Loving it so far, biggest problem for me right now is the Military interface, which is very powerful and thus highly complicated. The burrows/alert level systems will be good to have, though. I like the squad schedule thing, too. You can set squad-wide orders for every month, so that squads take it in turns to train, rest, patrol burrows, guard set points, etc. Thus, if you have three squads, you can make it so that every month one of them is practising, one is patrolling, and one is off-duty. You can also decide if they're to wear their uniforms while inactive.
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Originally Posted by NeonSamurai
Hmm? does digging just into sand or soil not work any more? That is what I use to do early game for the first winter. I am hoping that the farm fields now need to be flooded semi regularly to keep working. The flood once and work forever principle I never much cared for.
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No, just digging out dry soil isn't enough, you have to actually flood the area. I get an "invalid building" error when I try to designate the would-be crops as a Pond to irrigate it this way, don't know if it's a bug or not. What I ended up doing was digging into a nearby pond on the same level so that it flooded the room (and a small reservoir I built to collect the water). I then closed the gap with a floodgate, which I hooked up to a lever so that I can re-flood the room again if I need water for the crops or reservoir.
Don't know if you need to irrigate the tiles more than once. You apparently don't, though, since it's now more than a year since I irrigated my crops. Either way, I'm in a swamp area, so you'd think the soil would be wet enough from the get-go

.
A plus point is that water no longer ruin constructed floors

. I accidentally spilled water into a hallway, and the floor stayed "Rough shale block floor". No more do you have to remove and build new floors if water gets onto it and discolours it forever.
Overall, I like that farming takes more skill. It was such an overpowered way to get food in the earlier versions. Think I had something like 1500+ plants in the play-along tutorial fortress that made it to over 100 dwarves.
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****ing tower caps growing under my water floodgates and blocking them off.
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Okay, I'm sorry, but...

. That is all.
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The game always picking the one dwarf early on for a mood where I don't have a workshop for, and then demands all kinds of stuff I do not have and can't easily get is my other major source of irritation.
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Have played for a year now, and no moods yet. It's more than possible that they've been made for more uncommon, as they apparently were in Dig Deeper/Dwarfier.
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Anyhow, I assume we need to generate new worlds for the new version right? Not going to like that one bit, took me forever to find good sites on the map I usually play with. But my sources of "fun" usually involve carefully designing and building an impregnable fortress that can survive forever while locked down, has every possible feature and comfort, and can easily deal with any invasion force.
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You probably have to gen a new world, yes. On the plus side, you seem to be able to dig down as deep as you want to now -- no longer are you limited to 20 z-levels or so. Of course, digging deep runs the risk of running into Hidden Fun Stuff, which is apparently far more prevalent now than in the last version.
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Originally Posted by NeonSamurai
Yay if you didn't notice yet, you can FINALLY edit what pauses the game via announcements.txt
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Is that how you do it. Wonderful. Apparently, you can also set how many embark points you start with (in the worldgen setup).
Oh, and has anyone tried to dig a channel yet? The miner automatically leaves ramps along the side of whatever you dig out. Enlarge the pit and the downward ramps that no longer touch the sides go away. BIG thumbs-up!