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Things guests can do at a Tavern:
Renting a room provides you some non-monetary benefits:
You have a fair chance of everyone literally drinking themselves to death in an orgy of partying and musical glee, but you can do it.
I like these too. There are also ways of making sure visitors don't steal your books (scholars have a habit of wandering off with them) and also to ensure you get copies of books that come with visitors.
Here's the general method:
http://www.bay12forums.com/smf/index.php?topic=172513.0
There's also a useful dfhack script called the Librarian to make it a lot easier to look at your holdings and what's in them:
http://www.bay12forums.com/smf/index.php?topic=170462.0
Bringin vampires and lycantropes to "meet" your citizens.
The "horrible UI" you mention is actually the most logical UI ever created. It is very sensible to those that "get it". I am not putting you down, I am sure you are good at other things, you just don't get DF. It is best you move on to something else.
The game has no limits. You can create a society of crazy beekeeping dwarves if you so desire. The games' limits are your own perception of the world around you. if your worldview is obscene, so will be your forts.
Elitist garbage?? Our community?? I started playing DF almost 20 years ago. I watched Tarn give talks at Stanford University....don't be so presumptuous about "our community"! There is no community but the Fort. Your attachment goes against everything DF stands for.
DF was made for the loners....the isolates....the "Tarns and Zacks" of the world... dont you dare give me your Woke view of community.
Shame on you sir
If it could be better, It would be better. Tarn doesn't even exist on the level of you trolls. Skinny pete...come on man,,,wtf are we doing here....if Breaking Bad is your source of inspiration, maybe reconsider your life choices.
Give it a rest.
You order them by squad, or by individual orders. You can have them move to a certain spot to guard or attack specific creatures.
You can also set up uniforms (standardized sets of equipment hat can be applied to a whole squad) and set their yearly training/guard/rest schedules. You can have them sleep in a barracks or no, and decide how much food and drink they bring with them on duty. You can set patrol routes.
Its quite in-depth.
When they see an enemy, your dwarfs charge them. It's something that can't be avoided, as far as I know. If you order them to move to an area, they'll fight any wild animals they see along the way, so it's best to keep your military inside the fort, and wild elephants outside. When a fight does happen, it's to the death.
When your dwarfs find an enemy, they swarm them, if they can. There are no formations or battle tactics, they just dive in and kill. For this reason, you need to prepare for fights. Set traps to capture, kill, or separate enemies from each other; Use drawbridges to control the enemy pathing; Use ranged weapons like ballista and crossbows; And most important of all, never fight fair.
Set up choke points where you force the enemy to come in a few at a time and they get swarmed by dwarfs. Flood tunnels with lava. Wash enemies into giant pits with water. Remotely release caged monsters, like zombies, along the path you're letting the attackers take. When the fighting begins, let loose the dogs (or polar bears) of war. Don't be afraid of sacrificing some dwarfs if you get caught off-guard; a delayed enemy and a few dead dwarfs is far better than a fort flooded with enemies and a hundred dead dwarfs. Have safe rooms set up for your civilians to hide. Sieges are brutal, so be prepared and have hospitals ready to fix your warriors and civilians.