![]() The stairs are there purely to speed reconstruction after the coast is clear, and you'll want a bridge out parallel to the pillar top to rebuild the floors there, and something to prevent the wall-top from giving access to the rest of your fortress - the upper bridge allowing the floors to be re-built attached to the pillar, and then leaving the floors connected only to the pillar for the desired collapse. Even swimmers don't swim when they're stunned.) It also tosses them around, so bonus points for making the entry a narrow bridge with Usually only the lead guest has been injured/killed, but the dust from the collapse4 will stun any other nearby 4, giving you time to close the doors and activate any military, traps or other welcoming preparations. However, the best part is that the game automatically pauses and re-centers, with the message " A section of the cavern has collapsed!" You know you didn't do this (for once), so you know you have visitors. Want to punch a hole down to your lower levels.) Of course, make sure the tile directly under the collapse is supported - you don't Useful here for one of the heaviest options, and zero "cost".)ģ. Like cobaltite, but most any metal is heavier still. Cinnabar is the heaviest stone, or something ![]() For this one section, you want as much weight as possible to drop on the head of the Stone such as jet) as it speeds up reconstruction, and it's not falling on anyone.Ģ. I like relatively light-weight material for these (any wood is great, or light-weight The pillar deconstructs, the floors collapse (since the one over the pressure plate is NOT connected to the wall, since it doesn't connect to the statue-top), and whatever stepped on the pillar gets the "door prize" on their head. On top of the pillar you've built a floor 1, with another floor extending out over the pressure plate 2. They go are forced to enter from the East, then around the statue (just a spacer, see below) and step on the pressure plate, which is connected to the pillar. The idea is that any sieger will take the shortest path from outside around corners toward your fort. flyers, building destroyers, trap-avoid) has been made things more complicated in recent versions, but this is the basic premise. Addressing all the likely participants (i.e. At the start you can bunk all your dwarves together in a single dormitory (green) and you’ll need an office (purple) or two to start creating more complex orders.That's slick, but be aware that ONLY the wagons can use that, while pack-horses and all the walking merchants/guards and any liaison must find a diff route - and you don't want to lose them.Īnother old, simple trick is to have an open path with an alarm system. You should also have a decent-sized dining hall (blue), and you can use the zoning tool to assign it as a meeting place for simplicity’s sake. Ideally, you want at least a Carpenter for wooden stuff, a Stonecutter for stone stuff, a Crafter for export products, and a Distillery so everyone has a drink to come back to at the end of the day. Next you’ll want to set up various workshops (yellow) connected to the storage room so they grab what they need and work very quickly. ![]() The 4×4 staircase (white) should be roughly central and branch out immediately into a large storage room (red) to keep your goods stashed away underground, but still easily accessible. We’ve created a recommended layout pictured above. You want things to run as smoothly and efficiently as possible. The layout for your base is important, especially in the early game. ![]()
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