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Author Topic: DF 2012v0.34 question and answer thread  (Read 889112 times)

petebull

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Re: DF 2012v0.34 question and answer thread
« Reply #1980 on: May 30, 2012, 02:56:27 pm »

'b'uild - paved r'o'ads

if you need to remove them for a building a dirt r'O'ad is sufficient
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Tibbz2

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Re: DF 2012v0.34 question and answer thread
« Reply #1981 on: May 30, 2012, 02:58:59 pm »

Thanks a lot :)
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Tirion

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Re: DF 2012v0.34 question and answer thread
« Reply #1982 on: May 30, 2012, 03:16:21 pm »

What does drainage means on embark screen?
Does it have any connection with murky pools? (low drainage = lower number of pools ?)
Or is it connected with aquifier?

Low drainage and lots of rain = swamp. Probably including aquifer and lots of murky pools too.
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ab9rf

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Re: DF 2012v0.34 question and answer thread
« Reply #1983 on: May 30, 2012, 03:23:24 pm »

How do you get rid of all the fungi and stuff from floors in your fort?
Why would you want to get rid of it, that stuff is valuable.

More seriously, paved roads.  You can also place grates or bars over areas that you want to remain clear of growth (e.g. sand and clay collection zones).  Unpaved roads will clear cave moss temporarily, but it will grow back (of course).
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #1984 on: May 31, 2012, 03:45:25 am »

Just constructed floors work too right?
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DTF

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Re: DF 2012v0.34 question and answer thread
« Reply #1985 on: May 31, 2012, 04:21:16 am »

Just constructed floors work too right?

Just designate the area as a stockpile that doesnt accept anything. afaik trees n stuff dont grow through it (but it doesnt remove them either).
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #1986 on: May 31, 2012, 12:03:20 pm »

Just constructed floors work too right?

Just designate the area as a stockpile that doesnt accept anything. afaik trees n stuff dont grow through it (but it doesnt remove them either).

and when you remove it suddenly everything grows, lots of fun
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

DTF

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Re: DF 2012v0.34 question and answer thread
« Reply #1987 on: May 31, 2012, 12:12:44 pm »

Just constructed floors work too right?

Just designate the area as a stockpile that doesnt accept anything. afaik trees n stuff dont grow through it (but it doesnt remove them either).

and when you remove it suddenly everything grows, lots of fun

Really? Like trees grow fully instantly?
I wouldn't know, I only stop growth in areas like drainage systems or cisterns - and for that a stockpile is fine. Even more so since you do not have to send dwarf to designate/build it.
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #1988 on: May 31, 2012, 12:21:50 pm »

basically, if there was a sapling where you placed the stockpile, it'll stay there (unless trafficked but I'm not sure). The game tracks how long it's there and when it's time it 'grows', but under the stockpile it can't. Remove the stockpile and after a few ticks the game suddenly realises it's a grown tree there, not a sappling. I'm not sure what the actual game mechanic is there, but I've had that happen a few times if I relocated my initial storage areas (usually dug out in soil layers) to work related lower levels.
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

petebull

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Re: DF 2012v0.34 question and answer thread
« Reply #1989 on: May 31, 2012, 02:39:28 pm »

Just constructed floors work too right?

Those use more blocks/stone/logs than paved roads
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #1990 on: May 31, 2012, 02:53:50 pm »

Just constructed floors work too right?

Those use more blocks/stone/logs than paved roads

doesn't require an architect though
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

DrunkenCaveOgre

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Re: DF 2012v0.34 question and answer thread
« Reply #1991 on: May 31, 2012, 07:14:27 pm »

I just got my first baron and now have the option to appoint a champion.

What does the champion do? Ive checked the wiki but it doesnt say much
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T-Mick

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Re: DF 2012v0.34 question and answer thread
« Reply #1992 on: May 31, 2012, 08:33:58 pm »

How do I change the keys to move in the overworld of adventure mode.  I have the normal controls mapped to my liking, but can't figure out how to modify the overworld ones.
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #1993 on: June 01, 2012, 02:22:12 am »

I just got my first baron and now have the option to appoint a champion.

What does the champion do? Ive checked the wiki but it doesnt say much

I'm not really sure. Possibly boosts your military, or training, and certainly gives some people happy thoughts
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Telgin

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Re: DF 2012v0.34 question and answer thread
« Reply #1994 on: June 01, 2012, 07:40:14 am »

I just got my first baron and now have the option to appoint a champion.

What does the champion do? Ive checked the wiki but it doesnt say much

certainly gives some people happy thoughts

That's all it does, if I recall correctly.  He or she is just another noble who does nothing but potentially gives "talked with a noble" thoughts.
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