• Dwarf Fortress - That new fortress smell.
    1,590 replies, posted
Has anyone got a decent guide on how to use the whole military thing cause currently my dwarves are just wrecking shit with copper pickaxes but that ain't really a permanent solution.
[QUOTE=Lijitsu;39424796]They will eventually kill themselves, as I recall.[/QUOTE] Hiow would they do that without magma? The regular drowning or starving methods won't work because vampires.
Or make some fine living quarters: [CODE]╔═══════╦══════════ ║Θ ╥╤ ╬ ║ ╬ Dining Hall ║√ ╬ Statue Garden ║♫ ╬ Meeting Room ║ ╬ Etc. ║L ╬ (Optional) ╚╒═════╕╩══════════ ╔╘═════╛╗ ║ ║ ║Airlock║ ║ ║ ╚╒═════╕╝ ╔╘═════╛╦═════════════════ CORRIDOR-CORRIDOR-CORRIDOR- -CORRIDOR-CORRIDOR-CORRIDOR ══════════════════════════[/CODE] Basically something like this. Feel free to engrave the floors and walls to make the vampire happier. The fortifications connected to a room filled with dwarves (such as a Dining hall) are optional, and only if you want to let your vampire talk to others. If you don't want that, keep them as walls. L is a lever. When you build the airlock, build both Bridges, then connect the lever to only one of them, pull the lever, and then connect it to the other bridge. This way the other bridge is always "closed" and the other one is open, allowing you to drop in some supplies for your vampire. (EDIT: Apparently this doesn't work. Use two levers instead.) You can dump stuff like clothes or a crapton of stones and have him build a workshop there, and let him craft the stone into something useful. If you have access to magma, make a magma smelter + magma forge at the vampire's quarters (Possibly into another room) and have him repeatedly smelt the metal, then craft something, smelt again and then craft again. This should let him become a legendary smith who could then forge useful stuff for your military. Or if you don't want to manage that, just have him do bookkeeping. This will also work as a executioner's chambers. If you have a criminal/unwanted noble, force them to live with the vampire. As soon as they go sleep in that bed, your vampire has a prepared meal. If you want the vamp to become a good fighter, fill all empty tiles within his room with training spear weapon traps, and connect those to a lever which is located ina highly populated area. Set the lever to be pulled repeatedly, so the training spears keep popping in and out of the floor endlessly, allowing your vampire to train himself at dodging, blocking and so on.
Yet another reason why I love this game. The things we come up with.
[QUOTE=Bordellimies;39425412]L is a lever. When you build the airlock, build both Bridges, then connect the lever to only one of them, pull the lever, and then connect it to the other bridge. This way the other bridge is always "closed" and the other one is open[/QUOTE] Except that doesn't work.
[QUOTE=Lijitsu;39426347]Except that doesn't work.[/QUOTE] Why not? I think I've done that before.
Levers have an on or off state, as do the items they're linked to. If you link two bridges to one lever, they'll both be in the same state (both open or both closed) as far as I know. It's one of the things I've never really tested, though.
Because of the way levers work. It's not a toggle, it's on/off. [quote]Levers normally have an "on" and an "off" state, seen as whether the small tag at the top of the lever is to the left ("off" state) or the right ("on" state). Upon being pulled, the state of the lever changes, and everything they're connected to updates to the corresponding state of that lever, and does not just change states ("toggle"). This becomes important if you have several levers attached to the same device, or one trigger attached to several systems.[/quote] [url]http://dwarffortresswiki.org/index.php/Lever[/url]
Toady must have plans for an enhanced mechanics section somewhere. I mean, think of all the possibilities if we had a wider range of things to do beyond pumping liquid and moving gates. Hell, computers have been made with what we have, yet if we had more...
When I made my airlock it worked just fine. If you can't get it to work, I guess you can use two levers.
[QUOTE=Bordellimies;39426603]When I made my airlock it worked just fine. If you can't get it to work, I guess you can use two levers.[/QUOTE] It's not "you can use two levers", it's you HAVE to use two levers. I've just gone and tested it, and can confirm that it is exactly as I recall, with levers having a single on/off stage. To have an airlock like you describe requires either two levers or willingness to use fluids and pressure plates. Levers have a boolean on or off, and the devices sync with the lever on each pull. They don't alternate. [editline]31st January 2013[/editline] It's empirically provable that your claim is incorrect.
But [I]I've done it before.[/I] Set up both target entities set up lever attach lever to entity A flip lever attach lever to entity B That no longer works?? Fuck man that simple thing there has [I]killed[/I] forts of mine in the past because doors end up desynced when they shouldn't be.
[QUOTE=S31-Syntax;39426778]But [I]I've done it before.[/I] Set up both target entities set up lever attach lever to entity A flip lever attach lever to entity B That no longer works?? Fuck man that simple thing there has [I]killed[/I] forts of mine in the past because doors end up desynced when they shouldn't be.[/QUOTE] Yeah, it was a long time ago but I don't remember using two levers. It is possible but I have a feeling that it was changed or something.
Well, considering that I just tested it over 10 different bridges attached to 5 different levers, testing attaching whilst one is raised, both are raised, neither is raised, one is retracted and so on, and tested the same with spikes, I can confirm that levers give a single on / off setting, there are no alternations, either multiple levers are required, or you need pumps and pressure plates. Unless masterwork or something changes it, I tested on a clean download of DF.
No you haven't. Doors can become unsynced due to something blocking them when a lever is pulled, but they fix themselves if you cycle the lever(s). [editline]31st January 2013[/editline] [QUOTE=Terminutter;39426804]Well, considering that I just tested it over 10 different bridges attached to 5 different levers, testing attaching whilst one is raised, both are raised, neither is raised, one is retracted and so on, and tested the same with spikes, I can confirm that levers give a single on / off setting, there are no alternations, either multiple levers are required, or you need pumps and pressure plates. Unless masterwork or something changes it, I tested on a clean download of DF.[/QUOTE] Levers are hardcoded, pretty sure.
Sad fuck that I am, I tested it on a much older version of DF too (40d), and can confirm it didn't work back then, either. You're likely just confusing the fact a gate wasn't able to close for an alternating gate, or forgot you have two levers. why are we all so passionate about levers and bridges? :v:
According to the wiki, levers have worked the same since 0.23, which is as far back as it goes.
People still struggle with the military menu? I could make a small guide if anyone wants. Aaaaaand I just accidently abandonned my fortress Anyone seem this? [url]http://shop.oreilly.com/product/0636920022565.do[/url] A complete waste of money in my opinion.
[IMG]http://i.imgur.com/jvdOb01.png[/IMG] A true piece of dwarven art.
[QUOTE=dreukrag;39427408]People still struggle with the military menu? I could make a small guide if anyone wants. Aaaaaand I just accidently abandonned my fortress Anyone seem this? [url]http://shop.oreilly.com/product/0636920022565.do[/url] A complete waste of money in my opinion.[/QUOTE] I would love a wee guide like that! Also my dwarves keep on fucking hauling logs that the woodcutter is chopping down and they're not doing shit they're supposed to be doing, anyone got any idea how to fix that?
Turn off their hauling jobs if you want them to do something. I keep miners, broker, and occasionally some other dwarves from hauling so they're always ready.
[QUOTE=decyg;39435144]I would love a wee guide like that! Also my dwarves keep on fucking hauling logs that the woodcutter is chopping down and they're not doing shit they're supposed to be doing, anyone got any idea how to fix that?[/QUOTE] What I do is to use dwarf therapist to set hauling jobs that got something to do with the dwarfs profession, so woodcutters only haul wood, farmers food and animals, masons hauls items furniture and stone and so on, you can also remove all hauling jobs and keep some dwarfs as dedicated haulers but I THINK that still results in some dwarves hauling stuff.
Cool, thanks guys, it just gets on my tits when my farmers decide to go on a map long trek just to bring back a bit of wood for the glory of the fort.
[QUOTE=decyg;39435776]Cool, thanks guys, it just gets on my tits when my farmers decide to go on a map long trek just to bring back a bit of wood for the glory of the fort.[/QUOTE] Its also nice to go to (o)rders and forbid your dorfs from claiming items from dead ones, great when having a siege.
I have two dead boars sitting outside the fort. How do I get my dwarves to carry the dead boars back and butcher them? [editline]1st February 2013[/editline] also none of my dwarves spar, they just do individual combat drills.
[QUOTE=Jmir 54;39436676]I have two dead boars sitting outside the fort. How do I get my dwarves to carry the dead boars back and butcher them? [editline]1st February 2013[/editline] also none of my dwarves spar, they just do individual combat drills.[/QUOTE] Go to (o)rders and let your dwarves haul corpses from the outsides and I think dwarves both spar and do individual combat drills, so it just a question of waiting for them to do it.
[QUOTE=Jmir 54;39436676]I have two dead boars sitting outside the fort. How do I get my dwarves to carry the dead boars back and butcher them? [editline]1st February 2013[/editline] also none of my dwarves spar, they just do individual combat drills.[/QUOTE] Is the squad active/training? Because they will do combat drills even when not active to keep them with something to do
Also, i appear to be having a big booze problem again, whenever i tell my dwarves to go brew some alcohol they start doing it and then i get "cancels brew drink: needs empty food storage item" but i've got plenty of barrels and pots in my crafting stockpile that are completely empty, help please :(
[QUOTE=decyg;39438980]Also, i appear to be having a big booze problem again, whenever i tell my dwarves to go brew some alcohol they start doing it and then i get "cancels brew drink: needs empty food storage item" but i've got plenty of barrels and pots in my crafting stockpile that are completely empty, help please :([/QUOTE] Make two stockpiles, one for nothing but plants and one for empty pots. Set them to take from the main stockpiles and give to the still.
[QUOTE=Mr Shadyface;39439070]Make two stockpiles, one for nothing but plants and one for empty pots. Set them to take from the main stockpiles and give to the still.[/QUOTE] YOU GLORIOUS MAN, you have fixed my drinking problem, thank you oh thank you, i've already lost two forts to that fucking problem, amazing!
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