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Author Topic: Adapting a DF2012 strategy to DF2014  (Read 3369 times)

Arx

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Re: Adapting a DF2012 strategy to DF2014
« Reply #15 on: December 01, 2014, 11:21:51 am »

If there's a tree near your walls, invaders can climb it and jump over the walls, I believe. I also suspect that the logs falling from a cut tree can injure unlucky passers-by.
« Last Edit: December 01, 2014, 11:26:28 am by Arx »
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Sergarr

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Re: Adapting a DF2012 strategy to DF2014
« Reply #16 on: December 01, 2014, 11:25:06 am »

OK, I'll bite. What do trees do? Are they the new elephants?
Have you seen how huge they are?

And upon being cut down every. single. tile of them turns into logs falling down onto somebody's head.
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karhell

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Re: Adapting a DF2012 strategy to DF2014
« Reply #17 on: December 01, 2014, 11:26:14 am »

I also suspect that the logs falling from a cut tree can injure unlicky passers-by.
They can. It's rare, but it happens.
Also, they have an annoying tendency to leave holes in the ceiling (or was that fixed ?)
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Rum

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Re: Adapting a DF2012 strategy to DF2014
« Reply #18 on: December 01, 2014, 12:22:23 pm »

Weren't dogs lame because of that one bug that caused 9/10 creatures to not grow up?

Yes, they are still pretty ineffective against elves with steel arrows tho =)
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EvilJapYaY

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Re: Adapting a DF2012 strategy to DF2014
« Reply #19 on: December 01, 2014, 12:51:51 pm »

Simple,
1. cut down all trees that are too close to walls
2. build higher walls
3. because new trees are big you wont run out of wood, underground trees only leave something like 1-4 logs
4. dwarven economy is not back
5. looks like snatchers and thieves dont come to steal shit all the time
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Jaa

Wheeljack

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Re: Adapting a DF2012 strategy to DF2014
« Reply #20 on: December 01, 2014, 03:07:00 pm »

Invasions and sieges are limited by how close your fort is to enemies now. If you actually want any action at all, make sure you're new shiny fort is within 30 tiles of another civ on the world map. Not always a guarantee, unfortunately. I set down right next door to a trio of goblin civs and got nothing. I was literally a few squares away from all of them. Not even ambushes. Abandoned that world after three years in game with no hostile encounters.
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Bearskie

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Re: Adapting a DF2012 strategy to DF2014
« Reply #21 on: December 02, 2014, 04:55:42 am »

Trees currently hold a higher killcount than goblins atm in my fortress. Im getting that bug where a tree suddenly cave-in's for no reason, knocking my dwarves unconcious. Which would be only mildly annoying if it wasnt happening right next to a river.

Glurg.

But they're still pretty darn dangerous through other ways. Remember to designate cutting the lowest z-level of the tree for maximum woodchoppa safety :)

vjmdhzgr

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Re: Adapting a DF2012 strategy to DF2014
« Reply #22 on: December 03, 2014, 12:13:30 am »

Actually I'm pretty sure it's impossible to climb smooth walls so as long as you make your walls out of blocks it should be fine. Unless goblins are exempt from rules I know from experience are true in adventurer mode.
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Ravendarksky

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Re: Adapting a DF2012 strategy to DF2014
« Reply #23 on: December 03, 2014, 05:17:00 am »

My 2014 embark tip:

When you start make everyone who isn't a miner start chopping down trees and doing carpentry. With the over abundance of wood and how easy it is to obtain it makes a lot more sense to build a load of stuff at the start. I usually have 5 carpenters/2 miners and then switch to 4 carpenters/2 miners/1 farmer. Once my initial wooden stuff is made then I swap everyone to other professions.

I usually make one table/chair/bed for my manager then queue up:

6 beds,
7 tables, 7 chairs, 10 barrels, 10 bins, 15 doors, 5 buckets, 5 splints, 5 crutches, 30 wooden corkscrews (to sell to traders)
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Tarasque

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Re: Adapting a DF2012 strategy to DF2014
« Reply #24 on: December 03, 2014, 09:28:29 am »

Trees are now multi-tile and generate multiple wood tiles when felled. It will fall in the direction the wood cutter is facing (away from the wood cutter), however the tiles can land on other creatures causing damage. There was also a bug around when trees grew from saplings which teleported some dirt into the air at the same time it. This would cause cave-ins and the associated !!fun!! that comes with those (punching through roofs and making new entrances into forts, etc)
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Foxite

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Re: Adapting a DF2012 strategy to DF2014
« Reply #25 on: December 03, 2014, 10:10:10 am »

Naturally this was the ideal - half the time the magma leaked, nobles threw tantrums that exploded the dining room waterfall, and everyone turned into obsidian)
Can I sig that?
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Arx

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Re: Adapting a DF2012 strategy to DF2014
« Reply #26 on: December 03, 2014, 11:29:03 am »

Actually I'm pretty sure it's impossible to climb smooth walls so as long as you make your walls out of blocks it should be fine. Unless goblins are exempt from rules I know from experience are true in adventurer mode.

No, it's possible. It's just very difficult; you might see cats or dwarves that have inexplicably gained high levels of climber doing it. Climbing smoothed natural walls is impossible.
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Aslandus

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Re: Adapting a DF2012 strategy to DF2014
« Reply #27 on: December 03, 2014, 04:39:36 pm »

My main advice is about the military: have them train outside. Cave adaptation is a lot more crippling than it was in DF2012, causing stunning, pain, and vomiting rather than just making the dwarves mildly displeased.

I would also suggest you get them at least minimally armed as soon as possible (wooden shields and crossbows at the very least, but make the best of whatever you find on site), with army movement now a thing, you could be sieged within the first year (I lost at least two fortresses because I was attacked while still settling in to the region), or you might not see a siege for 40 years but better safe than sorry. Also, the longer your military trains for, the higher their discipline gets (I don't think danger rooms boost it, but if you keep them training for a few months they will get it high enough anyway).
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