• Dwarf Fortress V10 - DF2010 Release Edition - OH GOD THE SCREAMS
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[QUOTE=helpiminabox;21272630]In Soviet Fortress, the Earth strikes YOU![/QUOTE] the earth already strikes, its called caverns, forgotten beasts, magma, floods, HFS, and every other thing natural or inside the earth [editline]01:57AM[/editline] [QUOTE=sgman91;21278095]Is there a way to kill a kobold thief without having a military? Oh, and I'm playing the old version.[/QUOTE] War dogs aren't military, technically.. [editline]01:59AM[/editline] [QUOTE=Newbienice99;21277770]I was going to try that. I've seen rain fill up empty ponds, so the same should work for a big area. Just make sure it won't flood the fortress in the process.[/QUOTE] Rain only produces water on Murky pools, but Murky pools can expand when the water spreads
God damn fucking Grimelings are a royal pain in the ass. One of them went into my fort, causing everyone to run around screaming. Because my military are a bunch of useless fucks, I drafted everyone and sent them (around 50 recruits) to wrestle it with the help of a trained Giant Eagle and Grizzly Bear. They managed to destroy all it's organs and give it over 15 pages of scars and bruises. It took about a few days of pounding it to hell before it finally died. In the end, the giant eagle was crippled, the grizzly bear died of infection, and a couple of people starved to death. Also this was while a trade caravan was waiting at my depot, and they left just after the grimeling died. Fuck. Also they seem to be near-immune to magma.
[QUOTE=Kylel999;21278293] Rain only produces water on Murky pools, but Murky pools can expand when the water spreads[/QUOTE] What if I designate the opening of the area to be a pond, have the Dwarves begin to fill it until the entire bottom layer is 3/7-7/7, would that make it considered a fillable pool by the game?
[IMG]http://i40.tinypic.com/35lt0yw.jpg[/IMG] :raise: I took him out my military because I thought he'd just go insane and go kill himself, I guess not...
[QUOTE=AngryToad;21273512][url=http://www.gocomics.com/foxtrot/2004/03/23/]Found it.[/url][/QUOTE] Man. That joke has some potential. Really did not like the strip though. Would've been better if it was a longer, non-newspaper comic type thing.
Is it just me, or do Dwarves drink like there's no tomorrow in this version? A population of 21 Dwarves has gone through a booze stockpile of around 200 in less then 2 seasons.
So why haven't I been finding loam to plant stuff in? I'm using a channel to bring water into my cave, is that wrong?
[QUOTE=troglydyte;21281648]So why haven't I been finding loam to plant stuff in? I'm using a channel to bring water into my cave, is that wrong?[/QUOTE] Doesn't have to be loam. Just a muddy tile. Could be muddy rock, muddy sand, muddy loam, muddy anything.
So I'm doing it right? Channel it and then what, just wait for it to evaporate?
Wait for it to evaporate down to 1/7, then plant farms on it. I usually use a screwpump because it puts less water in, thus less time waiting for it to evaporate.
[QUOTE=Teh Zip File;21282191]Wait for it to evaporate down to 1/7, then plant farms on it. I usually use a screwpump because it puts less water in, thus less time waiting for it to evaporate.[/QUOTE] I screwpump the flooded compartment back into the river :V.
So many caves jesus christ
[QUOTE=Adbor;21283942]So many caves jesus christ[/QUOTE] I havent found a single one. I guess Im not digging enough. Shit sucks, man.
Argh! My military is retarded. Some of them wear about five cloaks and are otherwise naked, and other have two shields and three mail shirts. God damnit. I gave them all the same uniform and I also got a quartermaster.
Dwarves seem to be more mentally retarded this version.
[QUOTE=Mikkelmann;21284453]Argh! My military is retarded. Some of them wear about five cloaks and are otherwise naked, and other have two shields and three mail shirts. God damnit. I gave them all the same uniform and I also got a quartermaster.[/QUOTE] You didn't check "exchange equipment" or something like that.
[QUOTE=Silly Sil;21285064]You didn't check "exchange equipment" or something like that.[/QUOTE] That's not the problem. I have always had that checked, and they've done so, but I still see them wearing multiple mail shirts.
Is it just me or is DF2010 even less noob friendly. I can't even sustain a fort now because I can't figure out how to irrigate my underground crops. And it seems there's no decent places to start out because they all have aquifers and I can't dig more than 2 or 3 Z-levels down. In the last version I can do pretty decently but in 2010 I'm just lost half the time on how to do anything again.
[QUOTE=jivemasta;21286454]Is it just me or is DF2010 even less noob friendly. I can't even sustain a fort now because I can't figure out how to irrigate my underground crops. And it seems there's no decent places to start out because they all have aquifers and I can't dig more than 2 or 3 Z-levels down. In the last version I can do pretty decently but in 2010 I'm just lost half the time on how to do anything again.[/QUOTE] It's true, this version is a lot more unforgiving. Don't try to argue with me and say with a straight face the new military screen is a vast improvement, the only improvement I can see is the ability to designate specific items to soldiers.
The farm irrigation thing kinda sucks for noobs and the clusterfuck that is the military system makes sieges pretty much end-game for those that cant make a working flood trap or some shit like that. Still, the difficulty curve isn't that different from before. Once you get over the initial bump it's not that hard.
[QUOTE=jivemasta;21286454]Is it just me or is DF2010 even less noob friendly. I can't even sustain a fort now because I can't figure out how to irrigate my underground crops. And it seems there's no decent places to start out because they all have aquifers and I can't dig more than 2 or 3 Z-levels down. In the last version I can do pretty decently but in 2010 I'm just lost half the time on how to do anything again.[/QUOTE] I started on DF2010 a few days ago and haven't played earlier versions, but I've found that if you go to the design world with parameters window and create a medium region there are, for whatever reason, far fewer aquifers -- even without modifying the settings at all. As for irrigation, I have a sort of half-working system: I can get the water into the farms at a semi-controlled rate, but I end up with too much (often 3/7 or deeper). How would you suggest draining them? The two ideas I had were to either channel down a good number of z-levels and just let the water flow through there or to use a number of screw pumps to direct the water back into the river, but there are problems with each of those: the channel means that they either might get too little water and would eventually fill up and put me back at square one, and as far as I can see to direct the water back into the river without actually breaking the river's walls (so I don't get water flowing back into the system) I would need to get one z-level above the river, which I can't do.
[QUOTE=CNiall;21286512]I started on DF2010 a few days ago and haven't played earlier versions, but I've found that if you go to the design world with parameters window and create a medium region there are, for whatever reason, far fewer aquifers -- even without modifying the settings at all. As for irrigation, I have a sort of half-working system: I can get the water into the farms at a semi-controlled rate, but I end up with too much (often 3/7 or deeper). How would you suggest draining them? The two ideas I had were to either channel down a good number of z-levels and just let the water flow through there or to use a number of screw pumps to direct the water back into the river, but there are problems with each of those: the channel means that they either might get too little water and would eventually fill up and put me back at square one, and as far as I can see to direct the water back into the river without actually breaking the river's walls (so I don't get water flowing back into the system) I would need to get one z-level above the river, which I can't do.[/QUOTE] If you have too much water, just dig out the walls and expand your room - the water will flow away until it's all about 1 or 2/7 depth.
[QUOTE=Nilus;21286502]The farm irrigation thing kinda sucks for noobs and the clusterfuck that is the military system makes sieges pretty much end-game for those that cant make a working flood trap or some shit like that. Still, the difficulty curve isn't that different from before. Once you get over the initial bump it's not that hard.[/QUOTE] The farm irrigation on soil is a bug that will be fixed The military is full of bugs which causes it to be a pain in the ass to manage, which will be fixed. I bet you the DF a month or two from now will work much, much better than it does now.
Here, lemme show you my system for you guys, and future progeny to this game: [IMG]http://i279.photobucket.com/albums/kk125/Frustratedsigh/Step1.jpg[/IMG] As you can see, what is labeled #1 is a Floodgate, which you can easily build after constructing a "flash workshop" (one which is built outside for the first season since the miners haven't dug out the working areas) outside with any rock you got from the mining process. The thing labeled #2 is, obviously, a Murky Pool. [B]NOTE[/B]: Do NOT puncture the Murky Pool until you have finished all the steps. [IMG]http://i279.photobucket.com/albums/kk125/Frustratedsigh/Step2.jpg[/IMG] That, my friends, is a lever. You'll need one mechanism to construct it (b+T+l.) All in all, you'll need at least 3 mechanisms for this entire operation. [IMG]http://i279.photobucket.com/albums/kk125/Frustratedsigh/Step3.jpg[/IMG] Press the lever and have it link up with the floodgate you placed at the desired location, this will cost 2 mechanisms (one for the floodgate, one for the lever.) After doing that, pull the lever to have the floodgate open, have a miner rush into the new opening and have him/her puncture the murky pool. Wait until the murky pool drains to the desired level of water (in my case, I let it fill up the entire room until it was at least at 1/7 on all tiles) and then just pull the lever again to close the floodgate. Bingo, instant irrigated plot, using this method I've been able to fully irrigate and plant on a farm by Mid-Spring.
[QUOTE=Thorny;21286838]If you have too much water, just dig out the walls and expand your room - the water will flow away until it's all about 1 or 2/7 depth.[/QUOTE] Makes sense; instead of the two smaller farms I'll change it to one larger farm and hopefully it shouldn't fill up nearly as quickly.
I like you CNiall. You're a super-newb
There is a wiki page about irrigation, it's really not that hard.
My method is to extend a murky pool to get it to around 2-3 water level, then extending it piece-by-piece until I get the desired depth. It yields really big muddy areas and isn't half as tricky as floodgating. Besides, farms are the first thing I do when I embark so mechanisms are out of the question.
[QUOTE=Adbor;21286996]My method is to extend a murky pool to get it to around 2-3 water level, then extending it piece-by-piece until I get the desired depth. It yields really big muddy areas and isn't half as tricky as floodgating. Besides, farms are the first thing I do when I embark so mechanisms are out of the question.[/QUOTE] You build the mechanisms outside while the miners dig out the fortress, you can survive at least 2 seasons if you're careful with your starting food and drink, so time is out of the question. You can easily get enough points to give someone proficient in mechanics if you remove the starting buckets, splints, crutches (easy to make those on-sight) and fiber/thread/cloth/bags, since you can trade for those before the need for them becomes an issue.
My miner got injured, and the doctor is giving her sutures, but no one will give her water. I have plenty of buckets, a brook, and murky pools if needed. Do I need a well to get her water?
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