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Author Topic: Turkey is walking far outside  (Read 2629 times)

PatrikLundell

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Re: Turkey is walking far outside
« Reply #15 on: February 28, 2020, 05:36:11 pm »

You can receive sieges from anyone no matter the distance. However, civilizations far away from you don't notice you at first. You have to initiate contact with them, and then after you initiate contact (either peaceful or hostile) they'll then be an active part of your fortress, visiting with caravans or sieges.

At the start of each season a hostile civ will launch a siege. The siege's travel time is based on how many days' walk it is from their site to your fortress. If a human town is 20 days away from you the siege will tend to show up 20 days after the start of the summer season.

On the embark screen it shows you what civilizations notice you when you start the fort. You can not make contact with anyone new and will not expand this list, so your fortress will be mostly isolated and left alone. Or, if you want to be busy, you can make contact with everyone and constantly be flooded with caravans and sieges. Or any value in between.

Another fun tip:

Raid kobold caves for tame giant cave spiders. Kobolds love their giant cave spiders. Highly trained dwarves can raid to steal pets. The only pet animals at kobold caves are giant cave spiders. A raid might come back with 20-30 tame giant cave spiders each time. You can rapidly build up a spider army.
Well, not quite...
Civs launch sieges and/or caravans in their active seasons, which is all of them for gobbos, but autumn for dorfs, spring for pointy ears, and summer for humies. Caravans are sent by friendly civs in contact (which rules out gobbos as they're never friendly) and reach you every matching time unless they run into trouble. Sieges, on the other hand, target sites within range selected by the sieger civ, and their selection might not be your site.

Note that the civ screen does not show the same thing as the embark one. The embark screen shows what's in range, and so what may contact you without your actions, which the civ screen's civ sub screen shows which civs you've actually come into contact with so far. Also note that the pre embark screen hides kobolds, so they can come as a little surprise (emphasis on "little" as they're generally nothing more than a nuisance [and I rate Keas as far worse...]).
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janamdo

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Re: Turkey is walking far outside
« Reply #16 on: February 28, 2020, 06:35:22 pm »

Thanks
The legends viewer shows all this then.
« Last Edit: February 29, 2020, 05:59:26 am by janamdo »
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janamdo

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Re: Turkey is walking far outside
« Reply #17 on: February 29, 2020, 05:57:16 am »

Amazing the Legends viewer
 
« Last Edit: February 29, 2020, 09:36:02 am by janamdo »
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janamdo

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Re: Turkey is walking far outside
« Reply #18 on: February 29, 2020, 10:06:31 am »


Note that the civ screen does not show the same thing as the embark one. The embark screen shows what's in range, and so what may contact you without your actions, which the civ screen's civ sub screen shows which civs you've actually come into contact with so far. Also note that the pre embark screen hides kobolds, so they can come as a little surprise (emphasis on "little" as they're generally nothing more than a nuisance [and I rate Keas as far worse...]).
I just see that the civilization/world screen shows a lot information
Don't understand yet about the civ screen en embark screen ..their difference
 
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PatrikLundell

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Re: Turkey is walking far outside
« Reply #19 on: February 29, 2020, 11:04:30 am »

Before embarking, you can use "tab" to change the info shown on the right panel (easily missed). One of the sets of information show is the selection of your starting civ, and another is the display of your neighbors. This info shows the "official" neighbor of each race, i.e. the one that would send caravans/might send sieges if you don't do anything. The civ screen's subscreen shows the currently known neighbors, which will gradually fill out to the "official" set if you don't attack others, and will add those "others" if you do.
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janamdo

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Re: Turkey is walking far outside
« Reply #20 on: February 29, 2020, 12:09:38 pm »

Before embarking, you can use "tab" to change the info shown on the right panel (easily missed). One of the sets of information show is the selection of your starting civ, and another is the display of your neighbors. This info shows the "official" neighbor of each race, i.e. the one that would send caravans/might send sieges if you don't do anything. The civ screen's subscreen shows the currently known neighbors, which will gradually fill out to the "official" set if you don't attack others, and will add those "others" if you do.
Thanks
I do see now6 neighbours in the testfort : Dwarves/Humans/ Goblins/elves/tower (2x) 
The Goblins have a dashed red line and the 2 towers : in red war
In the past i had also difficulty to read this map symbols.

It is not a default DF, but with a spacefox tileset 
I have searched  on WIKI,but not found yet a explanation for the embarksymbols and i think the coloring is maintained for alignment in spacefox tileset.

It is all difficult to understand with the civilizations on the embark map and civilizations map
 
« Last Edit: February 29, 2020, 03:28:57 pm by janamdo »
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PatrikLundell

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Re: Turkey is walking far outside
« Reply #21 on: February 29, 2020, 05:01:40 pm »

--- means "not currently at war". Gobbos and necros don't make "real" peace, so it's either no active hostilities or active war (and haven't seen a difference in practice).
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janamdo

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Re: Turkey is walking far outside
« Reply #22 on: March 01, 2020, 06:31:29 am »

Thanks
Embark and Civilization/world screen ...needs more understanding by me
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janamdo

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Re: Turkey is walking far outside
« Reply #23 on: March 01, 2020, 08:48:28 am »

The legends viewer in LNP pack.
Can this not be automated by software ? ..or do i miss something.

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PatrikLundell

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Re: Turkey is walking far outside
« Reply #24 on: March 01, 2020, 10:36:59 am »

The legends viewer in LNP pack.
Can this not be automated by software ? ..or do i miss something.
The question is too incomplete to be understood...
Legends View IS software, and is an alternative to the Legends View built into DF with a UI a lot of people find easier to use. If you mean that Legends Viewer should somehow be able to be generated automatically, no. The exported XML data does not have unambiguous references, so someone has to figure out how to connect the scattered pieces, apart from the minor issue of converting it into a useful UI.
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janamdo

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Re: Turkey is walking far outside
« Reply #25 on: March 01, 2020, 12:46:53 pm »

Thanks
Yes, the external legends viewer is more informative 
Only one parser error : |==> Events 'hf wounded'/ --- Unknown Property: torture (false)
I can choose the legends_plus.xml or legend .xml  : which one is preferable to use?

How to use the legend viewer ... 
 
 


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janamdo

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Re: Turkey is walking far outside
« Reply #26 on: March 02, 2020, 02:59:04 pm »

I made a fortress and on level 3 again dampstone , but after almost 10 months there was a siege ..out of nowhere
I was not prepared on fighting yet and no burrow has been made too meanwhile
So, i lost the fortress and it seems that defending myself is the hardest part now in a early state of the fortress building

Note: i ignore now to build for a basic defence, so they the enemy can walk right in the fortress
Not noticed who those attackers were and from where ?   
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Hyndis

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Re: Turkey is walking far outside
« Reply #27 on: March 02, 2020, 06:59:08 pm »

Light aquifers are slow enough you can dig right through them. Just keep on digging down. You do need to build a drain area at the bottom of your main stair well, but a slightly large flat area is good enough. The water will spread out and evaporate passively. You only need pumps to pierce through heavy aquifers.

As one of your first priorities you should build a bridge (drawbridge or regular bridge) to block your entrance and link it to a lever. Pull the lever to seal the vault doors, then just ride it out.

The aquifer will provide you mud for farming (infinite plump helmets) and water for either drinking or for hospitals.

A small area with a little plump helmet farm, a well, and either a tavern or nondenominational temple will sustain your fortress for eternity. It won't be a glamorous existence, but dwarves will be fed, watered, and happy through social/religious activities.
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janamdo

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Re: Turkey is walking far outside
« Reply #28 on: March 03, 2020, 03:41:00 am »

Thanks
I will try this  bring in practice ..looks promising!
« Last Edit: March 03, 2020, 04:08:58 am by janamdo »
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janamdo

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Re: Turkey is walking far outside
« Reply #29 on: March 03, 2020, 04:20:35 am »

I do need some explantion for the map symbols, for  worldgeneration
Can't still find a Wiki for this ?
https://drive.google.com/file/d/1LZ9RwCYGyWhA488f1oQg3VRez0yTBKCI/view?usp=sharing 
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