Just founded a new fort. I like to dedicate each fort to a mission determined by it's name... And this one's called Odlibash - "limbaxe."
My mission is clear. I must train an army of axemen, and surgically remove the limbs of every living creature on the map using said axemen.
[editline]god damn it[/editline]
my starting axeman got killed by a rutherer
what the fuck are rutherers
Can anyone tell me how stairs work? I can't figure them out.
[QUOTE=hoodoo456;34172613]Can anyone tell me how stairs work? I can't figure them out.[/QUOTE]
[<] and [>] move the screen one level up or down - these layers are called z-levels.
[d] then [j] digs a downward staircase. This is just a hole in the ground. You can dig them out on the surface.
[d] then [u] digs an upward staircase. This is a set of stairs going up. It must connect to a downward staircase one z-level above.
[d] then [i] builds an up/down staircase. These function as both of the above to make multi-story stairways.
Once you select which kind of stair you want to designate, hit 'enter,' define the square you want dug out, then hit 'enter' again. You only need a single tile for stairs.
Note that you can't dig up or up/down stairways on the surface, as they must be carved out of rock or dirt.
----
If you're trying to build an above-ground tower, you need to do this instead -
[b] to go to the 'build' menu, then [C] (caps matter) to go to 'constructions.'
From there, you can select [u], [d], or [x] to build the different stairways - this time, though, your dwarves are being ordered to build the stairs, so you'll be given a choice of what you want them to be built out of.
Well, I do that, but when the up/down staircase is finished, my dwarfs ignore it. And there is open space below it, as well.
[QUOTE=hoodoo456;34173074]Well, I do that, but when the up/down staircase is finished, my dwarfs ingnore it.[/QUOTE]
If you've got a down staircase one level above an up staircase, it should be in order. Double check that you used the right ones, and that you're going down, not up (which is confusing at first.) It might just be that your dwarves don't have anything to do downstairs. Also, make sure the game is unpaused and your miners have dug it out - if you didn't embark with any miners, you'll need to enable the labor for some of them. If you embarked without picks, you're fucked.
[QUOTE=Neo Kabuto;34171399]Maybe you should start designing a failsafe mechanism into your plans. A pressure plate set to trigger from water linked to a floodgate in a strategic place can automatically stop the flooding before you notice it happening.[/QUOTE]
Woah I'm now picturing a bulkhead sort of system to prevent unnecessary death during a 'flush' lever system, or even just when you're likely to suddenly flood for whatever reason. Each room/major corridor has a floor grate in the middle somewhere leading to a pit containing a pressure plate. When the plate is pressed (By floodwater pouring through the grate from the room above), floodgates close in the room above, sealing it and preventing both the flow of water, and anybody inside from certain death.
Actually I don't know when this would be useful. Only once have I made a terrible mistake and had water cascade down the main staircase of my fort and flood the lower levels, trapping people inside. But now I want to try it out somehow.
Not much use in preventing death when against magma though, since it would rely on the room being ankle deep in fire before the bulkheads close.
In fact this is totally pointless since doors stop water, don't they?
Locked doors stop magma too
Just make tiny gatekeeper rooms next to your flood doors so they can lock it immediately if you notice any flooding
[QUOTE=Neo Kabuto;34171399]Maybe you should start designing a failsafe mechanism into your plans. A pressure plate set to trigger from water linked to a floodgate in a strategic place can automatically stop the flooding before you notice it happening.[/QUOTE]
Doors,
doors everywhere.
Forbid them to stop dwarves from opening them = suddenly your fort isn't completely flooded.
So there's no point in making flood gates, since forbidden doors have the same effect?
In my last attempt, I ran out of food before I finished irritating my farm plot, because it was taking so long.
[QUOTE=Robbobin;34174692]So there's no point in making flood gates, since forbidden doors have the same effect?
[/QUOTE]
I don't think doors can close while water flows through them.
What the hell. I think I found a naturally occuring adamantine short sword, it's setup as a spike about 110 z levels down.
[IMG]http://i78.photobucket.com/albums/j93/Axelius/admantine.png[/IMG]
It just showed up when I tried to link a lever to my own spike traps.
I've never even found adamantine before.
[QUOTE=Axelius;34174750]What the hell. I think I found a naturally occuring adamantine short sword, it's setup as a spike about 110 z levels down.
[IMG]http://i78.photobucket.com/albums/j93/Axelius/admantine.png[/IMG]
It just showed up when I tried to link a lever to my own spike traps.[/QUOTE]
Dig down to it and pull it out.
[editline]12th January 2012[/editline]
Trust me I'm an expert
[QUOTE=Axelius;34174750]What the hell. I think I found a naturally occuring adamantine short sword, it's setup as a spike about 110 z levels down.
[IMG]http://i78.photobucket.com/albums/j93/Axelius/admantine.png[/IMG]
It just showed up when I tried to link a lever to my own spike traps.
I've never even found adamantine before.[/QUOTE]
You might be about to breach the circus tent? I don't really know other places where adamantine weapons occur at random.
[QUOTE=Falchion;34174779]You might be about to breach the circus tent? I don't really know other places where adamantine weapons occur at random.[/QUOTE]
Circus tent ? :v:
[QUOTE=Axelius;34174844]Circus tent ? :v:[/QUOTE]
When you enter it. Fun begins.
[QUOTE=Axelius;34174844]Circus tent ? :v:[/QUOTE]
I recommend sealing that whole area off
Like now
Unless you want shit like [sp]centaurs and skeletons and zombies[/sp] coming up into your fort
Of course, that SHOULD wait until AFTER you get into the circus tent, who doesn't like a good juggling act?
You guys are overreacting, it's just an underground fortress full of zombies. Thing is, zombies are pretty weak so you should be able to kill them and disassemble the sword to grab it pretty easily.
You should do it, it'll make a nice weapon for your best militarydwarf.
I wish there was a [I]working[/I] way to set a popcap. I'd like to play with my 7 starting dwarves and that's it.
Edit: Actually, I wouldn't mind starting with 1 dorf.
[QUOTE=Neo Kabuto;34171399]Maybe you should start designing a failsafe mechanism into your plans. A pressure plate set to trigger from water linked to a floodgate in a strategic place can automatically stop the flooding before you notice it happening.[/QUOTE]
Pressurized water floods the entire fort in a fraction of a second. Flash floods are too fast for the floodgate to react to.
Why haven't I though about modding that before?!
[img_thumb]http://i.imgur.com/y62oz.png[/img_thumb]
the sudden resurgence of players as the new update approches is kinda neat.
my under-river fortress is now self-sufficent without my input!
no marriages or babby dorfs, which isn't too encouraging.
[editline]
[/editline]
after writing that I decided to check, and it's because everyone is a grudge of everyone else.
[B]Shit.[/B]
[QUOTE=Pokey McFork;34177233]the sudden resurgence of players as the new update approches is kinda neat.
my under-river fortress is now self-sufficent without my input!
no marriages or babby dorfs, which isn't too encouraging.
[editline]
[/editline]
after writing that I decided to check, and it's because everyone is a grudge of everyone else.
[B]Shit.[/B][/QUOTE]
Open a passage to the caverns. Unite them in fear.
Moose men spotted near my fort
Should I invite them in for a cup of tea?
Devlog
[quote]I fixed up a few problems with migrant birthdays, added the ability to export the graphical city maps I've been putting on the log over the months from the legends mode site list, and tweaked river/road crossings. Next up is a crayon art session, followed tonight by the final miscellaneous issue (making outcast item placement underground a bit better). That'll leave us with the last two quest issues, map maintenance, optimization, sponsorship critters, and the SDL fixes, and the same January-February release estimate mentioned in the January 1st report.[/quote]
[QUOTE=Jack Trades;34175534]I wish there was a [I]working[/I] way to set a popcap. I'd like to play with my 7 starting dwarves and that's it.
Edit: Actually, I wouldn't mind starting with 1 dorf.[/QUOTE]
Kill 6 of your starting dwarves and all immigrants who arrive after with devious traps.
[quote]same January-February release estimate mentioned in the January 1st report.[/quote]
Mother of god, it is coming! (and 10 days after the last of my exams, too!)
[QUOTE=Falchion;34178094]Kill 6 of your starting dwarves and all immigrants who arrive after with devious traps.[/QUOTE]
Set popcap to one, only the first migrant wave should come, then annhilate all but one guy.
Oh nice, just started a fortress, first things that I see are lignite, hematite, tetrahedrite and I brought a metalworker on embark for the first time.
Me and my peasant army vs a goblin general and his goblin army
Everybody is dead, its only us left. we are both on the floor beating eachother with our bare hands, his guts are spilled and his lower leg is gone, and I'm missing a hand and my motor nerves in one of my legs is severed. I manage to scratch his throat out, but he punches my head hard enough to break my upper spine. He bleeds out in a pile of his own guts and vomit, and I roll around limp, and finally suffocate.
Armok is pleased.
[QUOTE=APinAP;34175480]You guys are overreacting, it's just an underground fortress full of zombies. Thing is, zombies are pretty weak so you should be able to kill them and disassemble the sword to grab it pretty easily.
You should do it, it'll make a nice weapon for your best militarydwarf.[/QUOTE]
Did you by any chance forget to mention the fact that the instant you pick the sword up there will be lots and lots of clowns heading your way?
sshh
[QUOTE=HALP Cat;34181433]Did you by any chance forget to mention the fact that the instant you pick the sword up there will be lots and lots of clowns heading your way?[/QUOTE]
orkel use your mod powers to change this blasphemous liars post
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