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Author Topic: some new player questions...  (Read 549 times)

numskully

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some new player questions...
« on: June 12, 2008, 05:31:00 pm »

When you create a bedroom, should the X's go to the door (be on the door or before it)? If the X's touch the wall, can another bedroom's X's be on the original wall X's without causing problems between rooms/dwarves?
How do you see a dwarf's skills/stats?
To keep the dwarves happy, should I be underground or just inside a mountain? Or both?
Does a bedroom need a cabinet?
Are doors the only makable item to stop dwarves? Or tables/chairs etc stop dwarves?
Are there some skills you cannot train in after the game has started?

thanks!

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numskully

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Re: some new player questions...
« Reply #1 on: June 12, 2008, 05:43:00 pm »

Another question:

I remember the old DF having cave ins. Can someone explain them with the z axis? Don't remember the old version having a z axis.

thanks!

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Yami

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Re: some new player questions...
« Reply #2 on: June 12, 2008, 05:52:00 pm »

Can't say anything for certain about the old DF, I started when the Z axis hit the scene.

As for skills/stats, hit v and move the cursor over the dwarf, you can then look at thier wounds, items carried, stats and skills, and thier job assignments.

Doors, floodgates, raised bridges are all ways of locking your dwarves in, tables cabinets and weapon racks are just like obstacle courses.  Challenges to be overcome.

Conversation skills are some of the hardest to train in after embarking, because  you have to let your dwarves party or do nothing together to gain said skills.  Really though, if you want skills you can train them up.

I usually have half of my fortresses above ground and my dwarves don't seem to care, so I'm not too sure on the happyness part.

And I've found no problems with bloating my bedroom designations to fit the room, walls and all.  If you want your bedroom's area to include the doors you'll have to add them after assigning room size.  A bedroom needs nothing more than a bed, the rest merely improves the value of the room.  If your into that sort of thing.

Hope that helps.

[ June 12, 2008: Message edited by: Yami ]

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Untelligent

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Re: some new player questions...
« Reply #3 on: June 12, 2008, 06:00:00 pm »

The edges of the bedroom can be on top of the wall and the door without causing problems.

To view stats, press [v], hover over a dwarf, press [g]. Use

  • and [-] to scroll.

    All underground areas are the same, although mountains have more z-levels to play around in. Being outside, by the way, will not directly affect their happiness, although the rain can cause mild annoyance. Keep in mind that dwarves who have been inside for too long can become "cave adapted," meaning they'll get sick if they go out.

    Cabinets are not required, but if they own a lot of clothes, they'll leave them laying all over the fortress if they have no cabinet to put them in.

    Most furniture will not stop dwarves. To check if a furniture or other structure will block a dwarf, when building it, the dark green x's cannot be walked over, while the light green x's can be.

    All skills can be learnt in-game.

    Cave-ins are a bit odd in the 3-d version. A section of floor, wall, or similar objects will only fall if it is not attached to solid ground by any other floor or wall section. For example, you can suspend an entire castle above the ground by a single wall tile in the corner, but if you remove the wall, the entire castle crashes down. Note that there are two things of interest regarding caveins:
    -"natural" walls will stay intact when they hit the ground (and multiple natural wall tiles will not seperate while falling), while constructed walls will collapse into the building material. The former can lead to some interesting structures.
    -if a natural or constructed wall or floor tile hits a natural or constructed floor tile without a wall beneath it (i.e. there's another room below) the falling thing will punch through the floor tile. Beware of causing caveins if you have a lot of rooms stacked on top of each other, as falling things will go all the way to the bottom.

    Also, the wiki is useful.

    [ June 12, 2008: Message edited by: Untelligent ]

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numskully

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Re: some new player questions...
« Reply #4 on: June 12, 2008, 07:34:00 pm »

Thanks allot Yami and Untelligent!
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Cryten

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Re: some new player questions...
« Reply #5 on: June 12, 2008, 07:58:00 pm »

One last commenta bedrooms size should automatcally limit itself to walls and doors, for example if you had a big room where the bedroom went down the corridor to fit all the square in the room when you install a door the bedroom will resive to fit into the nice square you intended.
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Loki

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Re: some new player questions...
« Reply #6 on: June 13, 2008, 02:49:00 am »

Another thing I don't think has been mentioned about cave-ins:

Diagonals do not work.

I learned this the hard way.

So,

code:

XXXXXXX
X   X
X   X
X  XXX
X  XXX          X-Some sort of construction material
X  XXX
X
XXXXXXX

SIDE VIEW


will work, but


code:

XXXXXXX
X   X
X    X
X  XXX
X  XXX          X-Some sort of construction material
X  XXX
X
XXXXXXX

SIDE VIEW


will make horrible, horrible things happen.

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Karpatius

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Re: some new player questions...
« Reply #7 on: June 13, 2008, 04:25:00 am »

There is one problem with big bedrooms: rent.

The floor and wall tiles and furniture in a room determines it's rent, once economy starts up. A dwarf might have been living in a cozy room before economy, but might find himself homeless due to the rent if the room is too large. Or extravagantly decoreated.

So having enough small rooms is always handy.

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