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Difference between revisions of "40d Talk:Z-axis"

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m (moved Talk:Broken/40d\x3aZ-axis to 40d Talk:Z-axis: Fixing talk page name (737/738))
 
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I was unable to reproduce the shift-numpad 5 to move up-Z either.  Ctrl-numpad 5 works just fine.
 
I was unable to reproduce the shift-numpad 5 to move up-Z either.  Ctrl-numpad 5 works just fine.
 
:It works fine for me.  Modern desktop machine, very old 101-key keyboard.  —[[User:0x517A5D|0x517A5D]]
 
:It works fine for me.  Modern desktop machine, very old 101-key keyboard.  —[[User:0x517A5D|0x517A5D]]
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::I found that shift-numpad5 would not work for me if I had numlock on. Worked fine with numlock off. --[[User:Morlark|Morlark]] 09:19, 3 November 2007 (EDT)
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==Version?==
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What version first introduced the Z axis? I've been wanting to play on the old X and Y version.<small>&ndash; [[template:unsigned|unsigned]] comment by [[User:lemonpieman|lemonpieman]]</small>
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:Version 23.130.13a --[[User:Arturion|Arturion]]
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::Um, no.  To be clear, that's the last 2-D version, not the first Z-axis version, which is what the question was. (Tho' why lpm asked a question that had little to do with his stated purpose is beyond my ken.)
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::Link to download that last 2-D version here:  [http://www.bay12games.com/dwarves/df_23_130_23a.zip|Version 23.130.23a download]  --[[User:Albedo|Albedo]] 14:24, 14 June 2009 (UTC)
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== number of z-levels ==
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How does one ensure that there are many z-levels present on your fortress site? --[[User:Confused|Confused]] 01:59, 23 June 2009 (UTC)
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: Well... Unless you use the old 2d version, you are guaranteed to have multiple z-levels. Use the keys specified in the page or check the manual to cycle between z-levels. --[[User:Karl|Karl]] 02:02, 23 June 2009 (UTC)
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::Thats not what im referring to - the number of levels to dig in varies from site to site and obviously more layers are better (framerate aside). So do mountain regions have more stone layers for example? --[[User:Confused|Confused]] 02:15, 23 June 2009 (UTC)
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: IIRC the levels stretch from a fixed number (8?) above the highest top to the same number below the lowest surface point. So, having a steep gradient gives you more levels to work with. --[[User:MathFox|MathFox]] 10:21, 23 June 2009 (UTC)
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::Thanks, thats the kind of info i was hoping for! --[[User:Confused|Confused]] 11:19, 23 June 2009 (UTC)

Latest revision as of 21:55, 8 March 2010

I've uploaded an Image that shows the 3 dimensions in a more traditional sense, feel free to use it if you want. Remove this comment if this information get's incorporated into the main page.
3 dimensions.png
--Gibbonofdoom 04:09, 30 October 2007 (EDT)

Thanks man, I think it really helps communicate the point better. -- Bovinepro


I was unable to reproduce the shift-numpad 5 to move up-Z either. Ctrl-numpad 5 works just fine.

It works fine for me. Modern desktop machine, very old 101-key keyboard. —0x517A5D
I found that shift-numpad5 would not work for me if I had numlock on. Worked fine with numlock off. --Morlark 09:19, 3 November 2007 (EDT)

Version?[edit]

What version first introduced the Z axis? I've been wanting to play on the old X and Y version.unsigned comment by lemonpieman

Version 23.130.13a --Arturion
Um, no. To be clear, that's the last 2-D version, not the first Z-axis version, which is what the question was. (Tho' why lpm asked a question that had little to do with his stated purpose is beyond my ken.)
Link to download that last 2-D version here: 23.130.23a download --Albedo 14:24, 14 June 2009 (UTC)

number of z-levels[edit]

How does one ensure that there are many z-levels present on your fortress site? --Confused 01:59, 23 June 2009 (UTC)

Well... Unless you use the old 2d version, you are guaranteed to have multiple z-levels. Use the keys specified in the page or check the manual to cycle between z-levels. --Karl 02:02, 23 June 2009 (UTC)
Thats not what im referring to - the number of levels to dig in varies from site to site and obviously more layers are better (framerate aside). So do mountain regions have more stone layers for example? --Confused 02:15, 23 June 2009 (UTC)
IIRC the levels stretch from a fixed number (8?) above the highest top to the same number below the lowest surface point. So, having a steep gradient gives you more levels to work with. --MathFox 10:21, 23 June 2009 (UTC)
Thanks, thats the kind of info i was hoping for! --Confused 11:19, 23 June 2009 (UTC)