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Best way to lock yourself in is just to make a drawbridge in your entrance that raises to seal your fort. Enemies can't really do anything about it, unlike regular doors. I keep it open until something bad shows up, the game will usually tell you when that happens. Tell your dwarves to burrow immediately, wait a second for any dwarves outside to get inside, pull the door-bridge up and prepare your military to meet them when the door comes back down
Really miss the Civ alert tho for sure
But how do u get the dwarves working beyond the gate to get back inside?
Also i cannot see a 'burrows' option anywhere... does it even exist in the Steam version?
Burrows are like zones you can use to force your dwarves to stay in a specific area. That's how you get them inside, all the dwarves outside will rush to enter the allowed zone inside your fort
Yes burrows exist in steam version, i think the other guy had a comment to tell you where to find it
This brings up the Citizens menu. Ive been using this to play the game so ive used alot of the options within this section.
Unless im being blind i cannot see anything that resembles Burrows :(
Thanks!
That looks like it... ill see how it works :)
https://steamcommunity.com/sharedfiles/filedetails/?id=2904174753
It's also important to remember that burrows need dwarves assigned to them, and while when you first create a burrow everyone will automatically be assigned to it, any new dwarves who were just born or migrated to the fortress will not be added automatically so before you activate the burrow (while the game is paused) go and scroll down to the bottom of the list and add everyone.
The insane, and some children, will actually ignore that order for some time and the simplest thing to do about that is nothing. You can afford to lose a couple of idiot dwarves, and hey maybe they can manage to run away long enough to survive, but what you can't do is delay issuing that order to pull the lever and turtle up because Urist McDimwit is taking their sweet time coming inside when there's 30+ heavily armed goblins coming in hot.
Moral relativism aside, screw those guys. Pull up the drawbridge, lock the surface doors, and keep everyone underground until the crisis is over. Goblins can and will fire volleys over the walls, and your militia will only be weakened by being allowed to stay on the surface--most notably because the little maniacs can and will climb right over your walls (unless you've fully enclosed everywhere they can go) and try and take on the entire force by themselves. Sure your militia commander might go out in a blaze of glory, but it's better for the fort if they survive another year to continue training the other squaddies.
Also, if you're working in a biome with lots of trees, ignore what the elves will say about it and cut down every last tree that touches your outer walls, because invaders will merrily climb those trees to get over your walls and get inside. In the past I have just paved a 4-wide strip all around my fortress to ensure no new trees can spring up next to a wall after the siege has begun.
AFAIK, nothing can smash through a drawbridge. Building Destroyers can destroy a lot of things, though. (Doors, mostly)
.....
Dwarves seem to finish what they're doing in terms of some Job tasks before responding to a Burrows summons. Kids "playing make believe," or whatever, outside seem to follow that rule for their "Kid" behaviors, too. Meaning that they will seem to ignore the Burrow's call, but they seem like they're not just done yet with their "job" "playing make believe."
It provides high-drama, though, as your soldiers have to leave their carefully prepared positions to rush out and save the children... or not. :)
"Look! It's Urist Mcpiddlepants out there!"
"That the little brat that threw soup in my beard, yesterday?"
"Yes!"
"Sucks to be him, then..."
Moats are a good idea (and fun!), but raised drawbridges are immune to building destroyers.
I don't do moats because while it seems like a good idea at a time, if I have anyone fighting near them, I always seem to wind up with perfectly good dwarves landing in the drink from an ill-planned dodge. At least if it's a dry moat I can just sprinkle some traps around down there and my dorfs can walk all the way around to get back out without issue, while anyone else has to take their chances with a bunch of cheap glass goblin slicers. Also... free meat during the off-season because wildlife isn't real smart.