Actually... this is all wrong. Yes, you must specify a ramp from below... but there is some other top component that I can't figure out.
Okay, each tile has a middle, a ceiling and a floor.
I think this is an over-complex way of looking at it; you can't really perform any actions that affect the "ceiling" of a tile but not the "floor" of the one above. Easiest just to say each tile has a middle and a floor, since that's what you see on the screen.
Went past 50 dwarves today, and my Mayor started getting greedy, wanting "decent quarters" and crap like that. So I threw bags at the problem - with a legendary clothier (producer of Omristgim Stëlmithnobangtölúnôtthat, the translation of which is so long it doesn't fit on my screen) and pretty good weaver and dyer, even the bad plant fiber bags are worth 200+ dwarf-money. I'm sure any future greedy nobles will also submit to pressure from the textiles guild.
I just had a marksdwarf off duty, made a target (make sure to make it a room and set direction or whatever), and then had my bonecrafter make bone bolts.
Oh god, I decided to try using a dump to clear my fortress of rocks, and then I noticed that my dwarfs carrying barrels over to the dump... So I inspect the dump, and they've been dumping almost all of their food and drink in there!! I just figured the game was smart enough that when I say to dump a tile with obsidian and a food barrel on it that it will dump the obsidian. Arggghh
Flat map is surprisingly nice. Entire, single, layer of soil. If only it didn't take so much work to get up my obligatory gigantic menacing stone structure.
Already hunted the entire wildlife population to extinction, though...
SON OF A BITCH! The last human caravan was 2 squares from arriving at the depot, but sorry time's up! We're going home and taking our 4 wagonloads of precious wooden logs with us. Bastards.
I have been designing in 8x8 units now.. i like the 4 pack of workshops with some nice 2 tile movement in between..
as for ramps.. the wiki says i need open space to the SIDE of the upper ramp portion. so you need to be on that upper floor first (via stairs) to dig out the side, them place the ramp.. its annoying.
My new fortress *should* have been awesome... until I just accidentally left with 150 points unallocated.. so I am taking whatever the default loadout gave, plus 2 extra picks, 1 less axe, and no plump helmets.
my dwarves are properly skilled out though. I want to see how far I can get.. I *need* that caravan!
Another quick question: how do I get all the oxen and puppies out of my meeting area? I made an animal stockpile and a couple of cages, but I can't seem to do anything with the 'q' key on the cages.
Thanks, that was the problem. Had to 'b'uild it. I think I tried that once and it said I didn't have a cage (when one was sitting right there) so I assumed it was already "built."
TL;DR: There's a Fire Imp that won't move right under my magma smelters, preventing anyone from getting any work done, and since he's UNDER the magma no one can kill him.
My first fort with the new version was doing too well for its own good, I hit 100 dwarves pretty fast and it started lagging a lot, so I limited the population cap to 30 for this one.
Now that the issues are fixed I'm going to start a new one.
Flat map is surprisingly nice. Entire, single, layer of soil. If only it didn't take so much work to get up my obligatory gigantic menacing stone structure.
Already hunted the entire wildlife population to extinction, though...
What's the deal with that little bit of lava on your map?
Arg, so I lost my previous fort due to some unfortunate circumstances and since I had already done 4-5 forts in that world I decided to create a new one. That turned out to be a horrible idea.
The entire world was sitting on top of an aquifer layer, sometimes on top of 2 aquifer layers.
[edit] Made a 2nd new world, again the entire thing was aquifer. Decided to make a 3rd world, this time using the RNG. Its perfect, the first spot it showed me had heavily forested area next to a river, magma vent, and lined with mountains.
Paintedfrenzies sounds like something from Lord of the Flies.
Hey, turns out goblins will just leave after a long time if they're doing nothing (took a long time). I just watched them walk off the edge of the map.
Also behold Ropeplaited:
Ground Level
1 Above Ground Level
2 Above Ground Level
3 Above Ground Level
4 Above Ground Level
It's messy because I suck. And I need to sort out where everything goes/get enough barrels and bins for smaller, easier to manage, stockpiles.
The reason the floors are bloody as you go up is, in addition to the odd baby snatcher, that I move my barracks up one level whenever a new floor is completed (usually). And I think some dwarves just randomly bleed, because the lower levels have a lot too.
No shots of below the surface because those are boring, just strip mining all the ice and stone I need. Oh and the downward stairway on the left (outside the fortress) leads to a trapped hallway I made to take care of the Titan/Bronze Colossus/Hydra. Apparently dwarves can't shoot down/up so my walls/battlements going up more than one level aren't really necessary but I'm still working on it it because it's cool.
This is annoying. I built my fort in a big mountain and I started 20 levels above the ground where the trees are. So I built my stuff down there, but merchant caravans still come from the top of the mountain. They usually go insane before they leave the map. I'm going to try smoothing the floor but I guess I'll have to build roads off the maps too.
I notice that in the fortress posted recently, most of the dwarves' rooms are very small (3x3). Is this just to save space, or is there a limit to how happy a dwarf can be from a large room?
I notice that in the fortress posted recently, most of the dwarves' rooms are very small (3x3). Is this just to save space, or is there a limit to how happy a dwarf can be from a large room?
Large rooms are expensive.
Copperreined:
Main floor:
Storage (1 level up)
Ngah! It hurts my head just looking at that. I could never use sprites.
I notice that in the fortress posted recently, most of the dwarves' rooms are very small (3x3). Is this just to save space, or is there a limit to how happy a dwarf can be from a large room?
I notice that in the fortress posted recently, most of the dwarves' rooms are very small (3x3). Is this just to save space, or is there a limit to how happy a dwarf can be from a large room?
I think 3x3 rooms with smoothed stone make them happy enough, In big forts i also have 3x1 rooms.
I notice that in the fortress posted recently, most of the dwarves' rooms are very small (3x3). Is this just to save space, or is there a limit to how happy a dwarf can be from a large room?
Large rooms are expensive.
Copperreined:
Main floor:
Storage (1 level up)
I want that tileset.
So do I. Would be nice if a similar re-pack of the game were released, as with last version. The one with all the tilesets and such already configured. I tend to screw up the game when I play around with them.
Gah, how do you make a brewer make alcohol? I have a functional Still and Plump Helmts, but when I set the order the brewer cancels it saying "Needs distillable item". I'm fairly certain I have barrels available, since my carpenter has been cranking them out nonstop for a season or so.
I've tried marking plump helmets brewable in the kitchen screen, but it doesn't say whether red or blue allows the item to be used. I've tried both though and got the same message both times.
The reasons to make rooms small is so they don't cost too much when you turn on the economy (which I have yet to do in the new version)
What do you mean by "the economy"? Is there some sort of upkeep cost associated with larger rooms?
I'm a bit uncertain on the whole thing myself, but it goes something like this:
At some point you "turn on the economy" (no idea what triggers this)
This means that your dwarves will start making money for the jobs they do, I think based on legendary, competent, etc.
Rooms cost money to rent based on how nice the rooms are, so 3x3 engraved rooms with masterpiece furniture will cost more than the average dwarf can afford.
This is all what I've gathered reading others accounts, I don't have any personal experience with it (considering I did, in fact, give all of my dwarves 3x3 engraved rooms with masterpieces scattered randomly throughout.)
If I got anything wrong, please correct me.
Edit: beaten, but now that you start off with a bookkeeper, I'm not sure what triggers dwarves having to pay rent
The reasons to make rooms small is so they don't cost too much when you turn on the economy (which I have yet to do in the new version)
What do you mean by "the economy"? Is there some sort of upkeep cost associated with larger rooms?
When you get a bookeeper, all things are assigned value. Including rooms. The value of a room is the sum of the value of its size, decorations (smooth/engraved), contents (bed/furniture), and door.
So big rooms with fancy things makes dwarves happy, but most of them won't be able to afford all that shit once the bookie arrives.
Isn't the bookkeeper one of the nobles you start with (i.e., typically the outpost trader/bookkeeper/expedition leader/outpost manager)? I haven't gotten an economy yet, but I figured that I'd have to start making coins at the metalsmith to get that started.
i'm a dorf fortress noob, but ive got a serious issue. 1 or 2 of my dorfs are exceptionally dumb. They seem to die of thirst while the rest of my dorfs are completely fine. Now I have plenty of dorf booze laying around and this only happens to 1 or 2 of my little hairy midgits. Why are they dieing of thirst? Are they protesting the working conditions?
UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited November 2007
They're probably busy doing tasks that make them less likely to be around to find something to drink.
Try Viewing one of them, go to the Labor option and turn off most of their hauling tasks. I like to only keep on healthcare, burial, one related to their job (wood hauling for wood cutters, food hauling for cooks, etc), and maybe one other random task just so stuff like cleaning and architecture get done.
As for the economy, the one time I had it running in the old version was by minting coins. No idea if that's how it still starts.
i'm a dorf fortress noob, but ive got a serious issue. 1 or 2 of my dorfs are exceptionally dumb. They seem to die of thirst while the rest of my dorfs are completely fine. Now I have plenty of dorf booze laying around and this only happens to 1 or 2 of my little hairy midgits. Why are they dieing of thirst? Are they protesting the working conditions?
That's OK. It's called Darwinism. Over time, you'll breed dwarves that are resistant to thirst.
Are you sure booze and clean water are present in functional quantities?
well there is always 1 or 2 dorfs that dont drink anything (maybe they re AA members). But yeah lots of booze laying around. Hmm. I ll give the turning all the other tasks off and see what happens next time.
Wow, my 2nd wave of immigrants(before the first year passed) included a metalworker. Whom upon reaching my fort immediately got possessed. Only problem was I hadn't set up any way for me to make metal bars yet.
I had to rush to set up a furnace and smelter then conscript one of my workers to man them and craft some metal bars before the possessed dwarf went psycho. I get it all set up and ready, the dwarf grabs the metal from the stockpile and what does he make? A silver bracelet, studded with silver. Bah
Wow, my 2nd wave of immigrants(before the first year passed) included a metalworker. Whom upon reaching my fort immediately got possessed. Only problem was I hadn't set up any way for me to make metal bars yet.
I had to rush to set up a furnace and smelter then conscript one of my workers to man them and craft some metal bars before the possessed dwarf went psycho. I get it all set up and ready, the dwarf grabs the metal from the stockpile and what does he make? A silver bracelet, studded with silver. Bah
Possessions are the worst, as you don't even get a decent skill bonus to show for it. Of the two dwarfs who went into useful moods, both ended up as wood carvers, which is damn annoying when the elves come to trade. I've got another possessed dwarf at the moment in the mechanic's workshop - whoop de doo, a mechanism of fine quality :roll:
Edit: Yep, 267 pounds (or whatever the weight unit is) of flint mechanism:
I have had great success bringing 2 profic. miners, and a profic. stone carver ... and then other things.
I also bring 2 extra picks. When i get to the site, my dedicated trader and stone carver start mining... when I have enough carved out to have mason & craftsdwarf shops on my 'industrial' level... i remove mining from the carver, and set him to work making rock crafts / mugs / toys ,etc.. he makes very high quality, and by the time the dwarves come in autumn.. i can buy out the caravan.
Posts
I think this is an over-complex way of looking at it; you can't really perform any actions that affect the "ceiling" of a tile but not the "floor" of the one above. Easiest just to say each tile has a middle and a floor, since that's what you see on the screen.
Went past 50 dwarves today, and my Mayor started getting greedy, wanting "decent quarters" and crap like that. So I threw bags at the problem - with a legendary clothier (producer of Omristgim Stëlmithnobangtölúnôtthat, the translation of which is so long it doesn't fit on my screen) and pretty good weaver and dyer, even the bad plant fiber bags are worth 200+ dwarf-money. I'm sure any future greedy nobles will also submit to pressure from the textiles guild.
My own fortress, Toolplanes:
Spoiler'd for huge (srsly).
Directly above ground
First floor down
Second floor down
The floor below this one is being mined.
It's wonderful.
I may be gettng a bit epic for my own good though, the dorfs' first sleep is on cold hard warm sand.
Then run compress_bitmaps.dat
Second floor
Third floor
Really need to patch up b2.
Flat map is surprisingly nice. Entire, single, layer of soil. If only it didn't take so much work to get up my obligatory gigantic menacing stone structure.
Already hunted the entire wildlife population to extinction, though...
I am still leaving a support for every 7x7 tiles I dig, It's hard coded into my brain by now.
as for ramps.. the wiki says i need open space to the SIDE of the upper ramp portion. so you need to be on that upper floor first (via stairs) to dig out the side, them place the ramp.. its annoying.
My new fortress *should* have been awesome... until I just accidentally left with 150 points unallocated.. so I am taking whatever the default loadout gave, plus 2 extra picks, 1 less axe, and no plump helmets.
my dwarves are properly skilled out though. I want to see how far I can get.. I *need* that caravan!
Librarians harbor a terrible secret. Find it.
It's actually kinda neat.
Also, Bugs fucking suck:
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=001670
TL;DR: There's a Fire Imp that won't move right under my magma smelters, preventing anyone from getting any work done, and since he's UNDER the magma no one can kill him.
My first fort with the new version was doing too well for its own good, I hit 100 dwarves pretty fast and it started lagging a lot, so I limited the population cap to 30 for this one.
Now that the issues are fixed I'm going to start a new one.
http://img222.imageshack.us/img222/9079/ckir7.jpg
Just a channel from a vent. Unless you're referring to something else?
The entire world was sitting on top of an aquifer layer, sometimes on top of 2 aquifer layers.
[edit] Made a 2nd new world, again the entire thing was aquifer. Decided to make a 3rd world, this time using the RNG. Its perfect, the first spot it showed me had heavily forested area next to a river, magma vent, and lined with mountains.
Hey, turns out goblins will just leave after a long time if they're doing nothing (took a long time). I just watched them walk off the edge of the map.
Also behold Ropeplaited:
1 Above Ground Level
2 Above Ground Level
3 Above Ground Level
4 Above Ground Level
It's messy because I suck. And I need to sort out where everything goes/get enough barrels and bins for smaller, easier to manage, stockpiles.
The reason the floors are bloody as you go up is, in addition to the odd baby snatcher, that I move my barracks up one level whenever a new floor is completed (usually). And I think some dwarves just randomly bleed, because the lower levels have a lot too.
No shots of below the surface because those are boring, just strip mining all the ice and stone I need. Oh and the downward stairway on the left (outside the fortress) leads to a trapped hallway I made to take care of the Titan/Bronze Colossus/Hydra. Apparently dwarves can't shoot down/up so my walls/battlements going up more than one level aren't really necessary but I'm still working on it it because it's cool.
And can I sell these goblin theives that I capture to merchants?
Ngah! It hurts my head just looking at that. I could never use sprites.
I want that tileset.
I think 3x3 rooms with smoothed stone make them happy enough, In big forts i also have 3x1 rooms.
So do I. Would be nice if a similar re-pack of the game were released, as with last version. The one with all the tilesets and such already configured. I tend to screw up the game when I play around with them.
I've tried marking plump helmets brewable in the kitchen screen, but it doesn't say whether red or blue allows the item to be used. I've tried both though and got the same message both times.
What do you mean by "the economy"? Is there some sort of upkeep cost associated with larger rooms?
At some point you "turn on the economy" (no idea what triggers this)
This means that your dwarves will start making money for the jobs they do, I think based on legendary, competent, etc.
Rooms cost money to rent based on how nice the rooms are, so 3x3 engraved rooms with masterpiece furniture will cost more than the average dwarf can afford.
This is all what I've gathered reading others accounts, I don't have any personal experience with it (considering I did, in fact, give all of my dwarves 3x3 engraved rooms with masterpieces scattered randomly throughout.)
If I got anything wrong, please correct me.
Edit: beaten, but now that you start off with a bookkeeper, I'm not sure what triggers dwarves having to pay rent
Isn't the bookkeeper one of the nobles you start with (i.e., typically the outpost trader/bookkeeper/expedition leader/outpost manager)? I haven't gotten an economy yet, but I figured that I'd have to start making coins at the metalsmith to get that started.
PSN: Lqmpley | Steam: TheOne(AndOnly)
Try Viewing one of them, go to the Labor option and turn off most of their hauling tasks. I like to only keep on healthcare, burial, one related to their job (wood hauling for wood cutters, food hauling for cooks, etc), and maybe one other random task just so stuff like cleaning and architecture get done.
As for the economy, the one time I had it running in the old version was by minting coins. No idea if that's how it still starts.
well there is always 1 or 2 dorfs that dont drink anything (maybe they re AA members). But yeah lots of booze laying around. Hmm. I ll give the turning all the other tasks off and see what happens next time.
I had to rush to set up a furnace and smelter then conscript one of my workers to man them and craft some metal bars before the possessed dwarf went psycho. I get it all set up and ready, the dwarf grabs the metal from the stockpile and what does he make? A silver bracelet, studded with silver. Bah
Possessions are the worst, as you don't even get a decent skill bonus to show for it. Of the two dwarfs who went into useful moods, both ended up as wood carvers, which is damn annoying when the elves come to trade. I've got another possessed dwarf at the moment in the mechanic's workshop - whoop de doo, a mechanism of fine quality :roll:
Edit: Yep, 267 pounds (or whatever the weight unit is) of flint mechanism:
I also bring 2 extra picks. When i get to the site, my dedicated trader and stone carver start mining... when I have enough carved out to have mason & craftsdwarf shops on my 'industrial' level... i remove mining from the carver, and set him to work making rock crafts / mugs / toys ,etc.. he makes very high quality, and by the time the dwarves come in autumn.. i can buy out the caravan.
Librarians harbor a terrible secret. Find it.