mirror of
https://github.com/PeridexisErrant/DF-Walkthrough.git
synced 2026-01-06 00:38:50 +01:00
379 lines
17 KiB
ReStructuredText
379 lines
17 KiB
ReStructuredText
############
|
||
It's a trap!
|
||
############
|
||
|
||
|
||
Traps form the majority of many people’s defences, so it’s best we get
|
||
sorted and make some. First up, we will need a lot of mechanisms, so go
|
||
find that mechanic’s workshop and fill it’s job queue with mechanisms.
|
||
They’ll end up in a finished goods pile when done.
|
||
|
||
Next, go to the Carpenter’s workshop and add a ton of cages (:kbd:`j` is the
|
||
shortcut from the :guilabel:`Add Task` menu). Try and get ten built. Add another
|
||
carpenter’s workshop to your workshop floor if you fancy, makes it
|
||
easier to queue up more than a few of any item and get things made
|
||
faster.
|
||
|
||
Defence and Traps!
|
||
==================
|
||
You’ve got mechanisms, you’ve got cages, now lets make some traps! Head
|
||
to the front entrance of your fort and we’ll get building traps and
|
||
then ponder the various strategies one might employ in setting up the
|
||
defence of your fortress. Follow along:
|
||
|
||
* At the front entrance, hit :kbd:`b`.
|
||
* Scroll to :guilabel:`Traps/Levers` and hit :kbd:`Enter`, or just hit :kbd:`T`.
|
||
* You will now see a list of traps, lets briefly discuss them.
|
||
|
||
:Stone-fall traps:
|
||
These are simple one-shot traps that drop a big rock on an enemy’s
|
||
head. These are great for a quickly built defence, but clearly, as
|
||
one shot traps, a little limited. Note, with all traps, if your
|
||
dwarfs fall onto them, unconscious, they will trigger the trap!
|
||
|
||
:Weapon Trap:
|
||
These will probably be your bread and butter as they will attack
|
||
any enemy triggering them and with multiple weapons can be quite
|
||
powerful.
|
||
|
||
:Lever:
|
||
Not a trap, but a device used to manually trigger things like
|
||
bridges, cages, doors, floodgates, supports, etc. More on these
|
||
later some time.
|
||
|
||
:Pressure Plate:
|
||
Can be part of a complex trap or can be used to trigger other
|
||
objects when conditions are met (such as water being on them,
|
||
creatures stepping on them, magma flowing over them, etc). More on
|
||
those later too.
|
||
|
||
:Cage Trap:
|
||
What we’re going to be working with in a moment! A trap that
|
||
catches the enemy in a cage. You can then do amusing things with
|
||
the trapped bad guys, like tossing them off a tall bridge, dropping
|
||
them into magma, or stripping them and using them for military
|
||
sparing practice. Good fun!
|
||
|
||
:Upright Spear/Spike:
|
||
A peculiar sort of trap device that can only be triggered by a
|
||
pressure plate or lever.
|
||
|
||
You should read about :wiki:`traps <trap>` and :wiki:`trap design
|
||
<trap_design>` on the wiki for a lot more detail, but only after you’ve
|
||
completed this tutorial, ok?! For now, get back to work!
|
||
|
||
* Scroll down to :guilabel:`Cage Trap` and hit :kbd:`Enter`.
|
||
* You now have a green X, place it in front of your entrance somewhere
|
||
with :kbd:`Enter`.
|
||
* Do this a few times, you can see below how I’ve set a few traps to be
|
||
built.
|
||
|
||
.. image:: images/dftutorial96.png
|
||
:align: center
|
||
|
||
This is hardly an impressive defence, but it will do for now. With luck
|
||
it might help against any casual raiders, although sneaky 'trapavoid' monsters
|
||
will still be able to sneak past your traps. To beef our defence up a
|
||
bit we need to get some weapon traps installed as well as sort out some
|
||
way to strike back at attackers who aren’t so gracious to step on all
|
||
of our traps. So with that in mind, get producing a lot more mechanisms
|
||
(at least 10) and follow along as we produce some trap components!
|
||
|
||
Smelting and other dwarfy things!
|
||
=================================
|
||
This wouldn’t be a *dwarf* fortress if we didn’t 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!
|
||
|
||
First up, let me point out that item production can be fairly
|
||
confusing. Essentially what we’re going to do is turn some wood into
|
||
charcoal (at a wood furnace), then use the charcoal to turn metal ores
|
||
into metal bars (at a smelter), then we’re going to use more charcoal
|
||
to smith metal bars into items (at a metalsmith’s forge). As you can
|
||
no doubt imagine the problem we will face is the charcoal bottleneck.
|
||
It will take a lot of wood to fuel all our furnaces! Most of the time
|
||
this problem is got around by players using magma smelters and magma
|
||
forges. We haven’t struck magma yet, so we’re going to plough ahead
|
||
with the hard way, at least for a while. The goal of all this is to
|
||
produce a few fearsome trap components to fit out some weapon traps –
|
||
think spinning disks from Indiana Jones! So follow along:
|
||
|
||
* Find your wood furnace, hit :kbd:`q`, :kbd:`a`
|
||
* Select :guilabel:`Make Charcoal`, on :kbd:`r` repeat.
|
||
* With the job selected, :kbd:`Alt`-:kbd:`w` to open workflow.
|
||
Set this to keep 5 to 10 charcoal bars available.
|
||
* Now go to the smelter, and try to :kbd:`a`, :guilabel:`Add new task`.
|
||
You'll see a list of the tasks available at this workshop. Note, the tasks
|
||
will change as you uncover more ores or deplete older ores. For
|
||
interest, note that you can set the workshop to melt objects you wish
|
||
to dispose of (turns the object back into a metal bar). More on that
|
||
some other time.
|
||
* Chose :guilabel:`Smelt Magnetite Ore`, hit :kbd:`Enter`. Magnetite is
|
||
a form of iron ore, so some of the rocks lying around will become iron bars.
|
||
* Fill the queue and then fill it again (or build another smelter and
|
||
fill both queues).
|
||
* Once we’re done with this tutorial why not go and smelt all of that
|
||
native platinum ore you saw on the list as well? If you’ve dug
|
||
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 aren’t moving quick enough turn off the hauling
|
||
jobs for anyone involved in your metalworking industry. While you’re at
|
||
it, make sure you’ve 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
|
||
is in bins, use :kbd:`k`, find the bin, hit :kbd:`Enter` and look inside it.
|
||
|
||
A little on food processing
|
||
===========================
|
||
While all this is going on, why not go to your farmer's workshop and
|
||
add a task of :guilabel:`Process Plants (to bag)`. Set it on repeat.
|
||
Then add a task of :guilabel:`Process Plants (to barrel)`, again,
|
||
set it on repeat. Now some
|
||
dwarves will process anything you’ve grown that needs processing. I won’t
|
||
list those plants here now (go look at crops for all the detail), but
|
||
suffice to say, some plants need to be processed so they can be eaten
|
||
or used in other sorts of manufacture (eg, cloth making).
|
||
|
||
Hopefully you’re not short on bags. If you are, try and pick up a bunch
|
||
off a trader. Alternately, buy leather and/or cloth off a trader and
|
||
using the Leather Workshop or Clothier’s Shop (we’ve not built one yet)
|
||
make bags. Bags are very handy for storing seeds and processed plants,
|
||
you can never have too many of them. They’re like barrels and bins in
|
||
that way.
|
||
|
||
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 we’ve 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 you’re
|
||
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 you’re at
|
||
it, build a lot more cages and mechanisms and put at least half-a-dozen
|
||
cage traps around your entrance. Come back once you’ve got a bunch of
|
||
steel bars made.
|
||
|
||
Ok! Now we’re ready to rock! I hope, at this point, that you’ve not
|
||
been invaded, attacked or otherwise molested. With our fortress around
|
||
two years old now it’s likely you’ll 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…
|
||
|
||
Anyway, head over to your metalsmith’s forge, and:
|
||
|
||
* Hit :kbd:`q`, :kbd:`a` You will now see a list! Explore the list,
|
||
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`.
|
||
* Hit :kbd:`Tab`, :kbd:`Tab` so we can see the full item names.
|
||
* Chose to make a :guilabel:`large, serrated Steel disc`.
|
||
I love the sound of that!
|
||
* Queue up three disks.
|
||
|
||
At this point you might want to think about other items you’d 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
|
||
military. I like warhammers because it’s funny to watch goblins fly a
|
||
half dozen tiles and then expire in a heap.
|
||
|
||
Once you’re confident your items are made, go back and make sure you’ve
|
||
got some more charcoal in production, you’ve 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?
|
||
|
||
Oh, you may be getting annoyed at slow production. I know it’s been
|
||
bugging me. Perhaps it’s time to pack your production rooms with more
|
||
smelters and charcoal burners. One issue you’ll face is you need to make or
|
||
buy an anvil off the traders in order for you to make another metalsmith's
|
||
forge. Keep it in mind for your next trading deal.
|
||
|
||
The other thing to consider is setting up Workflow for every step -
|
||
automating complex industries like steelmaking (or soap) is exactly
|
||
what it's designed for.
|
||
|
||
Deploy Zee Traps!
|
||
=================
|
||
Once you’ve got your nice, big spikey discs, head back to your
|
||
entrance. Get ready for trap placing fun!
|
||
|
||
* Go to place another trap, a :guilabel:`Weapon Trap` this time.
|
||
* Chose a mechanism.
|
||
* A new screen will be displayed looking something like this:
|
||
|
||
.. image:: images/dftutorial97.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
|
||
per trap I think, but we’re able to select more if we wish.
|
||
* Scroll to the :guilabel:`large, serrated St...` and hit :kbd:`Enter`,
|
||
you’ll 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`.
|
||
* Your first weapon trap is now placed! Place three more.
|
||
|
||
Weapon traps are great ways of getting rid of a bunch of trash weapons
|
||
you might have lying around – this is particularly the case once you’ve
|
||
killed off a few goblins and have their rubbish cluttering up your
|
||
piles. When filling a trap with weapon trash you might want to put
|
||
ten low-quality weapons per trap, to ensure maximum damage!
|
||
|
||
Here are my traps, laid out. I’m actually going to add another row of
|
||
slicey dicey weapon traps as I don’t have a military and I’m a bit
|
||
paranoid. Do something similar!
|
||
|
||
.. image:: images/dftutorial98.png
|
||
:align: center
|
||
|
||
Well done on the trap placing! But we’re not done with our defences
|
||
just yet. We need to do some terraforming to make things a little nicer
|
||
for ourselves. Let me explain…
|
||
|
||
Defending stuff better
|
||
======================
|
||
.. note::
|
||
|
||
This section needs to be updated. DF2014 uses the burrows menu to
|
||
set areas, and doesn't have the simple inside/outside toggle.
|
||
|
||
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 you’ll 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
|
||
you’re invaded. But there’s a problem with this, can you figure it out?
|
||
The answer is that it’s 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 I’ve got it below:
|
||
|
||
.. image:: images/dftutorial99.png
|
||
:align: center
|
||
|
||
* Go up one level.
|
||
* Hit :kbd:`h` for channel.
|
||
* Channel all the way up to the tree:
|
||
|
||
.. image:: images/dftutorial9901.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:
|
||
|
||
* Designate all those trees around this level to be cut down. We can’t
|
||
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. Don’t
|
||
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!
|
||
|
||
When finished, your three channels will be open space above our
|
||
entrance, like this:
|
||
|
||
.. image:: images/dftutorial9902.png
|
||
:align: center
|
||
|
||
Now, when we issue the order for our lads to :guilabel:`stay inside` they won’t
|
||
be hanging around the entrance! Super! One thing I’m 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 we’re at it lets tidy
|
||
the bits of land poking out over open air. Flip up and down between
|
||
levels and you’ll 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, here’s how mine turned out!
|
||
|
||
.. image:: images/dftutorial9903.png
|
||
:align: center
|
||
|
||
Walls to secure anyone dropping in, nice open space to out
|
||
outdoors/indoors problem.
|
||
|
||
While you’re fiddling with :kbd:`o`, :guilabel:`orders`, have a look at
|
||
:kbd:`r` for :guilabel:`refuse` orders. Unless I’m in battle, or worried,
|
||
I like to toggle :kbd:`o`
|
||
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
|
||
scattered around on the grass. Pretty handy huh? Nothing like free
|
||
stuff, is there?
|
||
|
||
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 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.
|
||
|
||
.. image:: images/dftutorial9904.png
|
||
:align: center
|
||
|
||
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
|
||
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 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.
|
||
|
||
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
|
||
you’ve got being built with :kbd:`q` and hit :kbd:`s` to un-suspend them as
|
||
appropriate.
|
||
|
||
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!
|
||
|