[Dwarf Fortress]TW Fort (2024)

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D

Darksidesmoker

  • Aug 1, 2008
  • #101

ZOMBIE ELK

D

Dogun

  • Aug 2, 2008
  • #102

Darksidesmoker said:

Having now experienced their ilk, I have to agree.

The trick to getting these sweet spots to appear more than once in a blue moon seems to be to increase the variance in elevation and volcanic character. That will give you the opportunity for 'volcano next to mountains and trees and a river' scenarios.

Additionally seeding with way too many rivers, killing off many (1200:400, on medium), and setting the 'erode cycles' count ~100 or so seems to deal with the aquifer problem and also plants valuable sediment and sand in strange places. [Dwarf Fortress]TW Fort (1)

This is helpful documentation on
World tokens - DwarfFortressWiki

And now back to watching my dwarfs slowly go insane.

D

DrJonez

Veteran XX

  • Aug 2, 2008
  • #103

[Dwarf Fortress]TW Fort (2)

So I'm starting to dig the main entrance to the TW Fort. Reaver and thejacob are our miners, and you guys just struck silver ore and pink garnet [Dwarf Fortress]TW Fort (3) Silver is fairly valuable, and pink garnet is semi precious, so we're going to either have a ton of expensive trade goods, or some blingin' sh*t floating around the fortress [Dwarf Fortress]TW Fort (4)

R

Rorschach

  • Aug 2, 2008
  • #104

kind of offtopic and may have been mentioned but if you like ascii games use megazeux. probably have to use dosbox or something.

there's a crazy number of user created games in that thing.

  • Aug 2, 2008
  • #105

borlaK said:

the z thing is still somewhat lame, it's really nothing like the screenshots you posted. I can drop stones on grass at z-level 1, then drop more directly underneath ???

It sounds like you want to make a hole. For that you can use the "channel" designation, which basically digs through the floor level you're currently on. This is how you can dig wells and deep trenches: Dig a channel on your current z-level, then move down lower, dig another channel, and repeat until you're at the desired depth. You might have to build stairs in order to get there, but you can remove those afterwards (although it's generally preferable to keep them because dwarfs seem to love to fall into wells and chasms for no reason).

EDIT: Screenies of the fortress, using the may green tileset thingie:

[Dwarf Fortress]TW Fort (5)

The main entrance for now, until I expand north. I'm going to set up several floodgates with levers and a moat with a bridge to block it, but I can't do the moat thing because of the enormous stockpile of rock outside. I still don't know how to get rid of all this rock and I can't dig on top of it, it's annoying (plus it took forever to haul it out of the fortress, resulting in my current food problems, which you can also see).

[Dwarf Fortress]TW Fort (6)

The sleeping quarters, one level above, with some individual rooms. The red rock walls are annoying because they can't be smoothed or engraved, so I'm going to have to turn that area into barracks.

[Dwarf Fortress]TW Fort (7)

Directly under the ground level there's the workshops and a huge dining hall. That's where they made the party that lasted forever and that almost starved everyone to death (I think they've realized now that they were going to die and got back to work). On the left and on the minimap you can see bits of the underground stream I dug to irrigate the farming plots below and well.

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A

arcadus

Veteran XX

  • Aug 2, 2008
  • #106

also (i dunno if dr jonez went over this but) there are graphics tilesets that make the game look better Tilesets - DwarfFortressWiki and the dwarf fortress file depot (DFFD) has all sorts of stuff like tilesets and mods and other utilities

M

MeSlayer

Veteran XV

  • Aug 2, 2008
  • #107

arcadus said:

also (i dunno if dr jonez went over this but) there are graphics tilesets that make the game look better Tilesets - DwarfFortressWiki and the dwarf fortress file depot (DFFD) has all sorts of stuff like tilesets and mods and other utilities

that f*cking overwhelming

D

DrJonez

Veteran XX

  • Aug 2, 2008
  • #108

Yeah, I mentioned the graphical tilesets.

The way I usually deal with the rock is perhaps a little exploit-ey, but it's usually such a problem that I don't give a f*ck and do it anyway.

If you hit D, then B, you'll have a bunch of designation options. One of them is that you can mark items to be dumped. That means that your dwarves will never try to use the items, and will haul them to the nearest garbage dump (designated under the I menu). Basically I'll just make a one tile garbage dump near my mason/craftsdwarf workshops, then designate a bunch of loose rock to be dumped. Anyone with the refuse hauling job will carry it over to the dump. Since the rocks are still marked as forbidden once they've been dumped, you can go back into D, then B, and use the "mark for reclaiming" option to instantly unforbid the rocks.

So not only does that get the rocks out of the way, but it gives you a big supply of rock for your masons to use too.

I don't usually immediately haul away every chunk of rock though. It doesn't really hurt anything by staying there, it just looks kinda messy. The only real problems it can cause are jamming open doors or floodgates, but that can only happen if they're in the same tile together.

You can also build a catapult and just have a bunch of dwarves constantly launching the rocks from it. It takes a while, but it'll train your guys on catapult usage [Dwarf Fortress]TW Fort (8)

P

PyroTeknik

Contributor

Veteran XV

  • Aug 2, 2008
  • #109

"The Farmer BugsPray and the Mechanic Merranza have married. Congratulations!"

H

HatMan

Veteran X

  • Aug 2, 2008
  • #111

DrJonez said:

Maybe it's changed, but shouldn't this cause a cave-in? I thought a 7x7 open space would do that.

T

travelyan

Contributor

Veteran XX

  • Aug 2, 2008
  • #112

the problem i'm having is that it's simply too f*cking detailed and i can't figure out what every different -=[]\;',./ symbol means

D

DrJonez

Veteran XX

  • Aug 2, 2008
  • #113

HatMan said:

Maybe it's changed, but shouldn't this cause a cave-in? I thought a 7x7 open space would do that.

Most of that screenshot is outside, the hallways are where the actual mountain begins.

Cave-ins still happen, but the criteria for them to occur is a lot more complex now. It all changed with the addition of the z-axis.

P

PyroTeknik

Contributor

Veteran XV

  • Aug 2, 2008
  • #114

Well, I did the dump trick, which feels a bit cheap but at least it uncluttered the entrance.

About cave-ins: Cave-in - DwarfFortressWiki
Looks like you have to try really hard to cause one as it stands now.

By the way, is there a way to make dwarves automatically retrieve bolts that missed? There's a lot of bolts left in the wilderness because of all the hunting. Do I need a weapons rack or something to make them do it (since I noticed that they also leave battle axes lying around when they're done chopping trees down)? There doesn't seem to be a command for it.

K

Kizzak

Veteran XV

  • Aug 2, 2008
  • #116

it's pretty much impossible to cause a cave-in anymore unless you are actively trying to or doing something stupid (channelling to give your meeting room/scuplture garden a nice skylight) and not paying attention to the method used to channel if you try to do it all at once.

M

Mudman

Veteran XX

  • Aug 2, 2008
  • #117

There needs to be a Mudman dwarf.

P

PyroTeknik

Contributor

Veteran XV

  • Aug 2, 2008
  • #118

Well, I think my fortress is screwed now.
2 squads of 5 goblins managed to get in and shoot down half the dwarves before they were killed. They killed all my hunters when they showed up and now the rest of the fortress is throwing tantrums and going insane because there's blood everywhere.

Now they're all going to emo to death.
They're not getting any work done because they keep getting "melancholy" and I'm pretty sure some guy just jumped in the well on purpose.

Pro-tip:
Long corridors are a bad idea if you don't have guards with crossbows at the other end.

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K

Kizzak

Veteran XV

  • Aug 2, 2008
  • #119

I seriously need to start watching my fisherdwarves, they seem to wander off and fish wherever the f*ck they feel like it and get attacked by carp or some sh*t and then fall into the river and die

P

PyroTeknik

Contributor

Veteran XV

  • Aug 2, 2008
  • #120

You can set them fishing zones with the Zones command ("i" I think). Then you can set those zones to "preferred" (meaning they can still wander off) or restrict them to only those areas. Make sure you select the land around the lake/river/pond, otherwise it doesn't work.

Holy sh*t.
One of the children went insane, claimed a butchery, murdered the butcher and made a bin out of his bones.

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