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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
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Yeah, I didn't know you could dig down by going down a z-level and designating up-ramps (haven't tried it yet, but was told on the DF forums that you could do this).
In which case, maybe channels should be as before, and a "Build downward ramps" option added.
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#2 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
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Hate to say this, but I've gone back to Dig Dwarfier. From reading the forums, there's a ton of new cool features, most of it underground
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#3 |
Ocean Warrior
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Ya you can dig down using ramps. Way safer, less caveins, accidents, and other dorf stupidness, and it saves a heck of a lot of time and effort, no more designating sections one trench at a time (like when digging out a 16+z level 16x16 cistern for example). My master fort has its main entrance dug out the side of a large mountain. would have been a designating nightmare if i had tried to do it by hand.
No need for a downward ramp though really since it works fine the way it is. I am back to the old version for a while now, just too buggy and many of my favorite tools don't work. Btw anyone think that the creator of this game is seriously obsessive compulsive. The amount of imho stupid things the game keeps track of is beyond crazy (and is a waste of processing power). I really wish he would work more on the core game play and less on this fiddly stuff like tracking how many toes a dwarf has, and which ones are caked in blood, vomit, and mud. |
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#4 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Aaaw, I was enjoying my crisps. They just don't taste the same when thinking about vomit covered toes.
![]() Seriously though, wish more developers had such care for detail, though there has to be a line drawn somewhere, of course. ![]()
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Contritium praecedit superbia. |
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#5 |
Ocean Warrior
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Oh don't get me wrong, i like attention to detail, but DF takes it to an extreme.
Speaking of blood, etc, I need to invent me a dorf washer, as my waterfalls don't seem to be cleaning them. Maybe a room connected to pressurized water source, instant flood and drain thing so they don't drown. 2 z levels with a grated floor so the 2nd level which they stand on drains near instantly (also dorfs don't get sucked through floor grates, unlike wall grates). hmmm ![]() |
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#6 | ||
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
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![]() Quote:
I never save-scum, by the way. Dead-is-dead, that's how the game is to be played. Only two times I've done it is this one and that time I forgot to lock the door to a corridor flooded floor to ceiling with magma, and some genius dwarf decided to open it and venture inside. Yeah ![]() Quote:
Edit: as a side-note, I really wish there was an init option to bypass the new hospital system. Seriously, call me squeamish, but it's just too graphic for me, not to mention that I don't know how good it is for gameplay (you have to spend a lot of embark points on some dwarf's medical skills, and if he or she dies, you're without competent medical aid until you by some stroke of luck have people with medical skills stroll into your fortress). Prefer to have the current system where wounds just heal magically.
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#7 |
Ocean Warrior
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Burrows would be nice, but they are not necessary. Just design your forts so that the defensive systems are mainly outside. For example my fort uses an large castle structure outside as its entrance, it is backed up against a mountain hill with a high vertical slope behind it (which I cut out of the mountainside), and a 3 sided moat to the front. It uses 3 drawbridges, one for the exterior moat, and 2 for the interior (one is used to divert enemies onto a winding path. The fort has 4 towers, one on each corner with fortifications all around and a roof (so that no one can snipe from above on the hill). the wall only has fortifications on the inside to shoot at enemies on the winding path. I also made the inside of the fort floodable with pumps (and drains) to drown small armies in. I didn't bother trapping the inside of the fort though, just the outside around the first drawbridge. The ramparts can also be sealed off with a lever deep inside the fort. Oh and the moats can also only be accessed when the bridges are down (3 tile wide moat with stairs in the middle beside the bridge)
So if a siege comes i just order all the dwarves inside, and let soldiers go outside into the ramparts and towers. Even if the enemy could bypass the castle, the entrance is a long tunnel with a ramp going down towards the end, this ramp gets covered by 2 bridges on each side, and a portcullis in front of it, beyond the bridges is 4 masterwork ballistae behind heavy fortifications that overlap and cover the 4 tile wide passageway. Nothing is getting in the front door unless I let them ![]() The secret entrance is also pretty secure though not as fancy, but the passage way in is flooded to be a small "lake" when not in use (that is what makes it secret, as the lake is drained and refilled as needed). Beyond that I keep careful tabs on exterior jobs and tend to do them in large batches for safety. Technically though there is no reason to ever open the gate other then to trade. Water comes from an underground river (which is also fully secured), wood comes from underground tower cap farms (the only wood real dorfs use), and orders are set up to keep stupid dorf wandering into ambushes to a minimum. But then I am very security minded. |
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