Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Cultivating a forest  (Read 1807 times)

Ruttiger

  • Bay Watcher
    • View Profile
    • http://https://server2.kproxy.com/servlet/redirect.srv/s/p1/
Cultivating a forest
« on: July 31, 2008, 01:41:21 pm »

I built an above ground fort, and only cut around 15-20 squares away from it in order to cultivate a forest around it.  It makes decent cover from archers, and is good for my many spread out cage traps.

But my dwarves are trampling the many saplings.  Any tips on keeping dwarves away from them?
Logged

ToxicFrog

  • Bay Watcher
    • View Profile
Re: Cultivating a forest
« Reply #1 on: July 31, 2008, 02:00:18 pm »

Designate that area as Restricted (d-o-r). If they need to pass through it, perhaps also designate a High Traffic path through it (d-o-h). Dwarves will consider a Restricted area to be 12.5 times "slower" than unmarked ground, and 25 times relative to high traffic, and will thus tend to avoid it.
Logged

LegacyCWAL

  • Bay Watcher
    • View Profile
Re: Cultivating a forest
« Reply #2 on: July 31, 2008, 02:05:30 pm »

You can also wait and only chop down trees when there's a lot of them there, rather than cutting them down the instant they grow up.  That way, you might get a bunch trampled at once, but the vast majority of the time nobody will be walking over them, thus letting them grow.
Logged
HIDE THE WOMEN AND DROWN THE CHILDREN, THE BARON HAS ARRIVED.

Ruttiger

  • Bay Watcher
    • View Profile
    • http://https://server2.kproxy.com/servlet/redirect.srv/s/p1/
Re: Cultivating a forest
« Reply #3 on: July 31, 2008, 06:34:51 pm »

The elves are going to love this fort.
Logged

Neoskel

  • Bay Watcher
  • Read or the owl will eat you.
    • View Profile
Re: Cultivating a forest
« Reply #4 on: August 01, 2008, 04:42:33 am »

perhaps also designate a High Traffic path through it (d-o-h).

Ah, the Homer Simpson designation.
Logged
Urist Mcsurvivalist has been accosted by edible vermin lately.

Goblins: The fourth iron ore.

soup_alex

  • Bay Watcher
  • Immune to Psychology
    • View Profile
Re: Cultivating a forest
« Reply #5 on: August 01, 2008, 07:51:53 am »

This got me thinking: how to make an above-ground fort in a wooded area more awesome?

Answer: TREEHOUSES. Yep. Construct ladders/stairs near trees, climb a level, and spread floors around—connecting tree-top to tree-top with floating "bridges" if you feel like it (hmm, are the tops of tree tiles walkable? or would they need to be floored, too?). This method of linking floating platforms above-above-ground should help you save some saplings, too, but remember not to fell the trees that support your tree-houses!
Logged
Quote from: Jackrabbit
I feel a disturbance in the force, as if one guy cried out and was silenced via liberal application of sock.
Quote from: Kay12
Oh, espace! It's the act of espacing, or runnign awya, fleaing or so on.
Quote from: tigrex
Re: Dwarven Baby cancels Clean Self: Too insane; That's why babies don't clean themselves in real life, you know.

DarkAvenger

  • Bay Watcher
  • Greater Awesome
    • View Profile
Re: Cultivating a forest
« Reply #6 on: August 01, 2008, 08:29:22 am »

Oh man I wanna do that now.
Logged

soup_alex

  • Bay Watcher
  • Immune to Psychology
    • View Profile
Re: Cultivating a forest
« Reply #7 on: August 01, 2008, 08:56:37 am »

Actually, whether trees need to be floored-over or not (if they can), are they capable of supporting an indefinite number of adjacently-linked tiles in the same way as other solid tiles? I think the staircases should be, at least...
Logged
Quote from: Jackrabbit
I feel a disturbance in the force, as if one guy cried out and was silenced via liberal application of sock.
Quote from: Kay12
Oh, espace! It's the act of espacing, or runnign awya, fleaing or so on.
Quote from: tigrex
Re: Dwarven Baby cancels Clean Self: Too insane; That's why babies don't clean themselves in real life, you know.

LegacyCWAL

  • Bay Watcher
    • View Profile
Re: Cultivating a forest
« Reply #8 on: August 01, 2008, 10:39:25 am »

It's worth trying, if for no other reason than to find out.  I suspect they would, given how many goblin chunks I've seen wind up lodged on top of 'em.
Logged
HIDE THE WOMEN AND DROWN THE CHILDREN, THE BARON HAS ARRIVED.

soup_alex

  • Bay Watcher
  • Immune to Psychology
    • View Profile
Re: Cultivating a forest
« Reply #9 on: August 01, 2008, 10:45:38 am »

Mmmm... chunks.

I'm going to have to step down and let someone else take this challenge: no trees on this glacier!
Logged
Quote from: Jackrabbit
I feel a disturbance in the force, as if one guy cried out and was silenced via liberal application of sock.
Quote from: Kay12
Oh, espace! It's the act of espacing, or runnign awya, fleaing or so on.
Quote from: tigrex
Re: Dwarven Baby cancels Clean Self: Too insane; That's why babies don't clean themselves in real life, you know.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Cultivating a forest
« Reply #10 on: August 01, 2008, 02:17:27 pm »

That's an awesome idea. I'll have to make a tree fort at some point!

Do let us know if trees can support tiles, so we can deconstruct the most of the stairs after construction. Not that it matters too much, I suppose. Dwarves could support the weight of the entire map on a single tile at this point. So you only need one stairway entrance to keep the entire thing functional.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Blacken

  • Bay Watcher
  • Orange Polar Bear
    • View Profile
Re: Cultivating a forest
« Reply #11 on: August 01, 2008, 03:16:46 pm »

Quote
Dwarves could support the weight of the entire map on a single tile at this point.
Dwarfitecture is awesome. :D
Logged
"There's vermin fish, which fisherdwarves catch, and animal fish, which catch fisherdwarves." - Flame11235

Mulch Diggums

  • Bay Watcher
  • "Hey urist! I think that cat is having a seizure!"
    • View Profile
Re: Cultivating a forest
« Reply #12 on: August 01, 2008, 07:13:45 pm »

Is it possible to have every square in a 10/10 area filled with trees? If so how long does it take? im thinking about making trenches next to my fort for growing trees so their saplings dont get crushed by dwarves going out to gather wood.
Logged
ooooo! Swamp wiskey! Yeah!!

soup_alex

  • Bay Watcher
  • Immune to Psychology
    • View Profile
Re: Cultivating a forest
« Reply #13 on: August 01, 2008, 07:27:51 pm »

I believe saplings occur randomly within a certain proximity of a suitable parent (and in suitable soil, of course), so it may take a long time or none at all to see saplings sprouting everywhere you want them to. Saplings ought to reach maturity in three years, give or take a month or two(?).
Logged
Quote from: Jackrabbit
I feel a disturbance in the force, as if one guy cried out and was silenced via liberal application of sock.
Quote from: Kay12
Oh, espace! It's the act of espacing, or runnign awya, fleaing or so on.
Quote from: tigrex
Re: Dwarven Baby cancels Clean Self: Too insane; That's why babies don't clean themselves in real life, you know.