- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "v0.31 Talk:Road"
GhostDwemer (talk | contribs) |
(→Permanent map entry point?: new section) |
||
(5 intermediate revisions by 5 users not shown) | |||
Line 9: | Line 9: | ||
Dwarves seem a bit inconsistent in how willing they are to move items around to finish the job. I got around this by laying strips of pavement out, and they proceeded with much fewer cancellations. This spreads the architecture training around, and since each strip is a separate object, they all have individual chances to impress dwarves walking over them. | Dwarves seem a bit inconsistent in how willing they are to move items around to finish the job. I got around this by laying strips of pavement out, and they proceeded with much fewer cancellations. This spreads the architecture training around, and since each strip is a separate object, they all have individual chances to impress dwarves walking over them. | ||
+ | |||
+ | :I was having lots of trouble too. The items are forbidden, and refuse isn't gathered from outside. Currently going to try building a line of kennels or another 5x5 building and stripping in blocks of 5x5. | ||
Do building destroyers target roads? If so, this seems like a good way to delay them, and keep total damages under control. | Do building destroyers target roads? If so, this seems like a good way to delay them, and keep total damages under control. | ||
Line 20: | Line 22: | ||
== Roads are a floor covering? == | == Roads are a floor covering? == | ||
− | You can construct them on constructed floors. They seem to be like stockpiles in this regard. Paved roads prevent the 'broken ammo' graphic from showing up, is the 'broken ammo' another kind of floor covering? I paved my archery ranges with roads, to make them look nice and use up some colored blocks I didn't want, and I noticed a nice bonus: no more broken bolts littering up the range. Adding this for paved roads, does it work for dirt roads too? [[User:GhostDwemer|GhostDwemer]] Okay, testing this before I add anything.[[User:GhostDwemer|GhostDwemer]] 01:50, 13 November 2010 (UTC) | + | You can construct them on constructed floors. They seem to be like stockpiles in this regard. Paved roads prevent the 'broken ammo' graphic from showing up, is the 'broken ammo' another kind of floor covering? I paved my archery ranges with roads, to make them look nice and use up some colored blocks I didn't want, and I noticed a nice bonus: no more broken bolts littering up the range. Adding this for paved roads, does it work for dirt roads too? [[User:GhostDwemer|GhostDwemer]] |
+ | :Okay, testing this before I add anything.[[User:GhostDwemer|GhostDwemer]] 01:50, 13 November 2010 (UTC) | ||
+ | ::Dirt roads do not have this effect. [[User:GhostDwemer|GhostDwemer]] 02:09, 13 November 2010 (UTC) | ||
+ | |||
+ | |||
+ | == Ambush, Seige == | ||
+ | Im loosing a lot of caravans due to ambushes, It says here that if I build a road to the edge of the map, then ... and this is where I get lost... That the caravans will ALWAYS use that road. Dose that mean if caravns are always entering in the SW corner and I build a road heading east all the way off the map. Then the caravan will show up on the North side from then on and follow my road safely into the fort while the ambushers Urinate on my electric fences. Any general pointers that do not require a military, and will work above ground is good enough in case any of you found a solution to a similiar problem. Again, ill repeat this important note, For this OP I am unwilling to use military (I have a smilar working pland for that) -- Dr Anonymous B. Tard Ph. D. | ||
+ | |||
+ | :Hey, If you want a caravan to always come in one way you need to restrict them to only that pathway. If you press D when looking at the main screen you will see all the possible paths a caravan can take. Just keep blocking them off with rivers/channels/walls ect. until there is literally only one entry way to your fort. This will force the caravan to enter in the path that you want :). --[[User:Dissimulation|Dissimulation]] 23:43, 13 June 2011 (UTC) | ||
+ | |||
+ | == Permanent map entry point? == | ||
+ | |||
+ | I noticed after I constructed a paved road all the way to the map edge that caravans would consistently appear where the road met the edge. It was in a heavily forested biome and the road was about the only clear caravan path to the depot... anyone else witness this behavior? |
Latest revision as of 18:48, 3 February 2012
Need confirmation on building hotkeys. – unsigned comment by Warlord255
- Done. v0.31.03 DeMatt 03:58, 7 May 2010 (UTC)
The "Paving at an Angle" section does not seem particularly useful. --ItchyBeard 02:32, 9 May 2010 (UTC)
- I'd have to agree, it seems fairly pointless. --FunkyWaltDogg 02:58, 9 May 2010 (UTC)
strip paving[edit]
Dwarves seem a bit inconsistent in how willing they are to move items around to finish the job. I got around this by laying strips of pavement out, and they proceeded with much fewer cancellations. This spreads the architecture training around, and since each strip is a separate object, they all have individual chances to impress dwarves walking over them.
- I was having lots of trouble too. The items are forbidden, and refuse isn't gathered from outside. Currently going to try building a line of kennels or another 5x5 building and stripping in blocks of 5x5.
Do building destroyers target roads? If so, this seems like a good way to delay them, and keep total damages under control. Uzu Bash 22:14, 17 October 2010 (UTC)
- I've had lots of trolls attack Shadelabors, and they've all left the roads alone, including the ones inside the drowning trap. --Quietust 00:18, 18 October 2010 (UTC)
King?[edit]
What about the road-value requirement for the King's arrival? how does it work/shouldn't it be explained in the article?
Roads are a floor covering?[edit]
You can construct them on constructed floors. They seem to be like stockpiles in this regard. Paved roads prevent the 'broken ammo' graphic from showing up, is the 'broken ammo' another kind of floor covering? I paved my archery ranges with roads, to make them look nice and use up some colored blocks I didn't want, and I noticed a nice bonus: no more broken bolts littering up the range. Adding this for paved roads, does it work for dirt roads too? GhostDwemer
- Okay, testing this before I add anything.GhostDwemer 01:50, 13 November 2010 (UTC)
- Dirt roads do not have this effect. GhostDwemer 02:09, 13 November 2010 (UTC)
Ambush, Seige[edit]
Im loosing a lot of caravans due to ambushes, It says here that if I build a road to the edge of the map, then ... and this is where I get lost... That the caravans will ALWAYS use that road. Dose that mean if caravns are always entering in the SW corner and I build a road heading east all the way off the map. Then the caravan will show up on the North side from then on and follow my road safely into the fort while the ambushers Urinate on my electric fences. Any general pointers that do not require a military, and will work above ground is good enough in case any of you found a solution to a similiar problem. Again, ill repeat this important note, For this OP I am unwilling to use military (I have a smilar working pland for that) -- Dr Anonymous B. Tard Ph. D.
- Hey, If you want a caravan to always come in one way you need to restrict them to only that pathway. If you press D when looking at the main screen you will see all the possible paths a caravan can take. Just keep blocking them off with rivers/channels/walls ect. until there is literally only one entry way to your fort. This will force the caravan to enter in the path that you want :). --Dissimulation 23:43, 13 June 2011 (UTC)
Permanent map entry point?[edit]
I noticed after I constructed a paved road all the way to the map edge that caravans would consistently appear where the road met the edge. It was in a heavily forested biome and the road was about the only clear caravan path to the depot... anyone else witness this behavior?