Update chapter 06, burrows, images, etc

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PeridexisErrant 2015-10-07 01:40:16 +11:00
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@ -68,7 +68,7 @@ completed this tutorial, ok?! For now, get back to work!
* Do this a few times, you can see below how Ive set a few traps to be
built.
.. image:: images/dftutorial96.png
.. image:: images/06-traps1.png
:align: center
This is hardly an impressive defence, but it will do for now. With luck
@ -85,6 +85,12 @@ This wouldnt be a *dwarf* fortress if we didnt fill the place with
the clang of forge hammers and the stink of furnaces, right? Lets have
some fun then and make some sharp things to hurt our enemies!
.. note::
If you haven't dug up any :guilabel:`Magentite` yet, this is a good
time to go find it - it's a form of iron ore, and we can't smelt iron
without any ore!
First up, let me point out that item production can be fairly
confusing. Essentially what were going to do is turn some wood into
charcoal (at a wood furnace), then use the charcoal to turn metal ores
@ -117,10 +123,8 @@ think spinning disks from Indiana Jones! So follow along:
downstairs out you may have gold to smelt too!
Your dwarfs should be pretty busy now, hauling charcoal, wood, ores and
bars around. If things arent moving quick enough turn off the hauling
jobs for anyone involved in your metalworking industry. While youre at
it, make sure youve got enough wood around for charcoal by cutting
more down outside!
bars around. While youre at it, make sure youve got enough wood around
for charcoal by cutting more down outside!
If you want to check your progress, go look at your Bar/Block stockpile
and see what is being built up. If you suspect all of your production
@ -144,35 +148,22 @@ make bags. Bags are very handy for storing seeds and processed plants,
you can never have too many of them. Theyre like barrels and bins in
that way.
I also just noticed that our farm entrance was entirely undefended,
so I added some doors and cage traps. Hopefully that'll be enough!
.. image:: images/06-traps-extra.png
:align: center
Back to the iron!
=================
With a few iron bars made, head on back to the smelter. Go and :kbd:`a`,
:guilabel:`Add new task`. You should now see a new task listed,
:guilabel:`Make Pig Iron Bar`.
Pig Iron is made out of one iron bar and one piece of flux material
(eg, limestone, which weve got a lot of). Next on the production chain
for us will be steel (which requires a pig iron bar an an iron bar and
a flux material), which is second only to Adamantium in sharp
awesomeness, and will let us make some great weapons, trap components
and armor.
Before your imagination gets carried away, go produce a lot of iron
bars and a dozen or so pig iron bars. Check in here again when youre
done.
Right, with iron and pig iron bars complete, go back to your smelter
and check the :guilabel:`Add tasks` menu. You should now see steel as a
smelting option! Smelt up a half-dozen steel bars. And while youre at
it, build a lot more cages and mechanisms and put at least half-a-dozen
cage traps around your entrance. Come back once youve got a bunch of
steel bars made.
Ok! Now were ready to rock! I hope, at this point, that youve not
With a few iron bars made, head on back to the smelter - were ready
to rock! I hope, at this point, that youve not
been invaded, attacked or otherwise molested. With our fortress around
two years old now its likely youll start to see the odd goblin ambush
especially if you send your dwarfs outside a lot. I hope you survive
those ambushes just fine! Perhaps we should have started this chapter
sooner
sooner...
Anyway, head over to your metalsmiths forge, and:
@ -180,26 +171,24 @@ Anyway, head over to your metalsmiths forge, and:
see all the neat things we can make! You might need to hit :kbd:`Tab`
to expand the menu size so you can see everything.
* Scroll to :guilabel:`Trap Components` and hit :kbd:`Enter`.
* Scroll to :guilabel:`Steel`, hit :kbd:`Enter`.
* Scroll to :guilabel:`Iron`, hit :kbd:`Enter`.
* Hit :kbd:`Tab`, :kbd:`Tab` so we can see the full item names.
* Chose to make a :guilabel:`large, serrated Steel disc`.
* Chose to make a :guilabel:`large, serrated Iron disc`.
I love the sound of that!
* Queue up three disks.
At this point you might want to think about other items youd like to
make in due course. Hit :kbd:`a` again and then hit space to back down the
make-item tree. Chose :guilabel:`Weapons and Ammunition`, chose
:guilabel:`Steel` and let's
make three steel warhammers. These will come in handy once we start our
:guilabel:`Iron` and let's
make three Iron warhammers. These will come in handy once we start our
military. I like warhammers because its funny to watch goblins fly a
half dozen tiles and then expire in a heap.
Once youre confident your items are made, go back and make sure youve
got some more charcoal in production, youve got more ore being smelted
and add, under Armor, three suits of iron chainmail and three iron
shields. This will all come in handy later. You could make steel
chainmail instead, but it takes a bit of time to make those steel bars
and we want to get on with the chapter, right?
shields. This will all come in handy later.
Oh, you may be getting annoyed at slow production. I know its been
bugging me. Perhaps its time to pack your production rooms with more
@ -220,13 +209,13 @@ entrance. Get ready for trap placing fun!
* Chose a mechanism.
* A new screen will be displayed looking something like this:
.. image:: images/dftutorial97.png
.. image:: images/06-traps2-place.png
:align: center
* From this screen you can chose the weapons you want to deploy with
your trap. Facing goblins, we really only need one awesome steel disc
your trap. Facing goblins, we really only need one awesome iron disc
per trap I think, but were able to select more if we wish.
* Scroll to the :guilabel:`large, serrated St...` and hit :kbd:`Enter`,
* Scroll to the :guilabel:`large, serrated Ir...` and hit :kbd:`Enter`,
youll see :guilabel:`1/3 selected`. Weapon traps can have up to
ten weapons each, but we need to save some for the other traps!
* Hit :kbd:`d` for :guilabel:`Done Selecting`.
@ -242,138 +231,74 @@ Here are my traps, laid out. Im actually going to add another row of
slicey dicey weapon traps as I dont have a military and Im a bit
paranoid. Do something similar!
.. image:: images/dftutorial98.png
.. image:: images/06-traps3-types.png
:align: center
Well done on the trap placing! But were not done with our defences
just yet. We need to do some terraforming to make things a little nicer
for ourselves. Let me explain…
just yet. We need to stop our drunken citizens from casually strolling
into an invading army - and that means the Burrows system!
Defending stuff better
======================
.. note::
Learn to love Burrows
=====================
"Wait!" you're probably thinking, "Why do we need filthy burrows when
we have a perfectly good fortress?". Well, I'm glad you asked!
This section needs to be updated. DF2014 uses the burrows menu to
set areas, and doesn't have the simple inside/outside toggle.
A burrow isn't a physical part of your fortress, it's a way of designating
where dwarves are allowed to live and work. More importantly, you can
set a :guilabel:`Civilian alert` to confine their movements too - perfect
for stopping Urist McSuicidal from wandering off to make friends with a
troll. Here's how to set it up:
If you hit :kbd:`o` for :guilabel:`orders` you will see a list of global
commands you can issue to your dwarfs. The first one at the top is
:guilabel:`Dwarves can go outside`. For amusement, hit :kbd:`i` to
toggle through the options. First :kbd:`i` turns it to
:guilabel:`Soldiers can go outdoors`. If you resume the game all
but soldiers will immediately rush into your fortress and refuse to
come out again. Hit :kbd:`i` again and youll see that all dwarfs are now
instructed to stay inside. Hit :kbd:`i` once more to return it to the default.
Setting orders to :guilabel:`Soldiers only` is what you will want to do when
youre invaded. But theres a problem with this, can you figure it out?
The answer is that its in the definition of :guilabel:`outside`. Right now,
right up to the edge of our cave mouth is :guilabel:`inside`. Can you imagine
the result when goblins invade? You got it! Dwarfs may hang around right at
all those traps and get in the way of soldiers or get themselves killed
(or more amusingly, get knocked unconscious, fall on a trap, and then
get sliced to bits).
We can prevent this comedy routine by creating more :guilabel:`outside`. For
starters, how about we hollow away the roof above our cave entrance?
Then that cave mouth becomes :guilabel:`outside`, but entry to our fortress is
still restricted by the walls and protected by traps. Good idea huh?!
Follow along:
* Go to our entrance.
* Hit :kbd:`d`
* Place the X about where Ive got it below:
.. image:: images/dftutorial99.png
.. image:: images/06-burrow.gif
:align: center
* Go up one level.
* Hit :kbd:`h` for channel.
* Channel all the way up to the tree:
Want some more detail? You're in the right place! Start by hitting
:kbd:`w` for the burrows menu, and :kbd:`a` to add. As shown in the
gif above, :kbd:`Enter` to designate is the important thing.
Cover the whole underground area, since it's safe there, and
:kbd:`n` name it something like "Inside".
.. image:: images/dftutorial9901.png
.. image:: images/06-burrow-simple.png
:align: center
Channelling cuts down through the ground to the level below. It can be
used in place of mining to clear space and provides a safer way for
dwarfs to get to stuff below their toes. Note, it is possible to cause
cave ins by removing land connecting terrain to the rest of the world.
This may be fatal for your dwarfs, so be careful! But for now:
The key feature here - for civilians, the military is complicated -
is that on the left we have :guilabel:`ALERTS` and on the right we have
:guilabel:`BURROWS`. This means that we can set non-military dwarves to
be confined to a burrow, and change which if any that is with a single
alert setting.
* Designate all those trees around this level to be cut down. We cant
dig a channel on a tree, right? Come back when the cutting is done.
* Continue designating the channel all the way to the end of the spit
of land.
* Designate another channel the same full length to the right of the
first designation.
* When these are complete, finish our three-channel wide cut with
another designation to the right of the second designation. Dont
designate all three at once or your dwarfs may accidentally cause some
cave ins by cutting the wrong piece of land in the wrong order!
This is the :kbd:`m` military :kbd:`a` alerts screen, which is also
used for for civilian alerts.
When finished, your three channels will be open space above our
entrance, like this:
.. image:: images/dftutorial9902.png
.. image:: images/06-burrow-explanation.png
:align: center
Now, when we issue the order for our lads to :guilabel:`stay inside` they wont
be hanging around the entrance! Super! One thing Im concerned about is
that anyone above our entrance could get a clear shot down to fleeing
dwarfs. Lets stop that by building a wall. While were at it lets tidy
the bits of land poking out over open air. Flip up and down between
levels and youll see where some tidying needs to be done. Channel
away! As for the wall, you know how to make walls using :kbd:`b`, :kbd:`C`
so go ahead and do it, heres how mine turned out!
Now, let's set up a civilian alert in our new burrow, to make sure
nobody gets caught on the wrong side of the traps:
.. image:: images/dftutorial9903.png
:align: center
* :kbd:`c` to add an alert, then :kbd:`n` to name it.
I called mine "Siege" because it's to use during a siege. Yep.
* Now move the cursor to the :guilabel:`BURROWS` column, and hit
:kbd:`Enter` to associate that burrow with your new alert.
You'll see a green :guilabel:`A` next to the burrow when you have
that alert selected.
* Hit :kbd:`Esc` a couple of times to get out of the military menus.
Walls to secure anyone dropping in, nice open space to out
outdoors/indoors problem.
You're all set up! In case of invasion :kbd:`m`, :kbd:`a`, select the
Siege alert, :kbd:`Enter`, and you should see a green :guilabel:`[CIV]`
next to it.
While youre fiddling with :kbd:`o`, :guilabel:`orders`, have a look at
:kbd:`r` for :guilabel:`refuse` orders. Unless Im in battle, or worried,
I like to toggle :kbd:`o`
under the refuse menu so its set at :guilabel:`dwarfs gather refuse from
outside`. They will then grab all the loot from dead goblins
scattered around on the grass. Pretty handy huh? Nothing like free
stuff, is there?
Congratulations, your civilians are now confined to the burrow!
Watch any civilians who were outside drop what they were doing and come
running back inside. Note they will not go for food, so your safe room
may become a death sentence if there's no supplies (but that shouldn't
be a problem by now, right?).
Arg! More goblins!
==================
Oh dear! I got badly ambushed by goblins. I drafted my miners into the
military (they tend to be strong and are armed with picks ok scratch
defence) and they were cut down by the hordes of goblins! Terrible! On
the plus side a number of goblins were caught in traps and two were
killed by my miners. Others are out there still so all dwarfs have been
ordered to stay inside. Such is life. When you play for real youll be
able to work through all youve learnt much faster and so youll be
better prepared if this sort of bad luck has happened already.
.. image:: images/dftutorial9904.png
:align: center
As you can see, theres a little dwarf head icon to mark my fallen
dwarfs as well as a red g to mark the dead goblin. Theres also lots
of blood about. If you ever face something similar, hit :kbd:`k` and have a
look around at the destruction! You can also see the full cages where
my cage traps are. If I didnt forbid dwarfs to go outside theyd be
out there now trying to pick up the full cages and replace them with
empty ones. See why we remove the roof now? Careless dwarfs are going
to get themselves killed. Help them be not careless.
Good news about the goblins, I drafted some more dwarfs, armed and
amored them, and sent them out and smashed some gobos. Great stuff! I
think we better cover the military somewhat soonish.. after nobles in
the next chapter.
One point to note: If you forbid your dwarfs to go outside they may
suspend construction jobs out there. Best to check around over anything
youve got being built with :kbd:`q` and hit :kbd:`s` to un-suspend them as
appropriate.
When the 'fight' (against brave... traps) is over, come back and select
:guilabel:`Inactive` and hit :kbd:`Enter` to cancel the alert and let
your civilians back out of the burrow - that's all there is to it.
Anyway, thats enough to now. Get on with building lots of traps,
making bags, armor, barrels, food, bins, shields, weapons and so on! Go
to it, and see you in chapter 9!
to it, and see you in the next chapter!

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