Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: fortress locations  (Read 878 times)

Marrik

  • Bay Watcher
    • View Profile
fortress locations
« on: August 12, 2010, 10:20:09 am »

what is the difference between building in a "good" mountain range compared to building in an "evil" mountain range? and is it possible to dig a dwarf bunker in any location?
Logged

Svampapa

  • Bay Watcher
    • View Profile
Re: fortress locations
« Reply #1 on: August 12, 2010, 10:28:52 am »

The difference lies mainly in flora and fauna, afaik.

And yeah, you can embark pretty much anywhere, as long as your dorfs have some not too steep ground to plop their cart onto.

I have never embarked in evil lands myself, but from what I've read around here the natives don't really take as kindly to your presence as in good/neutral locations. Which would lead to one of two things: instant Fun, or creative thinking. :)
Logged

Marrik

  • Bay Watcher
    • View Profile
Re: fortress locations
« Reply #2 on: August 12, 2010, 10:42:58 am »

also, how do i upgrade my dwarves before embarking? im able to remove/add supplies fine, but when i try to upgrade the skills of my dwarves nothing happens.
Logged

Samohan25

  • Bay Watcher
    • View Profile
Re: fortress locations
« Reply #3 on: August 12, 2010, 10:48:09 am »

Do you have any points left in he bottom left corner? Are you selecting a dwarf, pressing right to select a skill and using +- to change skill level? You may be using the Alt-direction input from older versions.
Logged

Marrik

  • Bay Watcher
    • View Profile
Re: fortress locations
« Reply #4 on: August 12, 2010, 11:00:58 am »

yeah i ahve full points, and yes i pressed to the right. i can scroll up and down the menu, but when i press "-" whoch is the key next to "add" nothing happens.
Logged

mipe9

  • Bay Watcher
    • View Profile
Re: fortress locations
« Reply #5 on: August 12, 2010, 11:04:25 am »

Try + button.
Logged

Marrik

  • Bay Watcher
    • View Profile
Re: fortress locations
« Reply #6 on: August 12, 2010, 11:10:56 am »

lol thanks :P


Logged

Africa

  • Bay Watcher
    • View Profile
Re: fortress locations
« Reply #7 on: August 12, 2010, 11:42:57 am »

Evil means nastier (usually undead) creatures which can cause lots of fun, but usually not instantly since they don't spawn at a rate any different than normal.
Logged
Quote from: Cthulhu
It's like using hobos to fight an eating-resistant baloney epidemic.

Avin

  • Bay Watcher
    • View Profile
Re: fortress locations
« Reply #8 on: August 12, 2010, 12:35:31 pm »

Having once embarked in an evil location my dwarfs were quickly killed by a zombie goat.

Also, I've found that if you embark in a location with lots of steep hills and cliffs you run the chance of having all your stuff plopped on the ground and not having a cart.
Logged

BlackRat90

  • Bay Watcher
  • Strike the earth!
    • View Profile
Re: fortress locations
« Reply #9 on: August 12, 2010, 12:40:12 pm »

I find that to add just enough evil to my fortress, i just make a single square evil in my embark...that way most my fortress is good, but evil creatures will come running from that one corner
Logged

Marrik

  • Bay Watcher
    • View Profile
Re: fortress locations
« Reply #10 on: August 12, 2010, 02:13:53 pm »

this is a really stupid question, but how do i dig deeper down, and also how do i get soil for growing mushrooms inside my caves
Logged

Avin

  • Bay Watcher
    • View Profile
Re: fortress locations
« Reply #11 on: August 12, 2010, 02:28:19 pm »

If you haven't all ready review the tutorial videos here - http://www.bay12forums.com/smf/index.php?topic=28477.0
For questions about irrigation check the wiki here - http://df.magmawiki.com/index.php/Irrigation
Logged

Il Palazzo

  • Bay Watcher
  • And lo, the Dude did abide. And it was good.
    • View Profile
Re: fortress locations
« Reply #12 on: August 12, 2010, 02:31:21 pm »

Evil biomes not always produce undead creatures. In fact, it's maybe 30% - probably depending on savagery[/wild guess].
The evil creatures are kind of interesting to have - werewolves, ogres, harpies, grimelings etc.
Providing that the area is not infested with undeath, some unusual plants and vermin will also appear. Notably, glumprong trees(nice colour), and phantom spiders(free webs to collect).

this is a really stupid question, but how do i dig deeper down, and also how do i get soil for growing mushrooms inside my caves
You need to {d}esignate either stairs - stairs down on the surface, stairs up or up/down one level lower, or channel a surface tile, which will create a ramp one level lower, through which dwarves can descent.

As for soil, you need to muddy the prospective farm tile, which is happens every time a water appears and then dissapears from a tile(by evaporating or draining) - this requires either digging a pit, marking{i} it as a "pit/pool" one level above, and ordering dwarves to fill it with buckets; draining a murky pool to an underground area; redirecting a brook/river to said area and then draingin it; digging down to the caverns, and finding allready muddied cave floor(as well as a bunch of trolls and whatnot).
Logged

Marrik

  • Bay Watcher
    • View Profile
Re: fortress locations
« Reply #13 on: August 12, 2010, 02:47:15 pm »

is there a comprehensive list of all the skills a leader should have on the wiki, everyone seems to say something different


and how do i make them pick up a dropped/misfired crossbow bolt
Logged

JoRo

  • Bay Watcher
    • View Profile
Re: fortress locations
« Reply #14 on: August 12, 2010, 02:56:45 pm »


and how do i make them pick up a dropped/misfired crossbow bolt

Spent ammo is forbidden by default; you need to reclaim it either with mass designating d->b->c or by 'k'ing over the bolt and claiming it.
Logged
You have been struck down.
The giant cave spider spits out your head.
Pages: [1] 2