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Author Topic: Caravans and roads  (Read 2681 times)

khearn

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Re: Caravans and roads
« Reply #15 on: September 05, 2014, 04:55:16 pm »

If you never take them off military duty, when will they cut the wood?
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Aslandus

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Re: Caravans and roads
« Reply #16 on: September 05, 2014, 10:00:07 pm »

If you never take them off military duty, when will they cut the wood?
get new woodcutters, you can make more axes

They Got Leader

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Re: Caravans and roads
« Reply #17 on: September 05, 2014, 10:52:05 pm »

If you never take them off military duty, when will they cut the wood?
get new woodcutters, you can make more axes

And I believe wooden training axes can cut trees.
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Tacomagic

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Re: Caravans and roads
« Reply #18 on: September 06, 2014, 11:33:02 am »

If you never take them off military duty, when will they cut the wood?
get new woodcutters, you can make more axes

And I believe wooden training axes can cut trees.

Yes, they can.  In fact, you can save 125 embark points by trading in the 2 axes for 3 pieces of wood on embark.  As soon as you arrive build a carpentry workshop with 1 piece of wood, and wood training axes with the other two pieces.  Boom, ready to chop.
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blue sam3

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Re: Caravans and roads
« Reply #19 on: September 06, 2014, 04:17:18 pm »

If you never take them off military duty, when will they cut the wood?
get new woodcutters, you can make more axes

And I believe wooden training axes can cut trees.

Yes, they can.  In fact, you can save 125 embark points by trading in the 2 axes for 3 pieces of wood on embark.  As soon as you arrive build a carpentry workshop with 1 piece of wood, and wood training axes with the other two pieces.  Boom, ready to chop.

Don't even need the three pieces of wood. Just deconstruct the wagon for it.
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Bumber

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Re: Caravans and roads
« Reply #20 on: September 06, 2014, 08:22:40 pm »

If you never take them off military duty, when will they cut the wood?
get new woodcutters, you can make more axes
I can't help but think that defeats the entire point of them being axedwarves in the first place.

That compounded by the fact woodcutting is completely unrelated to the axeman skill, as well as the fact that that an axe cannot be shared between the two duties.
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Aslandus

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Re: Caravans and roads
« Reply #21 on: September 06, 2014, 09:10:45 pm »

If you never take them off military duty, when will they cut the wood?
get new woodcutters, you can make more axes
I can't help but think that defeats the entire point of them being axedwarves in the first place.

That compounded by the fact woodcutting is completely unrelated to the axeman skill, as well as the fact that that an axe cannot be shared between the two duties.
You can use training axes to cut trees, but I personally don't bother with the hassle and just turn off woodcutting for military, then give them a good axe to fight with, there is no real reason to use woodcutters as axedwarves, unless you desperately need a uniform-free soldier with an axe for some reason

§k

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Re: Caravans and roads
« Reply #22 on: September 07, 2014, 11:31:02 pm »

Sorry if I intrrupt the wood-cutting talk... Would caravan enter from cavern, if that is the only wagon-accessible route?
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Aslandus

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Re: Caravans and roads
« Reply #23 on: September 07, 2014, 11:35:32 pm »

Sorry if I intrrupt the wood-cutting talk... Would caravan enter from cavern, if that is the only wagon-accessible route?
I tried some of the trap trickery in my last fortress and the wagons refused to show up (I did the zig-zag thing from the wiki speciifically). I think they fixed them so you can't force the wagon to make impossible maneuvers anymore...

§k

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Re: Caravans and roads
« Reply #24 on: September 08, 2014, 01:17:42 am »

Thanks for answering. I've always been trying to defeat the fps-attack from the alliance of elf merchants and goblin soldiers.
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khearn

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Re: Caravans and roads
« Reply #25 on: September 08, 2014, 04:50:11 pm »

I've done an entrance with traps set up so the wagons had to do switchbacks to get in, but invaders going in a straight line would hit traps. It worked fine. This was in 40.XX.

It was similar to this:
Code: [Select]
XXXXXXX
XO   OX
X     X
X     X
X     X
XO   OX
XX   XXXXXXXXXX
X             X
X             X
X             X
X^^^^^^^^^^   X
X^^^^^^^^^^   X
X^^^^^^^^^^   X
X             X
X             X
X             X
X   ^^^^^^^^^^X
X   ^^^^^^^^^^X
X   ^^^^^^^^^^X
X             X
X             X
X             X
X^^^^^^^^^^   X
X^^^^^^^^^^   X
X^^^^^^^^^^   X
X             X
X             X
X             X
X   XXXXXXXXXXX

Just make sure all paths are 3 tiles wide. Use 'D' in DF to check the access.

   Keith
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Tacomagic

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Re: Caravans and roads
« Reply #26 on: September 08, 2014, 05:43:11 pm »

I've done an entrance with traps set up so the wagons had to do switchbacks to get in, but invaders going in a straight line would hit traps. It worked fine. This was in 40.XX.

It was similar to this:
Code: [Select]
XXXXXXX
XO   OX
X     X
X     X
X     X
XO   OX
XX   XXXXXXXXXX
X             X
X             X
X             X
X^^^^^^^^^^   X
X^^^^^^^^^^   X
X^^^^^^^^^^   X
X             X
X             X
X             X
X   ^^^^^^^^^^X
X   ^^^^^^^^^^X
X   ^^^^^^^^^^X
X             X
X             X
X             X
X^^^^^^^^^^   X
X^^^^^^^^^^   X
X^^^^^^^^^^   X
X             X
X             X
X             X
X   XXXXXXXXXXX

Just make sure all paths are 3 tiles wide. Use 'D' in DF to check the access.

   Keith

Of note, surface rocks block pathing and need to be smoothed before wagons will pass over them.  That one gets me every single time.  Spend 2 seasons carefully planning out my trapped wagon approach, wagons pass by because of a friggin' rock.
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khearn

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Re: Caravans and roads
« Reply #27 on: September 08, 2014, 06:24:23 pm »

Always check for obstacles with 'D'.
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clinodev

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Re: Caravans and roads
« Reply #28 on: September 09, 2014, 04:06:19 pm »

"D " for depot access is also great for finding the exact edge areas you'll want to block with one wall every three edge tiles. I think of them as  trade markers.
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terko

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Re: Caravans and roads
« Reply #29 on: September 09, 2014, 04:50:36 pm »

That's how my 'map edge' entrance for the caravans looks like: . It goes down a few z-levels to the trade depot. They ALWAYS entered that way so far.


2 bridges, walls where buildable, floor tiles added to prevent anything from growing there and everything is fine. Additional it's roofed, so noone can climb in.


Sometimes a siege or invaders enter from these few tiles aswell, but that's what you got a defense system below ground for.
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