn't have to worry about food again. (Well, not unless something like an invasion disrupts your farming, in which case you'll have bigger concerns.)
It'd be nice if there was a way to move the cursor quickly when selecting... or is there? I forget.
quote:Worse than that. Currently, buying empty barrels at the start is just throwing points away... A barrel costs 10 points, while a barrel filled with wine costs 2 points. That's on the list of things to be fixed somewhere.
Originally posted by bbb:
<STRONG>are barrels necessary? food comes with barrels automatically anyway</STRONG>
...but, really, where on earth have you been building your fortresses that wood has been such a big deal? I always kept my carpenter running 24/7 on all my fortresses, and the only time I've ever run out of wood is when I forget to mark trees.
The keys are to have a 'calm' location, so animals won't disturb you; to mark trees on your side of the river as much as possible; to build a bridge directly across from your fortress when you do need to go to the other side of the river, so as to minimize wandering time; and to make one of your first constructions when you get your forge running an extra axe or two. Given that, wood shouldn't be a major issue on a heavily forested map... I almost always have a surplus of beds.
Oh, and build everything you can out of stone, of course, especially doors. Tables work, too... can you substitute thrones for chairs in a dining hall? I never tried, but if that works you can save a little wood on that.
You'll use up wood much faster once you have a furnace, but then you can forge axes, so it shouldn't be a problem.
...and if wood somehow really is still a problem for you early on, why not buy a single extra axe instead of all those little wooden items that you're going to run through pretty quickly anyway?