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Difference between revisions of "User:Pathaugen"

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* [[Titans]]
  

Revision as of 16:45, 10 November 2010

Pat Haugen

Player for years, trying the new version (DF2010) and new to burrows, interesting if they used the burrows instead of pathing outside them into danger O_o !!

Wishlist of Changes

  • Placing Objects: Have directional controls like when placing bridges in order to control which side the Dwarf ends up when it's complete (WSAD). Helpful for hallways placing floodgates where one side they end up could have no exit, etc. Showstopping issue. Pathaugen 05:41, 10 November 2010 (UTC)
  • Stripping Naked: When a dwarf changes jobs, they drop their equipment in the middle of nowhere instead of returning it to a stockpile. Illogical bug. Leaving axes in the middle of the woods (where you can't see it) or buckets by the river, etc. Pathaugen 05:41, 10 November 2010 (UTC)
  • Helping heal injured child/baby/animal in the fortress not taking priority. Dwarves walking right over dying creatures/friends. Should trigger events on injury and spam events every so often so people stop low-priority tasks to help. Pathaugen 05:41, 10 November 2010 (UTC)
    • Just witnessed a dwarf going into surgery, takes a patient off a bed, and decides to go mining again. Nice. Pathaugen 08:52, 10 November 2010 (UTC)
  • Carrying Children: BUG shouldn't and wouldn't happen when civilian goes to recruit. Drop kids off at 'home' if bedroom assigned, with spouse, hospital, or create a new zone or building like a nursery/daycare. Dwarven Daycare. Pathaugen 05:41, 10 November 2010 (UTC)
  • Wells: Saltwater shouldn't be purified by wells. Pathaugen 08:10, 10 November 2010 (UTC)

Favorite Articles

Tips for Others

Most Important

  1. Only use males for military. Unless you want tantrum spirals from dead babies (carried into battles) or children tagging along getting ripped in half.
    1. Males are expendable, and females always will have kids trailing behind.
  2. Cage all animals. Build one cage next to your butcher's shop and [a]ssign all animals to it.
  3. Channel around the map (second tile in) to control where the traders come in from (leave a 3 square section where you want). Useful once you get sieges, etc.

Other Tips

  • Burrows replaces [o] command to forbid outdoors. Encompass your fortress rooms (no need to connect them) with a burrow, call it 'fortress' or something, and use the [m] page to designate [civ] to the burrow in emergencies.
  • Bug on leader promotion (need to wait for trade caravan to leave) select his room as a burrow, send him there when the liason comes and lock the door,
  • Trader and depot: designate the stockpiles and depot as a burrow, set your trader to it when the traders arrive.
  • Once you hit cavern, indoor sand tiles will start sprouting trees.. blocking pathing. Plan accordingly with roads of stone overlayed on sandy walkways, etc.
  • Start creating weapons and armor asap or be destroyed.
  • Train dwarves in danger rooms - 3x3 rooms with 1 training spear per tile set to a lever that is on [r]epeat.
    • Don't use whole squads, specialized squads of 2 so they spar in the training room for maximum speed to legendary.
    • Pull squads that become unhappy.
    • Every male should be trained, females belong in the kitchen! No seriously..

Problems and Solutions

  • Dwarf cancels Store Item: Item inaccessible is caused by most likely burrows and the dwarf trying to fetch something outside the burrow.