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> Dwarf Fortress, A Computer Gaming Challenge
EvilP
post Oct 1 2009, 06:54 AM
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Seriously you're better off going into the config file and disabling the dwarven economy. That way you can keep your happy dwarven communist paradise going indefinitely where even the lowliest butcher has a bedroom filled with solid gold furniture.
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nezumi
post Oct 2 2009, 03:26 PM
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Okay, I have to ask, because I've looked and have not found...

How do you hook up mechanics?

I have a windmill working happily. I've attached gear thingers and horizontal bars in every orientation around every corner of it, yet they all stay inactive. What gives?
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Iduno
post Oct 2 2009, 04:15 PM
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How much distance do you have between the windmills and whatever you're hooking them up to? I think some energy is wasted with distance.

Also, I have no idea how to determine the strength of the wind at your fortress. There may not be enough for what you're trying to run.
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nezumi
post Oct 2 2009, 05:56 PM
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I've got 40 wind. I'm trying to attach a millstone, so I can put it where-ever I want.
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hobgoblin
post Oct 2 2009, 08:56 PM
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to hook up mechanics you should find a interface pretty much like a workshop, and then select connect or something in there, then it gives a list of things you can hook it to, just dont use the arrow keys to move the camera around as that will jump you out of the whole thing and you need to start over...

and you can find a lot of info here:
http://www.dwarffortresswiki.net/index.php/Main_Page
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nezumi
post Oct 3 2009, 10:36 PM
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I'll give that a try. I checked the wiki and they didn't mention anything (at least not anything that made sense to me) and I'm watching some tutorials on youtube. I did connect levers though (after making one of my fortress levels all muddy).
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hobgoblin
post Oct 4 2009, 02:15 PM
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sounds like the perfect place to start a farm then (IMG:style_emoticons/default/wink.gif)
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StealthSigma
post Oct 28 2010, 11:43 AM
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I've picked up playing Dwarf Fortress. I'm not sure if I'm doing it right since most of my gameplay involves plopping my dwarfs into a serene area (to minimize the threats of elephants and other inane BS while learning the game). I'll start out building basic structures but then I believe I become possessed and order my dwarfs to dig out a meeting hall beneath a murky pool and order everyone to gather there. I'll then wall the area off (one dwarf may be stuck outside) and order the dwarfs to dig up into the murky pool.

Am I doing it wrong?
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Karoline
post Oct 28 2010, 12:06 PM
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QUOTE (StealthSigma @ Oct 28 2010, 07:43 AM) *
I've picked up playing Dwarf Fortress. I'm not sure if I'm doing it right since most of my gameplay involves plopping my dwarfs into a serene area (to minimize the threats of elephants and other inane BS while learning the game). I'll start out building basic structures but then I believe I become possessed and order my dwarfs to dig out a meeting hall beneath a murky pool and order everyone to gather there. I'll then wall the area off (one dwarf may be stuck outside) and order the dwarfs to dig up into the murky pool.

Am I doing it wrong?

Yes. You should have them dig up into lava, not water.
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Kagetenshi
post Oct 28 2010, 12:13 PM
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Yes, you are doing it wrong. You should be making sure the pool is filled with carp first.

~J
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StealthSigma
post Oct 28 2010, 01:22 PM
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QUOTE (Karoline @ Oct 28 2010, 08:06 AM) *
Yes. You should have them dig up into lava, not water.


QUOTE (Kagetenshi @ Oct 28 2010, 08:13 AM) *
Yes, you are doing it wrong. You should be making sure the pool is filled with carp first.

~J


Well crap.

In all seriousness though, there is a metric crapton to get my mind wrapped around just to get a competent fortress from the beginning. A lot of the guides and tutorials I've read seem to be for 2009 and older versions of the game, not the 2010 version.
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Doc Chase
post Oct 28 2010, 01:39 PM
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It's my opinion that a fortress that successfully lasts for 10 ingame years or more should reward you with a BS in city planning. (IMG:style_emoticons/default/nyahnyah.gif)
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StealthSigma
post Oct 28 2010, 01:52 PM
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QUOTE (Doc Chase @ Oct 28 2010, 09:39 AM) *
It's my opinion that a fortress that successfully lasts for 10 ingame years or more should reward you with a BS in city planning. (IMG:style_emoticons/default/nyahnyah.gif)


Aye, but subsequently a fortress that can last for more than 2 seasons is probably preferable. (IMG:style_emoticons/default/rotfl.gif)
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Doc Chase
post Oct 28 2010, 02:10 PM
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I prepare for DF by reading the saga of Boatmurdered. Haven't touched it in a bit because of WoW and Fallout: New Vegas, but I might get back into it while I'm waiting for my raids to form...
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StealthSigma
post Oct 28 2010, 02:17 PM
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QUOTE (Doc Chase @ Oct 28 2010, 10:10 AM) *
I prepare for DF by reading the saga of Boatmurdered. Haven't touched it in a bit because of WoW and Fallout: New Vegas, but I might get back into it while I'm waiting for my raids to form...


Elephants... they're worse than carp.

I was humored by all the engravings that pop up of dwarfs being slaughtered by elephants.
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Karoline
post Oct 28 2010, 02:32 PM
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QUOTE (StealthSigma @ Oct 28 2010, 08:22 AM) *
Well crap.

In all seriousness though, there is a metric crapton to get my mind wrapped around just to get a competent fortress from the beginning. A lot of the guides and tutorials I've read seem to be for 2009 and older versions of the game, not the 2010 version.

I suggest this guide for getting your feet wet so to speak.

Personally my cities always tend to do very well. It is more likely to end because I get bored with my mountains of treasure, multiple decade stores of food and drink, and dozens of legendarily skilled dwarfs, my 30x20 great hall with a glass ceiling, etc. Perhaps my biggest difficulty in most maps is running out of wood to make barrels to store food and drink in.
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StealthSigma
post Oct 28 2010, 02:43 PM
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QUOTE (Karoline @ Oct 28 2010, 10:32 AM) *
I suggest this guide for getting your feet wet so to speak.

Personally my cities always tend to do very well. It is more likely to end because I get bored with my mountains of treasure, multiple decade stores of food and drink, and dozens of legendarily skilled dwarfs, my 30x20 great hall with a glass ceiling, etc. Perhaps my biggest difficulty in most maps is running out of wood to make barrels to store food and drink in.


I've read through that guide but it's for an older version of dwarf fortress. (IMG:style_emoticons/default/sleepy.gif)
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Iduno
post Oct 28 2010, 03:46 PM
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I used this tutorial to get used to the changes since last time I played. It was made for a few versions back, but the major difference I have seen is some bug fixes.

http://www.youtube.com/watch?v=KGBTNPbUvFM

It's a multi-part series, so you can skip to whatever you are having trouble with.
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Karoline
post Oct 28 2010, 09:28 PM
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QUOTE (StealthSigma @ Oct 28 2010, 09:43 AM) *
I've read through that guide but it's for an older version of dwarf fortress. (IMG:style_emoticons/default/sleepy.gif)

That's right, I forgot that the burrows or whatever finally got added. Regardless, it is still a great thing for getting started. The basics haven't changed.
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StealthSigma
post Oct 29 2010, 07:55 PM
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Here's a problem I've had that hasn't featured an obvious solution to me.

Moats.

Everything I've read about moats talks about pumping water. This method makes sense, I understand it. However I have read people connecting moats to water sources to fill them, such as a water. When you channel, as far as I can tell, the ramp that is created will allow enemies to wade into and out of the moat, making it utterly useless.

How the heck do you connect a moat to an existing water source without leaving a ramp?
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Karoline
post Oct 29 2010, 10:19 PM
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QUOTE (StealthSigma @ Oct 29 2010, 02:55 PM) *
Here's a problem I've had that hasn't featured an obvious solution to me.

Moats.

Everything I've read about moats talks about pumping water. This method makes sense, I understand it. However I have read people connecting moats to water sources to fill them, such as a water. When you channel, as far as I can tell, the ramp that is created will allow enemies to wade into and out of the moat, making it utterly useless.

How the heck do you connect a moat to an existing water source without leaving a ramp?

You use channel instead of ramp. Channels don't create ramps of any kind for people to wade through.
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StealthSigma
post Nov 2 2010, 08:32 PM
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QUOTE (Karoline @ Oct 29 2010, 06:19 PM) *
You use channel instead of ramp. Channels don't create ramps of any kind for people to wade through.


Er, they don't? I get the little down arrow icon whenever I use the channel designation. I have to go down a z-level and then designate remove channel to get rid of that. Does flooding it with water magically make it impassable?
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Doc Chase
post Nov 2 2010, 08:41 PM
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Every time I dig a channel I have to have a ramp or stairs so my Dwarf can avoid drowning.
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Karoline
post Nov 3 2010, 05:21 AM
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QUOTE (StealthSigma @ Nov 2 2010, 04:32 PM) *
Er, they don't? I get the little down arrow icon whenever I use the channel designation. I have to go down a z-level and then designate remove channel to get rid of that. Does flooding it with water magically make it impassable?

Nope, channels don't create ramps, or they didn't used to, and I can't imagine that they changed that because it is fairly important in construction.

Wait, remove channel? There never used to be a remove channel. There was a remove ramp, but like I said, channels didn't create ramps. I'll have to go download the latest version and try it out a bit. I just really can't imagine that they changed channels like you're saying.
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Karoline
post Nov 3 2010, 06:34 AM
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Wow, they changed channel. I'm not entirely sure why, but whatever. In that case, what you need to do is channel out the area, but one tile should be an up stair. Then you remove all the ramps, then the stair from above.

Just can't believe they changed channel.

Edit: Looks like they changed this too. Yeash. Well, just dig into the area from the side and wall it off then.
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