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Author Topic: DF2014 Question and Answer Thread  (Read 459304 times)

Loci

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Re: DF2014 Question and Answer Thread
« Reply #1845 on: July 05, 2015, 07:54:59 pm »

How wide should my ramparts be, over my entrance, if it's 2 or 1 wide then everyone will just go outside and sit along the wall when stationed/patrolling.

The only way to get your dwarves to station/patrol where you want is to make all the other tiles in the 7x7 block around that location inaccessible. For your walls, place the fortifications one z-level above the ground, and build a single-tile walkway behind them on the inside. As long as no other tiles in the 7x7 block on that z-level are walkable your dwarves will be forced to stand on your walkway.



Question - I have built windmills linked to underground millstones but can one  be built on a dome or above ground structure?

Vertical axles will allow you to transmit power from a roof-mounted windmill down to buildings below. You will, however, still require a "hole" in your defenses to run the axle through. Note that axles use up a small amount of power; long runs may require linking multiple windmills to produce sufficient power.



I'm using DTherapist and I noticed several of my animals are listed as (gender) Asexual....does that mean they won't reproduce?

Yes.
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Larix

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Re: DF2014 Question and Answer Thread
« Reply #1846 on: July 05, 2015, 08:16:38 pm »

Question - I have built windmills linked to underground millstones but can one  be built on a dome or above ground structure?

Vertical axles will allow you to transmit power from a roof-mounted windmill down to buildings below. You will, however, still require a "hole" in your defenses to run the axle through.

Not if you observe correct build order - mill first, axle/gearbox second. The first example here works through unbroken floor and is current for 0.40.24.

This way, the only exposed bit of machinery is the windmill, there's no opening into the fort that flying/climbing enemies could exploit. The windmill must be fully supported by solid floor, i.e. you need an unbroken 3x3 platform.
Btw, it works through both natural and constructed floors.
« Last Edit: July 06, 2015, 06:29:21 am by Larix »
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someone12345

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Re: DF2014 Question and Answer Thread
« Reply #1847 on: July 06, 2015, 04:11:53 am »

Does weapon quality now affect weapon damage? The wiki claims that it does now.
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Putnam

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Re: DF2014 Question and Answer Thread
« Reply #1848 on: July 06, 2015, 04:14:57 am »

no

i cannot find where it says that

someone12345

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Putnam

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Re: DF2014 Question and Answer Thread
« Reply #1850 on: July 06, 2015, 04:30:38 am »

...I may be really literal here but can you elaborate on where exactly it says that weapon quality affects weapon damage

someone12345

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Re: DF2014 Question and Answer Thread
« Reply #1851 on: July 06, 2015, 08:06:29 am »

1. Go to section labled "Quality Grades"
2. Look at the chart there.
3. Look where it says sharpness in bold, then 50%, 60%, 70%, 80%, 90%, 100%, 100%, varies, going down.
4. That is it.
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Magnumcannon

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Re: DF2014 Question and Answer Thread
« Reply #1852 on: July 06, 2015, 10:49:58 am »

Is there any way to remove those tree sapplings without the aid of DF Hack?
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Putnam

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Re: DF2014 Question and Answer Thread
« Reply #1853 on: July 06, 2015, 04:01:15 pm »

1. Go to section labled "Quality Grades"
2. Look at the chart there.
3. Look where it says sharpness in bold, then 50%, 60%, 70%, 80%, 90%, 100%, 100%, varies, going down.
4. That is it.

Oh, that

sharpness doesn't exactly mean damage (in fact, AFAIK an iron sword's sharpness only matters against bronze and iron armor).

locustgate

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Re: DF2014 Question and Answer Thread
« Reply #1854 on: July 06, 2015, 06:20:38 pm »

Is there any way to remove those tree sapplings without the aid of DF Hack?

You can build a dirt road 1x1 on it, it'll also remove the grass.
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Albedo

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Re: DF2014 Question and Answer Thread
« Reply #1855 on: July 06, 2015, 06:25:49 pm »

Is there any way to remove those tree sapplings without the aid of DF Hack?

You can build a dirt road over them, that's fast(ish) and takes no resources. (It ~will~ wear out eventually, so a permanent road is longer-lasting, but slower and takes resources.)

Or, if they are anywhere near where your dwarves walk (inside your wall perimeter, perhaps), you could designate a high-traffic zone over them { d, o, h}, so any dwarf that walks near them will detour (slightly) to walk ON them  - that tramples them to death pretty quick.

If inside and away from traffic, for instance where water is/has run, you'll have to build something, either floor or road.

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Magnumcannon

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Re: DF2014 Question and Answer Thread
« Reply #1856 on: July 06, 2015, 09:24:52 pm »

Is there any way to remove those tree sapplings without the aid of DF Hack?

You can build a dirt road over them, that's fast(ish) and takes no resources. (It ~will~ wear out eventually, so a permanent road is longer-lasting, but slower and takes resources.)

Or, if they are anywhere near where your dwarves walk (inside your wall perimeter, perhaps), you could designate a high-traffic zone over them { d, o, h}, so any dwarf that walks near them will detour (slightly) to walk ON them  - that tramples them to death pretty quick.

If inside and away from traffic, for instance where water is/has run, you'll have to build something, either floor or road.

Will i be able to desconstruct the road? I want to build an aboveground farm.
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Albedo

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Re: DF2014 Question and Answer Thread
« Reply #1857 on: July 07, 2015, 02:25:11 pm »

If it's a dirt road, it's just "dirt" - no problem.

If it's a constructed road, yeah, it's just like a bridge, a "floor" that is designated across a wider area and simply takes less material (1 + 1/4 tiles covered).

(You remove constructions by designating them to be removed with {d}, {n}, and dwarves w/ the de-construction labor enabled.)


Happy to help, but fyi, once you know the general answer, often the wiki can answer follow-up questions and details faster than this forum: http://dwarffortresswiki.org/index.php/DF2014:Road


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Magnumcannon

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Re: DF2014 Question and Answer Thread
« Reply #1858 on: July 07, 2015, 02:45:13 pm »

If it's a dirt road, it's just "dirt" - no problem.

If it's a constructed road, yeah, it's just like a bridge, a "floor" that is designated across a wider area and simply takes less material (1 + 1/4 tiles covered).

(You remove constructions by designating them to be removed with {d}, {n}, and dwarves w/ the de-construction labor enabled.)


Happy to help, but fyi, once you know the general answer, often the wiki can answer follow-up questions and details faster than this forum: http://dwarffortresswiki.org/index.php/DF2014:Road

Thank you a lot!
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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #1859 on: July 08, 2015, 08:20:17 pm »

Do bridges prevent (evil) rain from falling to the ground below them?
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