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Difference between revisions of "DF2014:Camp"
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+ | [[File:Tents in the medival camp at UNESCO celebrations in Třebíč, Třebíč District.jpg|thumb|230px|right|Medieval-styled camps.]]'''Camps''' ({{Raw Tile|☼|6:0:1}}) are a type of [[site]], usually inhabited by [[bandit]]s. | ||
+ | |||
+ | Travelers are also known to set up "camps" when stopping for the night - not camps in the same sense as the sites themselves, but merely ad-hoc resting places, despite the appearance of buildings in the form of tents, with cloth or leather walls, which are removed once the group resumes travel. Strangely, actual bandit camps themselves have no such luxuries. | ||
+ | |||
+ | In addition, camps are set up by [[invader]] armies at both their origin point and their destination, albeit at different times. For example, if a local lord mentions that an army is on the march toward a location, groups of soldiers and citizens of the invading civilization can be found outside of the invader's origin, and at a later time, outside of the invader's destination. Similarly, refugees from the invaded site might also set up camps outside the town. | ||
+ | |||
+ | In any case, if you are not attacked by the inhabitants of a camp, you can ask why they're traveling and get an idea of who these folk are. | ||
+ | |||
+ | == Adventurer camps == | ||
+ | Adventurers can {{k|b}}uild camps anywhere outside the borders of existing sites. They share the same world map icon with bandit camps, however, they look much different in close proximity, and interestingly, you can quick travel inside them and out of them (but not into them). [[Claim]]ing the camp will turn you into a lord, and you will then be able to recruit [[hearthperson]]s to your site. If you turn your entire site into a [[tavern]] its residents will start performing in it. | ||
+ | |||
+ | === Underworld [[exploit]] === | ||
+ | |||
+ | If you make a zone inside your camp several levels down, assign hearthpeople to that zone, retire and unretire them, you may very well end up starting the game into the [[Underworld]]. In fact, any adventurer with a background of being a hearthperson to that site may start in the Underworld as well. | ||
+ | |||
+ | In fact, this behavior can be exploited - by having 2 or more adventuring party members, you could just tell one of them to wait and just move enough distance to unload them off the game field, then walk back to where they would be and just hit the tab button to switch over to them, the game will transport the camera over to the waiting adventurer on to the surface thus leading to one way to escape as you can fast travel or wait to recover the remaining units that would be trapped down below. You can also build structures in the Underworld while on the surface this way. | ||
+ | |||
+ | {{Translation | ||
+ | | dwarven = ogîk | ||
+ | | elvish = imené | ||
+ | | goblin = ustthut | ||
+ | | human = muthe | ||
+ | }} | ||
+ | |||
+ | {{World}} | ||
+ | |||
+ | {{Category|Adventurer mode}} |
Latest revision as of 03:12, 20 December 2022
This article is about an older version of DF. |
Camps (☼) are a type of site, usually inhabited by bandits.
Travelers are also known to set up "camps" when stopping for the night - not camps in the same sense as the sites themselves, but merely ad-hoc resting places, despite the appearance of buildings in the form of tents, with cloth or leather walls, which are removed once the group resumes travel. Strangely, actual bandit camps themselves have no such luxuries.
In addition, camps are set up by invader armies at both their origin point and their destination, albeit at different times. For example, if a local lord mentions that an army is on the march toward a location, groups of soldiers and citizens of the invading civilization can be found outside of the invader's origin, and at a later time, outside of the invader's destination. Similarly, refugees from the invaded site might also set up camps outside the town.
In any case, if you are not attacked by the inhabitants of a camp, you can ask why they're traveling and get an idea of who these folk are.
Adventurer camps[edit]
Adventurers can build camps anywhere outside the borders of existing sites. They share the same world map icon with bandit camps, however, they look much different in close proximity, and interestingly, you can quick travel inside them and out of them (but not into them). Claiming the camp will turn you into a lord, and you will then be able to recruit hearthpersons to your site. If you turn your entire site into a tavern its residents will start performing in it.
Underworld exploit[edit]
If you make a zone inside your camp several levels down, assign hearthpeople to that zone, retire and unretire them, you may very well end up starting the game into the Underworld. In fact, any adventurer with a background of being a hearthperson to that site may start in the Underworld as well.
In fact, this behavior can be exploited - by having 2 or more adventuring party members, you could just tell one of them to wait and just move enough distance to unload them off the game field, then walk back to where they would be and just hit the tab button to switch over to them, the game will transport the camera over to the waiting adventurer on to the surface thus leading to one way to escape as you can fast travel or wait to recover the remaining units that would be trapped down below. You can also build structures in the Underworld while on the surface this way.
"Camp" in other Languages
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