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