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Difference between revisions of "v0.31 Talk:Road"

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:Okay, testing this before I add anything.[[User:GhostDwemer|GhostDwemer]] 01:50, 13 November 2010 (UTC)
 
: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)
 
::Dirt roads do not have this effect. [[User:GhostDwemer|GhostDwemer]] 02:09, 13 November 2010 (UTC)
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== Ambush, Seige ==
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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.

Revision as of 21:49, 6 April 2011

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

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.

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?

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?

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

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.