AleDrinkers - Zombies, Dragons, Ghosts... and maybe Vampires! Dwarf Fortress Game version 47.05

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Wagonlitz

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In v47.05 armies are no longer abstracted, and no longer just "appear" at your map edge when you exceed the trigger conditions. Instead, they are actual entities that travel around the world map, and won't show up on your game map until they've successfully crossed all the intervening distance.
Can you interact/go into the rest of the world map?

Approaching the Dodge-Em Trap...

AD_148.jpg
Why those blue, round protrucions on the wall?

THAT'S what I wanted to see! Necromancers are alive, and they dodge... never a good idea when you are on a narrow walkway over a hundred-meter deep pit.

AD_150.jpg
Is that box looking thing at the corridor to the fort what a closed drawbrigde looks like?

I've just made a very unpleasant discovery.

Remember that we only have one shallow area of sand. It's in the Forest biome... the Mountain biome is just bare rock. So our farms were located just below the surface, in that shallow layer of sand. Call that fact #1.

Also, we've been removing any trees that start growing too close to our walls, since they would provide any enemy who can climb with vantage points to shoot into our compound or to pick off our archers on the walls. Call that fact #2.

The unpleasant discovery is that cutting down a tree that's growing directly over a room on the level below (our farms) leaves a hole in the ceiling. We are not sealed in. The farms have holes in their roof.

I'm trying to put a solution in place now.
Is the underground farm inside or outside the walls?
 

blue emu

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I meant the ramps up to the walls.
There's no underground farms there, at least not on page 11 which is where I've got to so far.

How can you see that on the map?

Ah. Didn't realise they were two tiles long, henc emy confusion.


I meant just in front and just behind of the doors in each end of the dodge em as well as at the end of the maze. Can't be walls or the dwarves wouldn't be able to use them either.
What's those arrows with a 7 underneath?
@Wagonlitz

The arrows are underwater ramps. In effect, a slope down from the bank to the bottom of the stream. The blue 7 is a full tile of water.

The wall ramps cannot lead directly onto the wall. Not until it's fully built. You cannot place a construction while standing on a ramp. So the ramps lead to a 1x1 platform that turns 90 degrees to the wall. You need to stand on the platform in order to place the last wall tile.

The counter-sinking?

AD_401.jpg


As I said before, it prevents enemies from attacking the SIDES of the drawbridge when it is in raised position.

Still don't know what you mean. Circle them on a screen-shot.

EDIT:

If you mean THESE things:

AD_402.jpg


... that's just how the game draws a 1x2 drawbridge.
 
Last edited:

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This is getting very ugly. The Zombies are jumping down through the hole in the ceiling into our farm. There are at least five of them inside our fort now, slaughtering helpless civilians.

I am taking appropriate measures now:

View attachment 739514

Oh, yeah... the Zombies. I suppose I'd better do something about that, too.
Why not quickly brick up the path there and let them be until the rest are dealt with?

The REAL problem, though, is that they brought all their friends:

AD_156.jpg
Can the holes be seen in that map?

The other one... doesn't come down?

I have no idea where he went.
Probably became grease lubricating the cogs of the drawbridge...
 

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Can you interact/go into the rest of the world map?


Why those blue, round protrucions on the wall?


Is that box looking thing at the corridor to the fort what a closed drawbrigde looks like?


Is the underground farm inside or outside the walls?
@Wagonlitz

1) In theory, yes. In practice, it's a new feature and there are bugs with it. You can send dwarves on a raid, but you might not get them back even if they are successful.

2) The lower level supporting continuation upward of the ramp (that blue triangle in the corner).

3) No. That's a constructed wall sealing off the tunnel that I originally used to DIG the dodge-em trap. Remember whenever you look at something on the screen that I had to BUILD it somehow, so my dwarves needed access to every part of it.

4) Outside, to the North East.
 

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Why not quickly brick up the path there and let them be until the rest are dealt with?

Can the holes be seen in that map?


Probably became grease lubricating the cogs of the drawbridge...
@Wagonlitz

1) A few reasons. Dwarves do not obey orders instantly (or at all, sometimes) It might take several minutes to build a wall, and the zombies were only a few steps away. Also, civilians flee when they see an enemy. And military will not perform labors while under arms.

2) Yes, if you know exactly what to look for.

AD_403.jpg
 

Wagonlitz

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... that's just how the game draws a 1x2 drawbridge.
That were the ones I meant.
I thought you had doors too, hence my confusion.

How does they look when closed?

The arrows are underwater ramps. In effect, a slope down from the bank to the bottom of the stream. The blue 7 is a full tile of water.
Why do you need that underwater ramp?
 

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3) No. That's a constructed wall sealing off the tunnel that I originally used to DIG the dodge-em trap. Remember whenever you look at something on the screen that I had to BUILD it somehow, so my dwarves needed access to every part of it.
Ah. I know you need access when digging. I just thought that you said earlier you wanted to be able to get to the bottom of the pit and that you had a drawbridge there. I must have misunderstood.
 

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We've assembled some soldiers to deal with the Zombies who survived the fall into our Dodge-Em Trap.

AD_167.jpg
What's that place and how is it connected with hte bottom of the DET?

But that plan was quickly overtaken by events when the Zombies discovered that chopping down trees leaves holes in the ceiling of the level below! Then I had to improvise, and to rely on Iche Bins' drunken rage.
The zombies were smart enough to realise they needed to chop down trees?

The Control Room is filling up with Levers, but I've put a label on each one.

AD_174.jpg
What's all those warnings for almost all of the levers?
What does teh yellow x for one of them mean?
 

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blue emu

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That were the ones I meant.
I thought you had doors too, hence my confusion.

How does they look when closed?


Why do you need that underwater ramp?
@Wagonlitz


We have doors as well as drawbridges, yes. But not on the dodge-em trap. On the Keep.

AD_105.jpg


What does a 1x2 drawbridge look like when closed? like a 1x1 block. All Drawbridges are 1 tile long when closed.

AD_360.jpg


- Why do you need that underwater ramp?

I had nothing to do with it. It's a natural formation. The bank of the stream slopes down underwater to the bottom of the stream.
 
Last edited:

blue emu

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What's that place and how is it connected with hte bottom of the DET?

The zombies were smart enough to realise they needed to chop down trees?


What's all those warnings for almost all of the levers?
What does teh yellow x for one of them mean?
@Wagonlitz

1) That IS the bottom of the DET. The room is 7x10 tiles, the same as the top end of the trap.

2) No, I was dumb enough to chop down the trees, weeks earlier. I wasn't aware that it would leave holes in the ceiling of the level below.

3) Map Labels. But then I discovered that I could just RENAME the lever with a name describing its function.

4) The yellow X is my cursor.

- How did thye get up on top of hte roof?

Splash. Bits go everywhere in combat.
 
Last edited:

blue emu

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According to the in-game counter, we've currently used nearly 5,200 blocks in various constructions.

These include walls, floors, roofs, stairs and ramps, pumps, etc.
 

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Our dwarves have completed the vertical High Pressure Pipe that connects the High Pressure Pumps in our overhead magma holding tank to the Pressurized Magma Distribution Channels underground.

AD_404.jpg


We can weaponize this system in various ways... for example, we can use it to create pressurized magma fountains that shoot flaming magma high in the air, to rain down on the beardless heads of our enemies.

At the moment, we have no magma available (the pump stack has reached level 109 out of 161), so I'm just building the physical infrastructure and wiring in the control system. Yay! More levers to pull!
 
Last edited:

blue emu

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AD_405.jpg


Jesus H Armok... flying, AND deadly dust. We're getting all the worst sorts of Forgotten Beasts.
 
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Wagonlitz

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The fire seems to have pretty well burned itself out (except for a valley in the north west) so I am ONCE AGAIN lifting the lockdown.
Will the wildlife come back on its own after the fire?
 

blue emu

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Will the wildlife come back on its own after the fire?
@Wagonlitz

Yes. Wildlife migrates on and off the map. So Hunters (or natural disasters, like Dragons) can never depopulate an area permanently.
 

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Ghosts are immune to all attacks. They can only be "laid to rest" by either finding their remains and giving them a proper burial in a tomb, or by engraving a memorial plaque bearing the name of the dearly not-quite-departed and mounting the plaque in a place of honor.
How is the crypt floor a place of honour...?

Will it be tame?
I won't bore you with repeated screen-shots of the operation, but I will occasionally mention how far the construction project has proceeded and will call attention to any tricky bits like detouring the magma, power and access tunnels around that unexpected cavern layer.
Will you plug up that access tunnel, or will it be blocked off by the solid parts of the pumps?
 

Wagonlitz

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@Wagonlitz

Yes. Wildlife migrates on and off the map. So Hunters (or natural disasters, like Dragons) can never depopulate an area permanently.
I meant things like plants and trees.
 

Wagonlitz

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Iche Bins' squad was the first one to be organized and equipped, back when our resources were limited and it took months to make the armor and weapons. So your Hammerdwarves (the third squad to be organized) are months behind Iche Bins' squad in training. His men vary from level 11 to level 16 in Spear. Your men are about four levels behind his, as a result of starting their training a year or so later.
What's teh highest level and what level is legendary?

Immigration automatically shuts down at 200 dwarves. We've reached 207 (through a combination of immigration, births and visitors requesting citizenship) so our immigration is already off.
Will it start back up if you lose too many dwarves?

2) Rename your current character to Joe Dwarf, and rename some skilled military dwarf to your character's name.
Now is that not cheating. :p
You roll with what you're given.