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Author Topic: Nature taking back my fort?  (Read 1168 times)

UltraValican

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Nature taking back my fort?
« on: June 06, 2011, 05:10:54 pm »

After a lot of searching (and a little cheating) I breached the caverns. Not soon after I breached the caverns, I noticed cavern variety plant life springning up around my fort, shouldI be concerned nature will take back my fort(trolls and other hostiles spawning inside my fort leaving it a bloodstained parody of a forest)
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Nyxalinth

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Re: Nature taking back my fort?
« Reply #1 on: June 06, 2011, 05:12:26 pm »

No, that seems to be a pretty normal development in all forts.  My theory is that their little spores waft up into your living and working areas and take hold.
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Nyxalinth likes the color blue, gaming, writing, art, cats for their aloofness,  Transformers for their sentience and ability to transform, and the Constructicons for their hard work and building skills. Whenever possible, she prefers to consume bacon cheeseburgers and pinot noir. She absolutely detests stupid people.

UltraValican

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Re: Nature taking back my fort?
« Reply #2 on: June 06, 2011, 05:14:12 pm »

Thats what I thought, but is there anything i need to worry about in terms of monsters and other beasties.
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Girlinhat

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Re: Nature taking back my fort?
« Reply #3 on: June 06, 2011, 05:16:31 pm »

Creatures arrive from the edge of the map or through breeding.

Psieye

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Re: Nature taking back my fort?
« Reply #4 on: June 06, 2011, 05:16:52 pm »

They won't spawn inside your fort. They may walk or fly into your fort, but they won't spawn inside it directly.
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Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

UltraValican

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Re: Nature taking back my fort?
« Reply #5 on: June 06, 2011, 05:18:36 pm »

Ok I should be fine then, thanks for the help
The mayor has made a construction mandate
Well off to build a Noble "rehabilitation center".....
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Poindexterity

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Re: Nature taking back my fort?
« Reply #6 on: June 06, 2011, 06:08:02 pm »

take advantage of this phenomenon and dig out a HUGE soil area, and in about 6 months to a year, enough cave moss will have grown in there that you can move all you pastures indoors.
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Agent_86

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Re: Nature taking back my fort?
« Reply #7 on: June 06, 2011, 06:19:25 pm »

take advantage of this phenomenon and dig out a HUGE soil area, and in about 6 months to a year, enough cave moss will have grown in there that you can move all you pastures indoors.
Not to mention you'll be able to harvest lots of underground trees - putting your woodcutters and haulers in a lot less danger.
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kotekzot

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Re: Nature taking back my fort?
« Reply #8 on: June 06, 2011, 07:36:36 pm »

Smoothed stone doesn't grow grass or trees.

Have fun when a tree grows in your drainage tunnel.
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Bro, your like... thinking like a square man... its like, the WHOLE lamprey is just like, one big NECK dude, you know? its like hahahaha! dude protect the trees though, seriously. *inhale*... anyways... you like, want this dead black bear, bro?

RadGH

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Re: Nature taking back my fort?
« Reply #9 on: June 06, 2011, 07:45:25 pm »

I found one way to stop plants from overtaking the hallways etc. is to build paved roads. But building paved roads is a pain in the ass.

There really needs to be a way to mass-designate roads, walls, etc. I think the interface should show the material to designate with on the right panel, and allow you to designate just like you would mining. I don't think there is any designation system like that in the game yet.

But pressing b>o>u>u>u>u>u>u>u>u>enter>*>+>+>enter

For one strip of road... is tedious. I would make an autoit script to speed up the process, but the material changes position based on distance, and sometimes I don't want a full sized road.


Anyone have any tips for mass-designating roads?
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Girlinhat

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Re: Nature taking back my fort?
« Reply #10 on: June 06, 2011, 08:01:01 pm »

I'm fine with the current building method.  If it were changed, people would complain "we need more direct control over how it's done!"

The only suitable way I could think, is that you select "construction" from the menu, and then select a material.  You then get to paint it on like designating digging, using mouse or keyboard.  It paints walls where you say, then you hit f and it paints floors of the same material, until you run out of that material and it doesn't let you designate anymore.

kotekzot

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Re: Nature taking back my fort?
« Reply #11 on: June 06, 2011, 08:39:58 pm »

I'm fine with the current building method.  If it were changed, people would complain "we need more direct control over how it's done!"

The only suitable way I could think, is that you select "construction" from the menu, and then select a material.  You then get to paint it on like designating digging, using mouse or keyboard.  It paints walls where you say, then you hit f and it paints floors of the same material, until you run out of that material and it doesn't let you designate anymore.
Yes please.
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Bro, your like... thinking like a square man... its like, the WHOLE lamprey is just like, one big NECK dude, you know? its like hahahaha! dude protect the trees though, seriously. *inhale*... anyways... you like, want this dead black bear, bro?

GreatWyrmGold

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Re: Nature taking back my fort?
« Reply #12 on: June 06, 2011, 08:41:07 pm »

I found one way to stop plants from overtaking the hallways etc. is to build paved roads. But building paved roads is a pain in the ass.

There really needs to be a way to mass-designate roads, walls, etc. I think the interface should show the material to designate with on the right panel, and allow you to designate just like you would mining. I don't think there is any designation system like that in the game yet.

But pressing b>o>u>u>u>u>u>u>u>u>enter>*>+>+>enter

For one strip of road... is tedious. I would make an autoit script to speed up the process, but the material changes position based on distance, and sometimes I don't want a full sized road.


Anyone have any tips for mass-designating roads?
Er, you know you can pave roads at more than one tile at a time, right?
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RadGH

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Re: Nature taking back my fort?
« Reply #13 on: June 06, 2011, 09:05:08 pm »

b>o>u>u>u>u>u>u>u>u>enter>*>+>+>enter
Er, you know you can pave roads at more than one tile at a time, right?

Hence the u u u u u u u u. You can do like, 10 wide or tall, or a 10x10 square. For hallways, the best I can do is 10x2. And then I have to paint individually within buildings like bedrooms, which are too small and have too many obstructions to use the larger version.

It's sloooooooow.

Quote
The only suitable way I could think, is that you select "construction" from the menu, and then select a material.  You then get to paint it on like designating digging, using mouse or keyboard.  It paints walls where you say

This is what I wanted the wall/paved road building menu to be like. It would behave just like you were placing a paved road every square which you select to paint, except you wouldn't have to navigate to the material every single time, and you wouldn't have to navigate the menus each square either. It would be so convenient.
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UltraValican

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Re: Nature taking back my fort?
« Reply #14 on: June 06, 2011, 09:10:01 pm »

Smoothed stone doesn't grow grass or trees.

Have fun when a tree grows in your drainage tunnel.

Drainage Tunnels..no..no sir in my fort you haul you butt to the lake in the middle of an ambush like a man if you want to drink water, also I typically embark in areas with tons of soil/ barracks in front of the farms. I'll learn about irrgation with a much more worthy/FUN medium...magma
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