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EDIT: And I do believe they also require the Architecture labour to be built.
Thanks.
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I suspect, since Architecture is involved, that there might be some spit-shining in the process.
But yes, they probably just lug a bigass rock, plonk it down in a "Dwarfsthetically pleasing" fashion and paint a target on it with their beards.
General rule of thumb is that you're okay as long as their skin doesn't inverse, or they die, or both occur in that specific order.
If you want specific names for the conditions though, you could check the Dwarves for symptoms yourself and crossreference the Syndrome list until you find something whose description matches with the symptoms observed.
http://dwarffortresswiki.org/index.php/Syndrome
Or you could keep a Chief Medical Dwarf, or just a few regular doctors with the "Diagnosis" labour on, staffed in the hospital at all times. They should be able to pinpoint the exact syndrome if they're good enough Diagnosers I believe (sadly, most of the Dwarfs you're likely to have on hand are shit at it and probably just guess until they get it right or the patient succumbs).
Also, it is a forgotten beast syndrome so randomized...
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Other cultures are supposed to send caravans at different seasons, though if there are no other cultures left after world-gen they won't make a showing. I think it's possible to "extend" the interval between caravan arrivals by embarking in bumfuck nowhere and making sure everyone else are far away, but those curious bastards will probably try to trade with you eventually no matter what. Unless they have an unfortunate accident, in which case they're almost guaranteed to send a killsquad after you ASAP.
EDIT:
... Continuing on the topic of hostile spawns. Even though it might look like you're one square away from X "Surrounding" in the embark screen, it's just a rough representation of the terrain, keep in mind. Usually small bits and pieces of other surroundings "bleed" into your embark square, making it possible that the map you embark might spawn all kinds of shit. Embarking on a map with several different distinct "Wilderness" surroundings will spawn Wilderness creatures and vermin, but a map that shares half a "Wilderness" surrounding with, say, parts "Sinister" and "Calm" surroundings ought to have creatures from all of them if I've got this down right. Tiles that are just off to the side of your fortress and are well and truly outside your embark map shouldn't have much bearing on what spawns on top of you, though I could be mistaken.
Also, is there still an easy way to get the dwarves inside in case of emergency?
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You need to setup a burrow and then make it activate when you hit an [a]lert under the [m]ilitary screen. The default alerts are "Inactive" and "Active/Training", so just enable the burrow under "Active/Training", then when the shit hits the fan you toggle the [CIV] state to "Active/Training".
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I had an awesome entrance to my fort. It was a long cistern (~50 tiles) I made 2 levels high and filled up with magma. It was covered with a series of retractable bridges.
Necromancer showed up with his horde of undead and I did what I did with all my goblins. Dropped them in the magma
And then the undead sat there and burned FOREVER. I couldn't get anyone to cross my bridges because of them
I was able to kill some of them by putting my marksmen out on the bridge.
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If you go down far enough, yes, every site has access to the magma sea.
It will be your doom, though, so, you know, it's a trade off.
Damn, there goes my plan to pump lava up to my entrance as part of a massive trap.
Back to building Deathhallway 5000(tm) then.
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Build a wall around the pasture, make the entrance come from underground. Last thing you need is dwarves tending to livestock getting stuck outside during an invasion.
Stairs are easy, you just assign them to be built, then move up a level and start building walls/floors/whatever.
Build the corners of a tower wall first as your dwarves need to stand next to the wall to build it.
Archers a bit wonky atm, and I've noticed trouble getting mine to fire arrows through fortifications unless they were right next to the opening. To solve this, put a wall one space away from your arrow fortifications. (essentially making a 1-space hallway for the dwarves to fire from)
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Although I tend to pasture animals underground in the caverns anyway.
Should a 1 wide floor next to the F]fortifications work just as well?
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Yeah. As long as it keeps them right next to it.
Yeah. I was kinda pissed about it.
If you don't have another wall or floor there you may have problems with your Archers dodging themselves off the wall.
May not be an issue, since I think only Elite Goblin Bowmen are good enough to shoot back at you through fortifications.
Well, you can always harvest that precious goblinite.
So far my latest fort only has gold. This has lead to a fuckton of immigrants.
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It just kinda bums me out that every time I get back to this game it feels less fun and less playable. I guess not paying enough attention at the embark phase has always been a death sentence, but I don't remember there being maps where most if not all metals are outright nonexistent.
Subway?
Stonecarvers. Get some trained up to high levels, then trade for metal from the caravan.
I just started on minecarts in my fortress, they are a great way to haul goblinite and wood down to the workshops. Been thinking about making a quarry a bit out, just stripmining down to the magma sea and then minecart that stone up. It isn't essential (well with the new hauling system it kinda is) but there is so much fun & FUN to be had.
Is it possible to line your fort entrance with multiple short distance minecarts that would cross it, all at the flick of a switch, and you can use this as a means of defending the fort from baddies?
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