New final chapter from /u/buschwacked
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##################
|
||||
That`s All Folks?!
|
||||
##################
|
||||
|
||||
This is the final chapter of the Dwarf Fortress walkthrough.
|
||||
|
||||
Marksdwarves for Pest & Goblin Control
|
||||
======================================
|
||||
|
||||
It was about this time that I realized that the grazing animals in
|
||||
their pastures outside had scattered and the dwarves attempting to
|
||||
round them up were fleeing in abject terror. The reason was clear:
|
||||
at the bottom of the screen I saw:
|
||||
|
||||
:guilabel:`Etur Ozarlolor, Farmer cancels Pen/Pasture Stray Water
|
||||
Buffalo Calf (Tame): Interrupted by Kea.`
|
||||
|
||||
Bringing up the :guilabel:`Units` screen by
|
||||
pressing :kbd:`u` and scrolling right to :guilabel:`Others`, I
|
||||
select a :guilabel:`Kea`. Bracing myself, I press :kbd:`v` and lay
|
||||
my eyes on the beast.
|
||||
|
||||
:guilabel:`A small, green, intelligent mountain parrot.`
|
||||
|
||||
Terrifying stuff. Let`s locate it on the map. Go back to the
|
||||
:guilabel:`Units` screen, select a :guilabel:`Kea`, and press
|
||||
:kbd:`z` to :guilabel:`Go to Unit`.
|
||||
|
||||
.. image:: images/09-2-archers.png
|
||||
:align: center
|
||||
|
||||
The keas are flying around up in the sky, out of reach of our
|
||||
military. This seems like a great time to organize a marksdwarf
|
||||
militia! Marksdwarves are an excellent tool for repelling invasions
|
||||
of non-undead creatures because they can engage from behind
|
||||
fortifications without exposing themselves to much danger.
|
||||
|
||||
First, let`s build some archery targets.
|
||||
|
||||
* Press :kbd:`b`, :kbd:`A` (or find :guilabel:`Archery Target` at
|
||||
the bottom).
|
||||
* Place four or more in a room somewhere. I built mine in the spare
|
||||
room next to the melee squad barracks:
|
||||
|
||||
.. image:: images/09-3-archers.png
|
||||
:align: center
|
||||
|
||||
* Hit :kbd:`q` over a target.
|
||||
* Hit :kbd:`q` for :guilabel:`Make Archery Range`.
|
||||
* Increase the blue size until it covers each of the targets
|
||||
neatly, hit :kbd:`Enter`.
|
||||
* Look at the top right. You'll see :guilabel:`Shoot: From Left to Right.`
|
||||
Use :kbd:`wasd` to chose the proper direction. For me, I want them
|
||||
shooting down so I hit :kbd:`s`.
|
||||
* Repeat this on each target you placed. Unfortunately, a bug
|
||||
necessitates this micromanagement.
|
||||
* Job done! Range is now ready!
|
||||
|
||||
Now, we need some warm bodies to fill the ranks.
|
||||
|
||||
* Make a squad of six or more slackers. Ten is great.
|
||||
* Set them to use the :guilabel:`Archer` preset uniform. This
|
||||
includes leather armor (if you have any) and a crossbow of any
|
||||
material.
|
||||
* Make a bunch of wood crossbows. Crossbow ranged attacks are
|
||||
identical across material type, so wood ones are fine. Wood
|
||||
crossbows are made at a :guilabel:`Bowyers Workshop` (:kbd:`b`,
|
||||
:kbd:`w`, :kbd:`b`). Material type for ranged weapons only effects
|
||||
their damage in melee.
|
||||
* Unlike shields, bucklers can be used simultaneously with
|
||||
crossbows but give a penalty to hit. Build some if you`re feeling
|
||||
generous.
|
||||
* Marksdwarves should only be used from behind
|
||||
:guilabel:`Fortifications` or against harmless pests, so armor is
|
||||
not necessary. But, if you like, armor certainly helps when an
|
||||
:guilabel:`Elite Goblin Crossbowman` starts threading bolts through
|
||||
your carefully-constructed :guilabel:`Fortifications`. If you
|
||||
decide to use metal armor, be sure to edit the archer squad's
|
||||
uniform accordingly with :kbd:`m`, :kbd:`e`, :kbd:`U`.
|
||||
* Queue up some more backpacks and quivers at the
|
||||
:guilabel:`Leather Works`.
|
||||
|
||||
Unfortunately, a bug often prevents marksdwarves from switching
|
||||
between bolts of different materials for combat and training.
|
||||
Therefore, we have to ensure that we use a single material type of
|
||||
bolt for training and combat. We have lots of bone lying around
|
||||
outside in our refuse stockpile, so let`s make bone bolts for now:
|
||||
|
||||
* Build one or two :guilabel:`Craftsdwarfs Workshops` next to the
|
||||
outdoor refuse pile.
|
||||
* Queue up :guilabel:`Make bone bolts` and set it on repeat or use
|
||||
workflow to make about 400.
|
||||
* Hit :kbd:`m`, :kbd:`a`, :kbd:`f`, to bring up the
|
||||
:guilabel:`Ammunition` menu.
|
||||
* Select your marksdwarf squad. To ensure that only bone bolts are
|
||||
used in combat and training:
|
||||
* Select the exiting bolts and hit :kbd:`d` to delete them.
|
||||
* Hit :kbd:`c`, select :guilabel:`bolts`, press :kbd:`Enter`, then
|
||||
hit :kbd:`M` and select :guilabel:`bone`.
|
||||
* Ensure that the resulting :guilabel:`bone bolts` are used in
|
||||
training and combat by pressing :kbd:`T` and :kbd:`C`.
|
||||
* Change the amount to 200 with :kbd:`+`/:kbd:`-`.
|
||||
Your ammo screen should look like this:
|
||||
|
||||
.. image:: images/09-4-archers.png
|
||||
:align: center
|
||||
|
||||
* Make sure that your marksdwarf squad is set to
|
||||
:guilabel:`Active/Training` in the :guilabel:`Military` screen
|
||||
(:kbd:`m`, :kbd:`a`).
|
||||
* Set up your Marksdwarves training schedule like you did with your
|
||||
melee squads. Hit :kbd:`m`, :kbd:`s` to bring up the
|
||||
:guilabel:`Squad Schedules` panel, navigate to :guilabel:`Squad
|
||||
Schedules: Active/Training` with :kbd:`/`:kbd:`*`, and set your new
|
||||
Marksdwarf squad to train with at 2 or 3 minimum for every month.
|
||||
* With everything set up correctly, your marksdwarves should grab
|
||||
some equipment and start practicing!
|
||||
|
||||
Due to a bug, dwarves sometimes cannot drop carried ammo in order
|
||||
to pick up ammo of a different material type, such as iron. This
|
||||
can cause them to never practice or even fail to engage the enemy
|
||||
because they cannot drop their ammo in order to pick up practice or
|
||||
war ammo. You may be affected by this bug if you eventually decide
|
||||
to switch from bone bolts to metal bolts, which are much deadlier.
|
||||
If you have problems, consult the DF Wiki.
|
||||
|
||||
|
||||
Putting the Fortress in Dwarf Fortress
|
||||
======================================
|
||||
|
||||
Congratulations on your new squad of marksdwarves! Besides
|
||||
:guilabel:`Kea` sniping, marksdwarves are great at defending from
|
||||
behind :guilabel:`fortifications`. Let's make some!
|
||||
|
||||
There are a few important things to keep in mind when building
|
||||
complex fortress defenses:
|
||||
|
||||
* Enemies will take the shortest path from the outside into your
|
||||
fortress.
|
||||
* Some enemies can destroy doors and other furniture, but none can
|
||||
destroy closed draw bridges or constructed walls.
|
||||
* Marksdwarves must stand adjacent to :guilabel:`fortifications` in
|
||||
order to shoot through them, so it`s a good idea to make 1-tile
|
||||
wide halls adjacent to :guilabel:`fortifications` and use burrows
|
||||
to ensure they stand in the right spot.
|
||||
* You should also account for the unexpected - attackers that
|
||||
can fly, jump, climb, etc.
|
||||
|
||||
The specific design of your fortifications and traps is limited
|
||||
only by your creativity. The design below is an example of
|
||||
maximizing the distance that attackers must cover while being
|
||||
exposed to marksdwarf fire. As the attackers wind down the descent,
|
||||
they are exposed to fire from the fortified gallery above. Then,
|
||||
they must get past the melee squads in the secondary killzone which
|
||||
is also covered by a fortified gallery. You can make far more
|
||||
complex (and satisfying) defenses than this - TinyPirate's
|
||||
automatic minecart shotgun is a noteworthy example!
|
||||
|
||||
.. image:: images/09-1-fort.png
|
||||
:align: center
|
||||
.. image:: images/09-2-fort.png
|
||||
:align: center
|
||||
.. image:: images/09-3-fort.png
|
||||
:align: center
|
||||
.. image:: images/09-4-fort.png
|
||||
:align: center
|
||||
|
||||
Though formidible, these defenses are incomplete. Can you see the
|
||||
flaw? Our main stairwell is wide open, protected only by some
|
||||
traps! Remember that attackers will use the shortest route to get
|
||||
into your fortress, and right now the shortest route is over those
|
||||
traps. Let's build a drawbridge that we can raise to block off our
|
||||
main entrance and force attackers to take the route through the
|
||||
killzone.
|
||||
|
||||
* Hit :kbd:`b`, :kbd:`g` to bring up the :guilabel:`Bridge`
|
||||
placement menu.
|
||||
* Use :kbd:`u`, :kbd:`m` and :kbd:`k`, :kbd:`h` to create a 3x3
|
||||
footprint and place it at the entrance to the fortress, adjacent to
|
||||
the first line of traps.
|
||||
* By default, bridges retract when activated. We want ours to raise
|
||||
to the left so that when raised, it blocks access to the fortress.
|
||||
Hit :kbd:`a` to accomplish this.
|
||||
* Hit :kbd:`Enter` to place the bridge and use stone blocks to
|
||||
build it.
|
||||
* A Dwarf with the Architecture labor enabled will come to design
|
||||
the bridge and a Mason will then construct it.
|
||||
|
||||
Now we need to hook the bridge up to some kind of mechanism to
|
||||
raise it. The most straightforward method is to connect it to a
|
||||
lever. Levers do not need to be near the machines they operate, so
|
||||
let`s build ours in a high traffic area near the dining hall.
|
||||
|
||||
* Hit :kbd:`b`, :kbd:`T`, :kbd:`l` and place the lever near the
|
||||
dining hall.
|
||||
* Once the lever and bridge are built, hit :kbd:`q`, place the
|
||||
cursor on the lever, and hit :kbd:`a`, :kbd:`b` to bring up a list
|
||||
of bridges it can be linked to.
|
||||
* You should have only one bridge. If you have more, select the
|
||||
entrance bridge and hit :kbd:`Enter` to :guilabel:`Assign` it to
|
||||
the lever.
|
||||
* Use any old mechanisms. Mechanism quality only effects the time
|
||||
delay for traps to fire when sprung, not bridges.
|
||||
* You`ll see the :guilabel:`Link a Building to Trigger` job on the
|
||||
lever's :kbd:`q` screen. A Mechanic will use the two mechanisms you
|
||||
selected to hook them up.
|
||||
* To raise/lower the bridge, hit :kbd:`q`, place the cursor on the
|
||||
lever, hit :kbd:`a` to :guilabel:`Add new task`, :kbd:`P`. If the
|
||||
situation is critical - eg during a siege - hit :kbd:`n` for
|
||||
:guilabel:`Do task now!` and the closest Dwarf will run to pull it.
|
||||
* Go ahead and test it out. Be careful: any object or creature on
|
||||
the bridge when it raises will be flung across the map! Bridges can
|
||||
be weaponized in this way.
|
||||
* Lastly, build a stone wall north of the bridge to seal off the
|
||||
diagonal gap. Good job! Now we can funnel attackers into our kill
|
||||
zone with a pull of a lever!
|
||||
|
||||
The finished bridge in the raised position:
|
||||
|
||||
.. image:: images/09-5-fort.png
|
||||
:align: center
|
||||
|
||||
|
||||
Assigning Battle Stations
|
||||
=========================
|
||||
|
||||
Finally, it's a great idea to set up burrows for each killzone
|
||||
gallery. Although you can use :kbd:`s`, :kbd:`m` to move squads
|
||||
around, Marksdwarves have a bad habit of never standing in the
|
||||
right position to shoot the massive army bearing down on them. A
|
||||
failsafe method is to use the :guilabel:`Alerts` screen (:kbd:`m`,
|
||||
:kbd:`a`) in conjunction with burrows.
|
||||
|
||||
Remember the :guilabel:`Inside` burrow we set up to keep civilians
|
||||
inside? The same principle applies here. We will make a tiny burrow
|
||||
for each killzone gallery, create cooresponding alert states, and
|
||||
set up orders to defend the specific burrow when the alert state is
|
||||
active. This will cause the squad subject to the alert to
|
||||
immediately move to the correct burrow.
|
||||
|
||||
* Start by creating a burrow on the main killzone gallery
|
||||
encompassing the areas where marksdwarves must stand to shoot -
|
||||
directly adjacent to the fortifications. Name this burrow "Prm
|
||||
Kllzn Gallery".
|
||||
* Do the same for the secondary killzone gallery. Name it "Sec
|
||||
Kllzn Gallery".
|
||||
* Make a burrow in the melee staging area as well. Name it "Melee
|
||||
Staging".
|
||||
* Hit :kbd:`m`, :kbd:`a` and create three new alerts with
|
||||
descriptive names like "Prim. Kllzn. Gallery", "Sec. Kllzn.
|
||||
Gallery", and "Melee Staging Area." Use :kbd:`c` to :guilabel:`Add
|
||||
alert` and :kbd:`N` to :guilabel:`Name alert`. Here is how the
|
||||
alerts panel should look:
|
||||
|
||||
.. image:: images/09-6-fort.png
|
||||
:align: center
|
||||
|
||||
Now we will associate each of these alerts with a cooresponding
|
||||
burrow so that when a squad is set to, for example, "Prim. Kllzn.
|
||||
Gallery" alert, it moves to occupy the "Prm Kllzn Gallery" burrow.
|
||||
The game calls this an :guilabel:`Order` and manages orders with
|
||||
the :guilabel:`Squad Schedules` interface.
|
||||
|
||||
* Hit :kbd:`m`, :kbd:`s` to bring up the :guilabel:`Squad
|
||||
Schedules` interface. Make sure our first melee squad column is
|
||||
highligted.
|
||||
* Use :kbd:`/`/:kbd:`*` to cycle to the :guilabel:`Prim. Kllzn.
|
||||
Gallery` alert (displayed in the gray bar at the top of the screen).
|
||||
* Hit :kbd:`o` to :guilabel:`Give order`. Hit :kbd:`o` again until
|
||||
the :guilabel:`Defend burrows` order appears.
|
||||
* Highlight :guilabel:`Prm Kllzn Gallery` and press :kbd:`Enter` to
|
||||
:guilabel:`Select` it.
|
||||
* Use :kbd:`-`/:kbd:`+` to set the minimum number of soldiers to the
|
||||
number in the squad as displayed on the right. Each of our melee
|
||||
squads should have three soldiers, so get it down to :guilabel:`3
|
||||
soldiers minimum`.
|
||||
* Press :kbd:`Shift`-:kbd:`Enter` to enter the changes.
|
||||
* Hit :kbd:`c` to copy the order and :kbd:`p` to paste it to each
|
||||
month for our first melee squad. We can also paste the order for
|
||||
each month under our second melee squad because that squad also has
|
||||
three dwarves.
|
||||
* For the Marksdwarf squad, do the same steps above but instead of
|
||||
three soldiers minimum, use however many soldiers are in the
|
||||
Marksdwarf squad. I have ten and I want them all to show up when I
|
||||
give the order, so I set 10 minimum.
|
||||
* "Prim. Kllzn. Gallery" alert is set up!
|
||||
* Now just do the same steps for each separate alert, but use the
|
||||
appropriate burrow for each. On the :guilabel:`Squad Schedules`
|
||||
panel, press :kbd:`/`, :kbd:`*` to cycle to the next alert over,
|
||||
:guilabel:`Sec. Kllzn. Gallery` and set it up so that the
|
||||
:guilabel:`Sec Kllzn Gallery` burrow is used. After you`re done
|
||||
setting up that alert, do the same for the last alert -
|
||||
:guilabel:`Melee Staging Area`.
|
||||
|
||||
To order a squad to man a position, hit :kbd:`m`, :kbd:`a`,
|
||||
highlight an alert, use :kbd:`6` or the arrow keys to higlight the
|
||||
squad you want to move, and press :kbd:`Enter` so that a green
|
||||
:guilabel:`A` appears next to the squad. The squad will execute the
|
||||
:guilabel:`Defend Burrow` order we set above and move to the burrow
|
||||
with weapons out and armor on. Although somewhat cumbersome, this
|
||||
will guarantee that your Marksdwarves man an effective fighting
|
||||
position at the critical time. Go ahead and give it a try.
|
||||
|
||||
.. image:: images/09-7-fort.png
|
||||
:align: center
|
||||
|
||||
With "Prim. Kllzn. Gallery" highlighted, the green :guilabel:`A`
|
||||
shows that The Merchants of Conjuring are under this alert and are
|
||||
moving to the "Prm Kllzn Gallery" burrow.
|
||||
|
||||
|
||||
Further Fortifications
|
||||
======================
|
||||
|
||||
The surface entrance to our underground deathtrap is a choke point
|
||||
for attackers and will cause them to bunch up as they try to get
|
||||
in. Let`s build a tower to shower them with death! Here is a design
|
||||
I came up with that uses the existing stairs that run through the
|
||||
barracks. As a bonus, it covers the entrance way as well.
|
||||
|
||||
The main Marksdwarf gallery is directly above the drawbridge. It
|
||||
uses the terrain to cover the north and is completely sealed off
|
||||
from the outside.
|
||||
|
||||
.. image:: images/09-1-tower.png
|
||||
:align: center
|
||||
|
||||
A stone roof seals it from above. Create roofs by building floors
|
||||
on the level above: :kbd:`b`, :kbd:`C`, :kbd:`f`. Note: walls
|
||||
create floors on the square directly above them, but fortifications
|
||||
do not. Remember to build floors above all fortifications or
|
||||
nasties will drop in from above!
|
||||
|
||||
.. image:: images/09-2-tower.png
|
||||
:align: center
|
||||
|
||||
Access is through a staircase...
|
||||
|
||||
.. image:: images/09-3-tower.png
|
||||
:align: center
|
||||
|
||||
...that leads to the barracks below ground.
|
||||
|
||||
.. image:: images/09-4-tower.png
|
||||
:align: center
|
||||
|
||||
Don`t forget to set up a burrow for this tower just like in the
|
||||
previous section!
|
||||
|
||||
Man Your Battle Stations!
|
||||
=========================
|
||||
|
||||
.. image:: images/09-1-invader.png
|
||||
:align: center
|
||||
|
||||
The first test of my defenses came somewhat after this when a
|
||||
:guilabel:`Giant` appeared on the southwest corner of the map:
|
||||
|
||||
.. image:: images/09-2-invader.png
|
||||
:align: center
|
||||
|
||||
Lets see how tough our defenses are. Our priority is to get
|
||||
everyone inside, batten down the hatches, and man the outer defenses.
|
||||
|
||||
* Set the civilian alert to :guilabel:`Siege` (:kbd:`m`, :kbd:`a`,
|
||||
then select siege and press :kbd:`Enter`). This restricts civilians
|
||||
to the :guilabel:`Inside` burrow and will cause them to drop
|
||||
everything and run inside. Now is also a good time to ensure that
|
||||
your :guilabel:`Inside` burrow is in fact inside and out of the
|
||||
line of fire!
|
||||
* Station our Marksdwarf squad in the primary killzone gallery. Hit
|
||||
:kbd:`a`, select the :guilabel:`Prim. Kllzn. Gallery`
|
||||
:guilabel:`Alert`, move right to the :guilabel:`Squads` column,
|
||||
highlight the Marksdwarf squad, and hit :kbd:`Enter.` A green
|
||||
:guilabel:`A` next to the Marksdwarf squad means that they will
|
||||
move to that burrow.
|
||||
* Station our Melee squads in the melee staging area. Use the same
|
||||
procedure as above, but activate the :guilabel:`Melee Staging Area`
|
||||
:guilabel:`Alert` for them.
|
||||
* Now the tricky part. We need to shut our main drawbridge when
|
||||
everyone is inside but before the :guilabel:`Giant` arrives. A good
|
||||
method is to pause the game and use :kbd:`.` to advance time
|
||||
incrementally. Keep your eye on that Giant! If anyone
|
||||
is left outside, they will have to outrun the Giant as
|
||||
it comes in through the killzones.
|
||||
* If you lose track of the Giant, use the
|
||||
:guilabel:`Units` screen (:kbd:`u`) to find it in the
|
||||
:guilabel:`Others` submenu and hit :kbd:`z` to :guilabel:`Go to
|
||||
Unit`. Then press :kbd:`f` to follow it.
|
||||
* When the time is right, close the drawbridge by hitting :kbd:`q`,
|
||||
moving the cursor onto the lever, and hitting :kbd:`a`, :kbd:`P`,
|
||||
:kbd:`n`. Bridges shut slowly, so give lots of time!
|
||||
|
||||
The gate shuts, our dwarves are in position, and the
|
||||
:guilabel:`Giant` is making a beeline for the killzones. Perfect.
|
||||
Just remember to reposition your Marksdwarves if the
|
||||
:guilabel:`Giant` makes it underground!
|
||||
|
||||
I mistime the throw of the lever but the :guilabel:`Giant` is
|
||||
distracted by the strategic diversionary livestock pastured
|
||||
outside, giving time for the gate to shut! Those poor sheep, though...
|
||||
|
||||
.. image:: images/09-3-invader.gif
|
||||
:align: center
|
||||
|
||||
The Giant pauses to destroy the Craftsdwarf`s Workshops
|
||||
outside, then descends into the killzones...
|
||||
|
||||
.. image:: images/09-4-invader.gif
|
||||
:align: center
|
||||
|
||||
and is struck down by the waiting melee squads.
|
||||
|
||||
Our defenses worked! It`s always fun to look at the combat log -
|
||||
hit :kbd:`r`, scroll down to :guilabel:`the Giant Theveme
|
||||
Enoreicite Ifatha Mivere is fighting!` and hit :kbd:`Enter`.
|
||||
|
||||
.. image:: images/09-5-invader.png
|
||||
:align: center
|
||||
|
||||
Scrolling up past the pages of Dwarves beating on the
|
||||
:guilabel:`Giant`, I notice that the :guilabel:`Giant` dodged a
|
||||
bolt when it entered the killzone. Look back at the second GIF
|
||||
above. Do you see what happened? The :guilabel:`Giant` appeared on
|
||||
the first level of the killzone walkway and immediately came under
|
||||
fire. When it dodged, it went over the side and landed on the
|
||||
second walkway! It was only a 1-z level drop so it did no damage,
|
||||
but what if we lined the killzone with iron spikes? There`s always
|
||||
room for improvement in fortress defenses!
|
||||
|
||||
.. note::
|
||||
|
||||
Don`t forget to set your squads back to
|
||||
:guilabel:`Active/Training` and civilians back to
|
||||
:guilabel:`Inactive` on the alerts menu!
|
||||
|
||||
|
||||
Medic!!
|
||||
=======
|
||||
If you`ve made it this far without a dwarven casualty, you are
|
||||
extremely lucky! Injury is a certainty in Dwarf Fortress, but
|
||||
adequate healthcare will keep your maimed citizens from succumbing
|
||||
to blood loss or infection. Dwarven healthcare is complex to set
|
||||
up, but a hospital system will keep even badly mangled dwarves in
|
||||
the army/workforce and prevent fort-ending tantrum spirals due to
|
||||
loss of loved ones. Once running, the whole thing is automated and
|
||||
requires little management.
|
||||
|
||||
A hospital requires:
|
||||
|
||||
* A source of fresh water - preferrably not muddy to minimize
|
||||
infection.
|
||||
* Cloth - for bandages.
|
||||
* Thread - for sutchurs.
|
||||
* Splints - to set broken limbs.
|
||||
* Crutches - allow injured Dwarves to be useful while recovering.
|
||||
* Buckets - to wash and give water to patients (patients can drink
|
||||
only water in the hospital!)
|
||||
* Beds - allow patients to be diagnosed, rest, and receive water.
|
||||
* Tables - for surgical operations.
|
||||
* Traction benches - immobilize patients when setting bones.
|
||||
* Soap - to clean wounds and prevent infection.
|
||||
* Gypsum powder - for casts.
|
||||
* A chief medical dwarf - to diagnose injuries, assigned in the
|
||||
nobles screen (:kbd:`n`).
|
||||
* Doctors - Dwarves with the various healthcare jobs enabled.
|
||||
|
||||
That sounds like a whole lot, but you likely have most of it on
|
||||
hand. Get started by designating a hospital zone. I evicted
|
||||
everyone from our original set of bedrooms and hollowed out those
|
||||
rooms to be my hospital zone.
|
||||
|
||||
* Hit :kbd:`i`, place the zone and :kbd:`h` to make it a hospital.
|
||||
* Build and place beds and traction benches in the hospital zone
|
||||
with tables adjacent to them. Adjacent tables make it easier to
|
||||
move a patient for surgury.
|
||||
* You probably will need to build some chains or ropes for the
|
||||
traction benches. The traction benches themselves are made at the
|
||||
Mechanic's workshop using one chain/rope, one mechanisms, and a
|
||||
table.
|
||||
|
||||
Here is a setup with tables and traction benches clustered around
|
||||
the beds:
|
||||
|
||||
.. image:: images/09-1-hospital.png
|
||||
:align: center
|
||||
|
||||
* Hospitals require containers to store supplies. Hit :kbd:`b`,
|
||||
:kbd:`h` to build six or so :guilabel:`Containers` within the
|
||||
hospital zone. Coffers are best because bags are used in other
|
||||
industries.
|
||||
* Once the containers are placed, Dwarves will start stocking the
|
||||
hospital zone with supplies. Let`s take a look at those parameters.
|
||||
Hit :kbd:`i`, place the cursor over the hospital zone, and hit
|
||||
:kbd:`H` to :guilabel:`Set hospital parameters`.
|
||||
|
||||
.. image:: images/09-2-hospital.png
|
||||
:align: center
|
||||
|
||||
Already, we have enough :guilabel:`Thread` and :guilabel:`Cloth`.
|
||||
Note that hospital item counts are a thousand times the acutal units,
|
||||
so you don't really need 75,000 stacks of cloth.
|
||||
Let`s move on to the other items.
|
||||
|
||||
* That bucket count looks low. Select :guilabel:`Buckets: 0/2` with
|
||||
:kbd:`2`/:kbd:`8` and use :kbd:`6`/:kbd:`4` to increase it to 10.
|
||||
* Queue up 10 splints, 10 crutches, and 20 buckets at the
|
||||
Carpenter's Workshop.
|
||||
* Build a :guilabel:`Kiln` with :kbd:`b`, :kbd:`e`, :kbd:`k` and
|
||||
queue up 10 :guilabel:`Make plaster powder` jobs. Each job requires
|
||||
a bag and a boulder of gypsum or other plaster-making stone, and we
|
||||
have gypsum in abundance.
|
||||
* Build a :guilabel:`Soap Makers Workshop` (:kbd:`b`, :kbd:`w`,
|
||||
:kbd:`S`) and an :guilabel:`Ashery` (:kbd:`b`, :kbd:`w`, :kbd:`y`).
|
||||
* Soap's recipe is: Lye + Tallow/Oil = Soap. Lye is made from ash
|
||||
at a Wood Furnace. Queue up 10 units of ash at the Wood Furnace and
|
||||
10 units of Lye at the Ashery. Finally queue up 10 units of soap
|
||||
(:guilabel:`Make soap from tallow`) at the Soap Maker's Workshop.
|
||||
If you have no tallow, butcher an animal and a Dwarf will
|
||||
automatically render the fat into tallow at a Butcher's Shop.
|
||||
|
||||
Great work! While your dwarves execute all the orders you've put
|
||||
in, let's secure a source of fresh water. Easy access to fresh
|
||||
water is essential because injured dwarves cannot drink booze.
|
||||
Moreover, water must be brought to them as they lay injured in bed.
|
||||
Therefore, it`s critical to have a year-round source of fresh water
|
||||
close to our hospital. Otherwise, injured dwarves will die from
|
||||
dehydration in their hospital beds.
|
||||
|
||||
Let`s take stock of the fresh water sources we have available.
|
||||
|
||||
.. image:: images/09-3-hospital.png
|
||||
:align: center
|
||||
|
||||
To the east we have a number of small ponds. When we look at the
|
||||
water in them with :kbd:`k`, we see :guilabel:`Murky Pool` filled
|
||||
with :guilabel:`Stagnant Water [7/7]`. Murky pools are no good to
|
||||
us because :guilabel:`Stagnant Water` increases the risk of
|
||||
infection when used to wash wounds and also creates an unhappy
|
||||
thought in any Dwarf that drinks it. Moreover, these pools are
|
||||
frozen for half the year! That pretty much rules these out unless
|
||||
we have no other choice.
|
||||
|
||||
.. image:: images/09-4-hospital.png
|
||||
:align: center
|
||||
|
||||
Fortunately, we have a small river in the northeastern portion of
|
||||
the map. Using :kbd:`k` to look at its water, we see that it`s
|
||||
fresh, wholesome, :guilabel:`Water [7/7]`. This is what we`ve been
|
||||
looking for. The only problem is that like the :guilabel:`Murky
|
||||
Pools`, the river is frozen much of the year and it`s very far from
|
||||
the hospital. However, if we divert the water into an underground
|
||||
cistern, it will not freeze and we can accumulate enough to last us
|
||||
through the cold months. Let`s do some hydrological engineering!
|
||||
|
||||
First, let's dig out our cistern. It`s best to locate it near the
|
||||
hospital and it needs to be at least two z-levels deep to avoid mud
|
||||
contamination. If water is taken from a 1 z-level source and the
|
||||
floor has a :guilabel:`Pile of mud` on it, the water will cause
|
||||
infections. The easiest way to avoid this is to make the cistern
|
||||
two or more layers deep. Here is where I placed mine:
|
||||
|
||||
.. image:: images/09-5-hospital.png
|
||||
:align: center
|
||||
|
||||
It goes down an additional 3 z-levels directly below the well room:
|
||||
|
||||
.. image:: images/09-6-hospital.png
|
||||
:align: center
|
||||
|
||||
Now we have to bring the water to the cistern. Easy, right? Just
|
||||
dig a really long trench from the river and connect it up.
|
||||
Actually, that`s a recipe for a flooded fortress! Water pressure
|
||||
will act to force the river water - flowing from above our cistern
|
||||
- up over the top of it and into the rest of the fortress. So, we
|
||||
need to use floodgates controlled by levers to manage the water
|
||||
flow. The only wrong way to accomplish this is the one that floods
|
||||
the fortress, but below is an example scheme that prioritizes flood
|
||||
safety.
|
||||
|
||||
* Queue up 20 floodgates from the Masons.
|
||||
* Stick a door on the well room. If the worst happens, you can
|
||||
always lock that door to stop the water until you figure out what
|
||||
to do. Also, keep pets out of it by pressing :kbd:`o` with the door
|
||||
selected - pets have a bad habit of drowning in cisterns and
|
||||
spillways.
|
||||
* Dig a spillway tunnel from the top of the cistern to the edge of
|
||||
the map, then :guilabel:`Smooth` (:kbd:`d`, :kbd:`s`) and
|
||||
:guilabel:`Carve fortifications` (:kbd:`d`, :kbd:`F`) on the stone
|
||||
at the edge of the map. That will allow water to flow off the edge
|
||||
of the map in the event of overflow, relieving pressure in the
|
||||
cistern.
|
||||
|
||||
.. image:: images/09-7-hospital.png
|
||||
:align: center
|
||||
|
||||
* Build :guilabel:`Floodgates` (:kbd:`b`, :kbd:`x`) between the
|
||||
cistern and the spillway. Make sure to leave one tile free adjacent
|
||||
to the floodgates to allow access for when we hook them up to the
|
||||
control lever.
|
||||
* Build a :guilabel:`Lever` (:kbd:`b`, :kbd:`T`, :kbd:`l`). Place
|
||||
it in a location where you'll remember what it does and where it
|
||||
will be accessible in the event of a flood. You can use a
|
||||
:guilabel:`Note` (:kbd:`N`) to mark it, too.
|
||||
* Connect the :guilabel:`Lever` to the :guilabel:`Floodgates`. Hit
|
||||
:kbd:`q`, place the cursor on the :guilabel:`Lever`, :kbd:`f`, and
|
||||
select one of the floodgates you placed, using any old mechanisms.
|
||||
Then hit :kbd:`q`, :kbd:`f` again and select the other floodgate to
|
||||
hook it up, too.
|
||||
* When the Mechanic finishes these jobs, test out the
|
||||
:guilabel:`Lever` by queueing a :guilabel:`Pull the Lever` job
|
||||
(:kbd:`a`, :kbd:`P`). If both floodgates open, it`s all set up!
|
||||
Close them again when you're satisfied.
|
||||
|
||||
.. image:: images/09-8-hospital.png
|
||||
:align: center
|
||||
|
||||
Next, let's dig the water channel from the river.
|
||||
Start at the river and :guilabel:`Channel` (:kbd:`d`, :kbd:`h`) a
|
||||
3x1 section as pictured. Make sure to leave at least one tile
|
||||
intact between the river and the channel! Otherwise, the channel
|
||||
will flood prematurely. When we are ready to tap the river, we will
|
||||
:guilabel:`Channel` out this canal to let the water flow.
|
||||
|
||||
.. image:: images/09-9-hospital.png
|
||||
:align: center
|
||||
|
||||
* We need to make a ramp all the way down to the top of our cistern
|
||||
at z-level -6. Remembering that each :guilabel:`Channel` job will
|
||||
create a ramp on the tile below it, we move one tile south and one
|
||||
z-level down for each subsequent :guilabel:`Channel` designation.
|
||||
|
||||
.. image:: images/09-10-hospital.png
|
||||
:align: center
|
||||
.. image:: images/09-11-hospital.png
|
||||
:align: center
|
||||
.. image:: images/09-12-hospital.png
|
||||
:align: center
|
||||
.. image:: images/09-13-hospital.png
|
||||
:align: center
|
||||
.. image:: images/09-14-hospital.png
|
||||
:align: center
|
||||
|
||||
* At z-level -6, :guilabel:`Dig` a 3x1 tunnel south to the spillway
|
||||
tunnel...
|
||||
|
||||
.. image:: images/09-15-hospital.png
|
||||
:align: center
|
||||
|
||||
* then dig west until the cistern.
|
||||
|
||||
.. image:: images/09-16-hospital.png
|
||||
:align: center
|
||||
|
||||
* Dig out two wall tiles at the cistern.
|
||||
|
||||
.. image:: images/09-17-hospital.png
|
||||
:align: center
|
||||
|
||||
* Build :guilabel:`Vertical Bars` (:kbd:`b`, :kbd:`B`) across the
|
||||
water supply tunnel to keep the surface riffraff out. Although bars
|
||||
can be destroyed by a building destroyer (like that
|
||||
:guilabel:`Giant` from earlier), we will make sure that the bars
|
||||
stay submerged and inaccessible to all but acquatic building
|
||||
destroyers.
|
||||
* After the :guilabel:`Vertical Bars` are built, place three
|
||||
:guilabel:`Floodgates` across the tunnel to the south of the
|
||||
:guilabel:`Vertical Bars`.
|
||||
|
||||
.. image:: images/09-18-hospital.png
|
||||
:align: center
|
||||
|
||||
* :guilabel:`Dig` a 3x1 relief valve to connect the water supply
|
||||
tunnel to the spillway tunnel. Then install :guilabel:`Floodgates`
|
||||
across it. Safety first!
|
||||
|
||||
.. image:: images/09-19-hospital.png
|
||||
:align: center
|
||||
|
||||
* Install the last :guilabel:`Floodgates` between the water supply
|
||||
tunnel and the cistern. If dwarves get stuck behind them, move on
|
||||
quickly to the next step where we install levers to open the gates.
|
||||
|
||||
.. image:: images/09-20-hospital.png
|
||||
:align: center
|
||||
|
||||
Build three :guilabel:`Levers` (:kbd:`b`, :kbd:`T`, :kbd:`l`) to
|
||||
control the three sets of floodgates. It`s important to keep track
|
||||
of which lever controls which floodgate, so I like to build a mini
|
||||
facsimile of the tunnel network and place the levers where the
|
||||
floodgates are located. It`s also a great idea to put a
|
||||
:guilabel:`Note` on each lever (:kbd:`N`, :kbd:`p`) and name it
|
||||
with :kbd:`n` so you don`t forget. Here is the scheme that I came
|
||||
up with:
|
||||
|
||||
.. image:: images/09-21-hospital.png
|
||||
:align: center
|
||||
|
||||
* Hook up each :guilabel:`lever` to the cooresponding set of
|
||||
:guilabel:`floodgates`. Select the correct :guilabel:`floodgate`
|
||||
with :kbd:`+`/:kbd:`-` and use any old mechanisms.
|
||||
* Test out the levers after they are hooked up to ensure that each
|
||||
one operates the appropriate set of floodgates.
|
||||
* Stick a door on the entrance to your lever room in order to
|
||||
further floodproof it.
|
||||
|
||||
Floodgates can become stuck open if debris like boulders block
|
||||
their tile when open, and moving water tends to push boulders under
|
||||
open floodgates. This floods the fortress. Therefore, we must
|
||||
remove all boulders from our waterworks.
|
||||
|
||||
* Hit :kbd:`i`, designate a 1x1 zone somewhere outside the
|
||||
waterworks, and hit :kbd:`d` to make it a :guilabel:`Garbage Dump`.
|
||||
* Hit :kbd:`d`, :kbd:`b`, :kbd:`d` to enable :guilabel:`Dump Items`
|
||||
designation. Designate all stone in the water supply tunnel and
|
||||
spillway tunnel to be dumped. Our workforce should be large enough
|
||||
by this point to get the job done relatively quickly.
|
||||
|
||||
It`s time to remove the dike between the river and the water
|
||||
channel, but it`s a good idea to take some precautions when doing
|
||||
so because dwarves tend to path through fast-moving water and get
|
||||
swept away. We`d like to keep our Legendary +5 Miners alive despite
|
||||
their idiocy.
|
||||
|
||||
* Ensure all floodgates are closed.
|
||||
* Hit :kbd`d`, :kbd`o`, :kbd`r` and designate a
|
||||
:guilabel:`Restricted Traffic Area` encompassing the dike and the
|
||||
ditch. This will make dwarves prefer any route other than over the
|
||||
designated area and hopefully clue them in that walking over it
|
||||
means certain death.
|
||||
|
||||
.. image:: images/09-22-hospital.gif
|
||||
:align: center
|
||||
|
||||
* :guilabel:`Channel` out (:kbd:`d`, :kbd:`h`) the middle tile of
|
||||
the dike at the river. Then, :guilabel:`Channel` out the outer two
|
||||
tiles.
|
||||
* If anyone drowns, build them a :guilabel:`rock Slab` at a mason's
|
||||
workshop and have a Craftsdwarf :guilabel:`Engrave Memorial Slab`.
|
||||
Then place it next to the river so the idiot`s family will know why
|
||||
he died. Disregard any dead bodies in the water supply.
|
||||
|
||||
We now have :guilabel:`Water [7/7]` from the river held back by the
|
||||
water supply tunnel floodgates at the bottom of the ramp we dug.
|
||||
That means that everything above that point is completely submerged
|
||||
by water. Therefore, if we opened both the water supply tunnel
|
||||
floodgates and the cistern floodgates at this point, the water
|
||||
pressure would push water all the way back up to z-level -1 - the
|
||||
level of the river. Consequently, we must ensure that at no point
|
||||
is the cistern opened directly to the river.
|
||||
|
||||
* Ensure all floodgates are closed.
|
||||
* Open the water supply tunnel floodgates at the base of the ramp
|
||||
and allow the water to fill the entire water supply tunnel.
|
||||
* When the water has reached :guilabel:`[7/7]` for most of the
|
||||
water supply tunnel, close the water supply tunnel floodgates.
|
||||
* Confirm that the water supply tunnel floodgates at the base of
|
||||
the ramp are closed, then open the cistern floodgates.
|
||||
* Allow the cistern to fill. Due to our design, the cistern will
|
||||
not flood so long as the floodgates leading to the river remain
|
||||
closed. There`s nothing to do but wait!
|
||||
* While the cistern is filling up, hit :kbd:`b`, :kbd:`l` to build
|
||||
a :guilabel:`Well` on the open space above the cistern. Use the
|
||||
highest-quality materials available because dwarves get happy
|
||||
thoughts when they use a well-put-together well.
|
||||
* When the well is complete, hit :kbd:`i`, designate a 3x3 zone in
|
||||
the well room, and hit :kbd:`w` to make it a water source.
|
||||
* If you feel like enhancing the nanny state of your fortess, you
|
||||
can put some :guilabel:`Horizontal Bars` over the river water
|
||||
intake ramps at z-level 0 and a :guilabel:`Hatch` over the well
|
||||
access stairs. Forbidding the :guilabel:`Hatch` will at least keep
|
||||
the dwarves from drowning themselves at that location.
|
||||
|
||||
The cistern is filling nicely.
|
||||
|
||||
.. image:: images/09-23-hospital.gif
|
||||
:align: center
|
||||
|
||||
* Check the water level the top level of the cistern (one z-level
|
||||
below the well room) using :kbd:`k`. When it is at
|
||||
:guilabel:`[7/7]` or :guilabel:`[6/7]`, close the cistern
|
||||
floodgates. If it stabilizes before reaching at least
|
||||
:guilabel:`[6/7]`, close the cistern gates, refill the water supply
|
||||
tunnel, seal it from the river, and reopen the cistern gates.
|
||||
* At this point we could leave the cistern floodgates open
|
||||
indefinately. So long as the water supply floodgates are closed to
|
||||
the river, the cistern will not overflow.
|
||||
|
||||
In the (extremely likely) event that something goes wrong and the
|
||||
fortress begins flooding, take immediate action to:
|
||||
|
||||
* :guilabel:`Forbid` and :guilabel:`Keep Tightly Closed` (:kbd:`q`,
|
||||
:kbd:`l`, :kbd:`o`) the door to your lever room and all doors
|
||||
leading to the flooding area. Doors are watertight so long as they
|
||||
stay shut.
|
||||
* Open all floodgates to your spillway. Use :kbd:`a`, :kbd:`P`,
|
||||
:kbd:`n` on the :guilabel:`Levers` for maximum haste.
|
||||
* Close all other floodgates.
|
||||
* If things are particularly dire, extend your central staircase
|
||||
downward until you hit the caverns. The water will tend to flow
|
||||
down your staircase and into the caverns where there is usually
|
||||
enough room for it to dissipate. That may buy you enough time to
|
||||
dig a permanent spillway or seal off the flooded parts of the
|
||||
fortress, but it also opens yourself to visits from uninvited guests.
|
||||
|
||||
Our last task is to staff our new hospital. We need to appoint a
|
||||
:guilabel:`chief medical dwarf` so that patients get timely care.
|
||||
|
||||
* Hit :kbd:`n` to bring up the :guilabel:`Nobles` panel. Scroll
|
||||
down to :guilabel:`chief medical dwarf` and hit :kbd:`Enter`.
|
||||
* The first dwarf listed is the best diagnostician available, so
|
||||
highlight him/her and hit :kbd:`Enter`.
|
||||
|
||||
With that, we have a functional hospital! Dwarves can recover from
|
||||
very severe injuries with a good healthcare system in place, so
|
||||
don`t be afraid to send your melee units into combat. Now, broken
|
||||
bones will build character, not body count!
|
||||
|
||||
|
||||
The End!
|
||||
========
|
||||
And welcome to the end of the tutorial! By now you should be able
|
||||
to play the game on your own. If you`re lost as to what to do next,
|
||||
how about digging around and looking for more ore to smelt? How
|
||||
about poking around the caverns for some spider silk?
|
||||
|
||||
You can also check out the tutorials in the index, for short
|
||||
chapters that cover a particular topic. Generating a new world is
|
||||
always fun when your fort gets too stable!
|
||||
|
||||
You might also consider a mega project like an enormous tower,
|
||||
castle, or a fortress entirely surrounded by magma. There are many
|
||||
options, and just surviving the increasingly severe raids from
|
||||
goblins and other critters can be a challenge.
|
||||
|
|
@ -1,299 +0,0 @@
|
|||
##################
|
||||
That’s all folks?!
|
||||
##################
|
||||
|
||||
|
||||
The final chapter of the Dwarf Fortress walkthrough! We’ll cover some
|
||||
broader fortress design questions, stuff that I’ve previously forgotten
|
||||
to mention and thoughts about fortifications. Lets get to it!
|
||||
|
||||
Engineering your ultimate fortress
|
||||
==================================
|
||||
If you’ve lasted this far you’ve had an excellent grounding in Dwarf
|
||||
Fortress. What’s more, you understand the concepts well enough that a
|
||||
bit of digging around :wiki:`on the wiki <Main_Page>` will answer most
|
||||
of your questions. If the wiki fails, there’s always the Q&A forum over
|
||||
on Bay12 Games.
|
||||
|
||||
But something that seems to stump a lot of people are the big
|
||||
engineering jobs such as digging pits, sorting defences, and building
|
||||
above ground. So lets get on with it and do some of that ourselves!
|
||||
We’ll do so in the name of choosing a new, more secure, more roomy
|
||||
entrance for our fortress.
|
||||
|
||||
Lets see, I think about a screen north and a screen east of our main
|
||||
entrance is a nice, open, flat area, and one we could easily defend if
|
||||
we were to dig some passage down. If you think about it, wouldn’t it be
|
||||
cool to have the trade depot close to our big storage stockpile? Then
|
||||
our dwarfs wouldn’t spend too long hauling crafts and with the trade
|
||||
depot deep inside the fortress we could more easily defend it. So lets
|
||||
get on with it!
|
||||
|
||||
* Find a spot.
|
||||
* Clear it of trees. About a screen full of clearing will be required.
|
||||
* Go down a level and used :kbd:`d`, :kbd:`r` for :guilabel:`ramp`
|
||||
to set a 10-wide row to be turned into ramps. Now is a good time
|
||||
to remind you that shift+arrow keys makes the X move in blocks of 10.
|
||||
* Here’s how mine is laid out, I’ve dropped the top width of ramps
|
||||
first so that I can check I’m happy with how it will be laid out.
|
||||
|
||||
.. image:: images/dftutorial9930.png
|
||||
:align: center
|
||||
|
||||
* Now I’ll continue setting a ton of ramps at the below ground level.
|
||||
My selection there is 10 x 20:
|
||||
|
||||
.. image:: images/dftutorial9931.png
|
||||
:align: center
|
||||
|
||||
* Now, make your I-shaped diggings into an L-shape by digging some amps
|
||||
off to the left. Here’s mine done with another 10×10 ramp selection dug
|
||||
to the side of the first diggings as well as another 10 x 10 space dug.
|
||||
More on that later:
|
||||
|
||||
.. image:: images/dftutorial9932.png
|
||||
:align: center
|
||||
|
||||
With the first level dug out we now want to go down another level, that
|
||||
would put us on the same level as the storage level, which would be a
|
||||
handy place to have an entrance huh? And we could move the barracks
|
||||
here as well, nice and close to the action, right? But before we do
|
||||
that, we need to remove the spare ramps. Those are the ramps which we
|
||||
don’t actually want to be part of the entrance slope.
|
||||
|
||||
* Hit :kbd:`d` and :kbd:`z` for :guilabel:`remove ramps`.
|
||||
* Select all but the bottom line of ramps in the entrance L. Select all
|
||||
the ramps on the pit. You can’t see it, but all the designated ramps
|
||||
will be set brown – as in – job to be done! We need to remove all those
|
||||
ramps because if we dig under them we’ll have rocks falling on the
|
||||
miner’s heads! Here’s the end result:
|
||||
|
||||
.. image:: images/dftutorial9933.png
|
||||
:align: center
|
||||
|
||||
You may have noticed we’ve got a dwarf stuck in our pit! Why? Because
|
||||
there’s no ramp or steps to get out! But now we can keep digging. So go
|
||||
down a level and again dig out the 10×10 below with ramps. For the
|
||||
L-shaped diggings, dig out athe level below, but be careful not to dig
|
||||
out the ramps we’ve left – otherwise you’re likely to get a cave in on
|
||||
our dwarfs and you’re also going to remove the entrance path we’re
|
||||
trying to create.
|
||||
|
||||
* Once you’ve gone down another level remove all the ramps in the L
|
||||
room except for, again, one line at the bottom. That way you’ve got a
|
||||
ramp going down to the first below ground level, and then another ramp
|
||||
going down to the storage floor level. That is, the two sets of ramps
|
||||
take you from the ground level down two levels underground.
|
||||
* In the Pit, remove all the ramps and go down again, you’re aiming to
|
||||
be at the workshop level. Again, remove ramps at that level and connect
|
||||
up with the main workshop floor.
|
||||
* Have a look at how my setup looks from the top down through to the
|
||||
bottom. Note, the Z minus 1 level has a room dug out in the un-ramped
|
||||
corner. This room will overlook the entrance.
|
||||
|
||||
.. image:: images/dftutorial9934.png
|
||||
:align: center
|
||||
|
||||
.. image:: images/dftutorial9935.png
|
||||
:align: center
|
||||
|
||||
.. image:: images/dftutorial9936.png
|
||||
:align: center
|
||||
|
||||
.. image:: images/dftutorial9937.png
|
||||
:align: center
|
||||
|
||||
That should give you a pretty good idea of the sort of digging we’ve
|
||||
done. As you can see, the pit goes down deeper than the entrance right
|
||||
into the heart of the fortress. We want this because this open air
|
||||
space means we can set a refuse pile down there and not generate
|
||||
miasma! Cool huh? Now our dwarfs only have to walk across the hall to
|
||||
drop rubbish in a secure place, rather than walking all the way up to
|
||||
the surface to drop rubbish outside, where it’s dangerous. You might
|
||||
also want to make some statues at a masons to place them in the middle
|
||||
of the pit and to turn that area into an statue garden (:kbd:`q` over a
|
||||
placed statue). Dwarfs like to hang around statue gardens and since the
|
||||
bottom of that pit counts as outside it will help prevent cave adaption.
|
||||
|
||||
You may be wondering about all the dug-out space. I set the crook of
|
||||
our L to be dug out as rooms for our soldiers to overlook the entrance.
|
||||
First the bottom room, (before digging steps up) and then the room
|
||||
above at the Z minus 1 level. I would have left the room walls up but
|
||||
then I remembered that those silty, clay walls can’t be carved into
|
||||
fortifications, so I had to dig out all the dirt. I plan to replace the
|
||||
dirt with constructed walls, which I will cave to be fortified. I’ll
|
||||
show you a couple of pictures when I’m done and you can try something
|
||||
similar.
|
||||
|
||||
Marksdwarfs go PEW PEW!
|
||||
=======================
|
||||
.. note::
|
||||
|
||||
Check out :reddit:`Mechanixm's guide <2k65yc>` if any of this is unclear.
|
||||
|
||||
I’d feel bad if I didn’t spend more time on marksdwarfs as they are a
|
||||
very handy part of one’s army. So lets go over them a bit. First up,
|
||||
lets build some archery targets. I’ve got a corner of the storage room
|
||||
chosen. Do the same:
|
||||
|
||||
* Hit :kbd:`b`, :kbd:`A` (or find :guilabel:`Archery Target` at the bottom).
|
||||
* Place four-or-so targets roughly near to each other. Here are mine
|
||||
almost all built:
|
||||
|
||||
.. image:: images/dftutorial9938.png
|
||||
:align: center
|
||||
|
||||
* Hit :kbd:`q` over the middle one when they’re built.
|
||||
* Hit :kbd:`r` for :guilabel:`Make Archery Range`.
|
||||
* Increase the blue size until it covers each of the targets neatly,
|
||||
hit :kbd:`Enter`
|
||||
* Look at the top right. You’ll see :guilabel:`Shoot from Left to Right`. Use
|
||||
WASD to chose the proper direction. For me, I want them shooting down
|
||||
(from where the dwarf is in my picture) so I hit :kbd:`s`.
|
||||
* Job done! Range is now ready!
|
||||
|
||||
Now we need some soldier types!
|
||||
|
||||
* Go and make a new squad of half-a-dozen slackers.
|
||||
* Set them to be equipped in leather armor only.
|
||||
* Now, go and make a bunch of useful items! Like crossbows, perhaps
|
||||
steel ones.
|
||||
* Make some steel bucklers as well (that’s a small shield that can be
|
||||
strapped to ones arm and doesn’t slow one down as much as a shield does).
|
||||
* Go to your leatherworks and queue up some more backpacks and add some
|
||||
quivers as well.
|
||||
* Make some more assorted steel armor bits.
|
||||
* Let your archer dwarfs skill up a bit as wrestlers. Strong and tough
|
||||
dwarfs are always good.
|
||||
* Once you’re happy, change them all to carrying crossbows and bucklers
|
||||
and chainmail armor. They will go equip themselves and start to
|
||||
practice at the range:
|
||||
|
||||
.. image:: images/dftutorial9939.png
|
||||
:align: center
|
||||
|
||||
* You will need to keep them supplied with bolts. You can make wooden
|
||||
ones at a craftsdwarf’s workshop (and these are used for practice) and
|
||||
bone ones there as well (for fighting with).
|
||||
* You can also forge metal bolts, which are better, but at 25-or-so
|
||||
bolts per steel bar, it gets a bit costly. At least they will only be
|
||||
used in a fight when it really counts.
|
||||
|
||||
Now you have marksdwarfs! Over time they will be awesome shots, and
|
||||
fire quickly. They will be useful in firing through our fortifications
|
||||
that overlook the entrance L. If you look at the picture below you can
|
||||
see how I’ve put in double-thickness walls that have been carved with
|
||||
fortifications in areas I want me dwarfs to be safe in. I first put in
|
||||
one wall, carved it, then another. Double-thickness walls keep the
|
||||
enemy a bit further away and makes it harder for them to shoot in at
|
||||
us, while we can still shoot out just fine.
|
||||
|
||||
.. image:: images/dftutorial9940.png
|
||||
:align: center
|
||||
|
||||
Also in this picture can see the general layout of my new entrance. The
|
||||
pit leads down to a passageway into the fort and to the new trade
|
||||
depot. Along the way to the depot are two bridges. At the first sign of
|
||||
invasion I pull the lever to the first bridge, now the only route to my
|
||||
fortress is that long winding path which is bracketed by two archery
|
||||
rooms. I can park dwarfs in those rooms and they can shoot through all
|
||||
those fortifications to hit the various invaders.
|
||||
|
||||
Along that long and winding path I am also constructing a lot of traps.
|
||||
It will be very hard for any bad guy to get far, with luck! Further,
|
||||
about half way along the final straight to my entrance I’ve put a
|
||||
pressure plate linked to last bridge. The pressure plate is set to be
|
||||
one-use only, and when stepped on, it triggers the final bridge (if it
|
||||
wasn’t one use only the bridge would open and close every time it was
|
||||
stepped on). End result is even if the bad guys make it close to my
|
||||
entrance as soon as they cross that plate, up pops the interior bridge
|
||||
and we’re safe and they’re stuck!
|
||||
|
||||
Bottom of the pit
|
||||
=================
|
||||
I’ve gone ahead and smoothed the bottom of the pit, put in the refuse,
|
||||
and in one corner I’ve placed a few statues and set the area as a
|
||||
statue garden.
|
||||
|
||||
.. image:: images/dftutorial9942.png
|
||||
:align: center
|
||||
|
||||
Further fortification
|
||||
=====================
|
||||
While I was digging away downstairs I thought it might be nice to have
|
||||
a place above ground from which to shoot at invaders and perhaps
|
||||
somewhere to build some siege engines as well. Hence, I’ve started
|
||||
construction of a keep overlooking the entrance. In the picture below
|
||||
you can see I’ve dug a stair down to the level below (Which is hollowed
|
||||
out and walled in and has constructed stairs up) and I’ve put a wall
|
||||
around this area.
|
||||
|
||||
Now, I could go and set these ground floor walls as fortification, but
|
||||
I prefer my archers to shoot from above the enemy. It makes them much
|
||||
harder to get shot in return! So, instead of fortifying this level I’ve
|
||||
constructed another stair upwards.
|
||||
|
||||
.. image:: images/dftutorial9943.png
|
||||
:align: center
|
||||
|
||||
As you can see below, on the level up, I have matching down stairs
|
||||
constructed and thus now have access to this level. If my dwarfs wanted
|
||||
to go up here they’d have to walk on the tops of walls (walls come with
|
||||
a floor and a ceiling component, by the way, so the top of a wall
|
||||
counts as a floor). But wouldn’t it be better to have some floor? Yes!
|
||||
I agree! So I’m using the build, construct (:kbd:`b`, :kbd:`C`) menu to
|
||||
pave the floor. Eventually I’ll ensure the whole area is built over.
|
||||
But, if you do the same, do not put a floor over a wall top. This will
|
||||
prevent you from building a wall on that space. Walls can never be
|
||||
built on top of another construction. So leave the wall tops free and a
|
||||
wall all the way around on top of your existing walls. We’re building a
|
||||
tower you see! Also, make sure you leave one space clear of floor. This
|
||||
is where you can :kbd:`b`, :kbd:`C`, construct another set of steps going up.
|
||||
|
||||
.. image:: images/dftutorial9944.png
|
||||
:align: center
|
||||
|
||||
The picture below shows the floor built with fortified walls around the
|
||||
edges. This will be a great place for our marksdwarfs to stand and
|
||||
shoot at any invaders as they approach the fortress. You can also see
|
||||
another set of steps I’ve built going up.
|
||||
|
||||
.. image:: images/dftutorial9945.png
|
||||
:align: center
|
||||
|
||||
And here’s the floor above. No walls, a smooth surface. Ready for me to
|
||||
put siege engines on, perhaps.
|
||||
|
||||
.. image:: images/dftutorial9946.png
|
||||
:align: center
|
||||
|
||||
And for a special treat here’s a screenshot from 3Dwarf Visualizer,
|
||||
which is a third-party tool which roughly displays how your fortress
|
||||
looks in 3D. you can see the entrance (but from this angle, not the
|
||||
ramps down), the keep and the pit.
|
||||
|
||||
.. image:: images/dftutorial9947.png
|
||||
:align: center
|
||||
|
||||
The End!
|
||||
========
|
||||
And welcome to the end of the tutorial! By now you should be able to
|
||||
play the game on your own. If you’re lost as to what to do next, how
|
||||
about digging around and looking for more ore to smelt? How about
|
||||
building a :wiki:`well` so any injured dwarfs can be brought water more
|
||||
safely?
|
||||
|
||||
You can also check out the tutorials in the index, for short chapters
|
||||
that cover a particular topic. Generating a new world is always fun
|
||||
when your fort gets too stable!
|
||||
|
||||
You might also consider a mega project like an enormous tower, castle,
|
||||
or a fortress entirely surrounded by magma. There are many options, and
|
||||
just surviving the increasingly severe raids from goblins and other
|
||||
critters can be a challenge.
|
||||
|
||||
Good luck!
|
||||
|
||||
*If you've read this far and the tutorial has helped you, why not*
|
||||
`support me <https://www.patreon.com/PeridexisErrant>`_ *on Patreon?*
|
||||
|
BIN
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Before Width: | Height: | Size: 347 KiB |
Before Width: | Height: | Size: 84 KiB |
Before Width: | Height: | Size: 253 KiB |
Before Width: | Height: | Size: 164 KiB |
Before Width: | Height: | Size: 170 KiB |
Before Width: | Height: | Size: 17 KiB |
Before Width: | Height: | Size: 288 KiB |