DF Gameplay Questions / Re: No first year caravan?
« on: May 23, 2010, 10:39:30 pm »I also stopped getting migrants, sitting on 19 dwarfs and nothing for 3 years.
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Could I zone a meeting area over the dining hall if I want my dwarves to still hang out there?Yes, and I think this is what most people do. It's a pretty efficient use of space, and if you put artifacts and/or cages in the room, it'll be a huge source of happy thoughts.
The main thing about games is the backbone; graphics and gimmicks come later. You need to focus on the logic and maths of the game before the rest comes in.And for that, I think something like Python is a much better tool. It lets you focus on the program, instead of the programming.
quote:
Originally posted by Tayrin:
<STRONG>Be careful! Once you break into the chamber of doom, there's no turning back. </STRONG>
What do you mean by this?
I was under the impression that if you seal off the glowing pit and wall off the pit area, you could prevent further demon attacks. This seems to be the case in my experience, I cleared out the pits about 2 in-game years ago with my current region and sealed it off, no demon attacks since.
Since the latest two versions (with the religion stuff added in) I've had to shut off temperature and weather as well.. the game just gets too damn slow for some reason.
Prior to that I could play a 6x6 region fairly well, once I set GFPS to 10. Could handle magma, water, and 100 dwarves no sweat.
Now? With 100 dwarves any kind of siege or waterfall or merchant will drop me to 5 fps.
Point being, if you aren't dead set on playing the latest and greatest, you could try one of the older versions. I think the one where sieges were first fixed was one of the better ones.
Listen brat, if you're gonna use up some of my adamantite, at least make something useful out of it.
So I got the bright idea to build everything out of stone blocks. Which fixed the channeling problem, but I eventually got tired of designating every wall section and gave up.
I await the day we can designate walls/floors in the same way we designate bridges.
I think my perfect region would have unlimited trees, sand, and a river. Magma is important but not critical, other than the fact magma regions will have a lot of minerals to mine for. Well, and it's fun to play with.
Never saw three at once though.
Tunneling into the ground, while a perfectly plausible tactic, would be game ruining I think.
For that reason I've fallen back on the "marksdwarves stand behind a moat and shoot goblins" strategy.
quote:
Originally posted by RickiusMaximus:
<STRONG>Can you not just sell it all to merchants?Purposefully let them get close to your enterance, kill them all there, have stockpiles closeby, then sell everything in the trade depot.</STRONG>
You can, but it won't improve your "exported" money value.