@@TwistedLogicGaming I agree that the side visualisation is very useful, thanks. Once DFHack is updated for v50, stonesense or Armor Vision could be used as well for even better visualisation of the 3D space.
i think the side view you draw up with mining orders will be the best thing to help new people wrap their head around Z levels, so consider doing it in the future as well if you can
Great video as always! Climbing could use more explanation - IIRC creatures have no problems with climbing rough walls, e.g. walls from stone/logs, unsmoother walls/stone walls, mud walls and the likes, while having a lot more trouble with climbing smooth walls, either the smoothed walls or walls build with blocks. The creature has to be legendary climber to climb on smooth walls, but it still can randomly happen in sieges. Had this happen couple of times in older versions, but overhangs usually were enough to stop even those most proficient:) Never thought about using fortifications and the first thing I got in mind was machicolations. Definitely gonna use this while building aboveground fortress!
Thank you for the added info !! Fortifications implicitly include a floor (even when constructed over empty space). so they can't shoot down the side of the wall.
@@TwistedLogicGaming stupid question: if they can just climb up.. whats the point of building a tower anyway? why not just (for example) 2 lvls of wall and then the fortification... should have the same effect...
they do have problems climbing rough walls. you might be getting confused because creatures can guaranteed mantle ANY 1 z level gap, since they're never hanging in the air. that is, a single wall is not an obstacle at all. In terms of actual climbing, trees are guaranteed successes, rough walls are middling, block walls are difficult, and smoothed stone is either impossible or close to it
I built a 12 floors fortress tower with double thickness wall to serve as barrack,armory and thrown room in past few days. There is one way which can be helpful though. When building wall around the tower,you can choose to build two horizontal wall first,and then build the vertical wall. So the wall on the edge will never got block out. Thank you for your great videos and many of them helps me a lot (especially the hospital one,which help me prevent a werebeast outbreak. And the indoor fishing location one is also very useful for every fort of mine that have river or ocean on the map. Cheers!
Fun fact: that kind of large central tower can be called a "keep". It's the most important part of many European-style castles. There are lots of videos on RU-vid that talk about ancient and medieval building designs and they can be very useful for Dwarf Fortresses. Have a try! Beneath my fort I'm making a Chinese traditional style courtyard palace for my fort's nobles and they seem very happy with it. 撞击土地!
A very detailed tutorial with every step included. Also the 3D visualization was very smart, it helped me tremendously. Thanks for your videos, keep it up, I love it when I get a notification about your uploads
@TwistedLogicGaming also add solid blocks falling thru mined layers. Definitely a behavior that can surprise new players, and is useful for more advanced players when making large underground structures without having to channel everything out.
I integrate floor hatches with this technique to make my base impenetrable from the top. Floor hatches on staircases inside and outside of the walls of the tower.
1am for me; would you prefer I hold the video until the morning ? I was excited to get it out there. Im happy to facilitate insomnia hahahaha !! I appreciate the support Miguel Celano !!
@@TwistedLogicGaming no i think it's good for your channel to put them out at like 1am. i can't tell you why but i see a lot of people do it, maybe it's about getting as many hours as you can in that first calendar day of views. i also want to echo great short topic videos, very compelling, very very helpful. also looking forward to digging into the long plays.
IKR? I wonder if eventually we will get a 3rd app such as quick fort to paste other people complex designs as such. Might be a bit wonky will all that corner suspending fuckery though Also, I'm praying for a "use last material" option 🙏
Good video, thanks. You mentioned marksdwarves not working: FYI marksdwarves are working OK in v50 if you make the squad in a specific way. You need to *create the squad* with a uniform containing a ranged weapon. If you do this, they will pick up and fire bolts OK. If you make the squad with "no uniform", or any uniform that doesn't already have a ranged weapon, the squad will never pick up bolts, even if you later edit their uniform. The default "Archer Uniform" works, but any other custom uniform works fine too, so long as it's given to the squad at the time that squad is created. So delete any non-functional squads and re-make them, being sure to pick the ranged weapon uniform when making the squad. Then they'll pick up and use bolts no problem. There's also a second issue which is that you can't pick what ammo your dwarves will use, which is an annoyance but not a game breaker. I am churning out thousands of iron bolts, and my dwarves use them for everything - both training and combat. It's a bit wasteful but not the end of the world if you have sufficient resources.
100% thank you for the added info. I have talked about this (Missing UI elements) many times in the comments and other videos! I aprciate your helpfulness TheBloke !!
yeah did the marksdwarf uniform and then switched to iron or better armor when they get their archer gear sorted its fiddly but better than leather armor. I had a weaponsmth with a strange mood get some platinum 2 times and make a pickaxe artifact and a platinum crossbow so i gotta put them to use right?
Really liked the video, nice and useful. I only wish it had been out yesterday as it would have saved me some headscratching with making an enclosed bridge over the gap of a waterfall to the other side. Decided after watching your hospital video to have mine on the other side of the waterfall and only accessible via a bridge. I've also made it so that the water from the brook can run down the walkway by the hospital, controlled by a watergate, if the hospital gets over run I can lift the bridge and either drown them all or flush them off the cliff. lol
Loving the tips videos but I found myself coming back to this channel looking for a play through of the steam release version. I'd definitely watch that
Thank you for this! I've been thinking about above-ground building for my next map, sourced by a massive open pit quarry. Seems dwarfy enough to try lol
I seem to have had a dwarf climb the other day. Had him channeling a hole straight down to use as a prisoner death pit to the caverns, he got about 7 levels down and decided he wanted a drink and climbed right out.
@@TwistedLogicGaming Yeah. Had to use stairs and channel them out afterwards to get them to go back down. Though, I did have an odd occurrence just today though, I was doing a bit of surface terraforming and was channeling out the sides of a big deep U shape to widen it and after finishing on one side one of the dwarves, despite having a full path to walk around with the rest of the miners to start channeling the other, decided the best way to get to the other side was to climb along the rock face at the bottom of the U a couple z levels up.
8:01 I'm pretty sure that they can build diagonally, they just don't do it if adjusted titles blocked. Toad really need to address that whole issue - it's incredibly annoying to suspend and unsuspend everything.
you have not suffered till you do the Sisyphean effort that is the uphill struggle that is an above ground fort. The first time it rains the mood plummets constant grey langur and other animals running about and i have a pretty peaceful embark. From the dirt i raised up a tower to the heavens and my dwarves now live in luxury sky touched apartments, but give me a dugout and smoothed hobbit hole any other time. There also seems to be an issue 3 wide ramps down in quick sucession warves seem to not like that pathing as i am seeing it get cancelled, perhaps i need more spacing before the next ramp down.
Correct me if I'm wrong, but creatures can still climb diagonally, A block overhang isn't safe enough against good climbers, only an open space or floor tile overhang will work for one block overhangs. I've had werebeasts climb diagonally like this to get in.
Fortification is a construction that allows the passage of projectiles [in and out] and liquids, mist, steam, webs, fire, miasma and smoke, but in theory not creatures, making them an important part in a fortress's defense. An archer must have a skill level of accomplished or higher to shoot through fortifications from a distance; otherwise they must stand directly next to the fortification to shoot through it. >> Fortifications allow liquids to pass through in any direction except vertically -- "they implicitly include a floor" (even when constructed over empty space) so liquids will not fall out their bottom.
Only legendary markdwarves can shoot out of the Fortifications without being right next to them. You need to have a wall behind the Fortifications, leaving only 1 tile between the Fortification and the Wall for dwarves to stand in. Otherwise most of your dwarfs will just stand in the middle of the room doing nothing and the tower is nothing but a decoration.
100% please see this relic of the past for a visual of this: Blood Fort Tour (Timestamped) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-CEFt-ch3e_o.html
Dwarves in fort mode will climb if they think their life depends on it. They will scurry up trees when fleeing in terror, or climb out of pits if they fall in. I've had dwarves fall 5+ z levels down a waterfall and they will attempt to climb back up if the clifftop is closer than the nearest shore. If you notice a dwarf cancel all of his tasks because he cant reach his destination, its likely he ran up a tree running away from something and cant get back down.
@@TwistedLogicGaming thats why I was confused when I found them trying to climb up a waterfall since there was a shore further downstream, it was just further away. It happened enough times I actually dug a stairwell behind the waterfall and some scaffolding around the sides so they could get up without needing to climb. I don't know exactly how they were falling in since I never saw it, but my guess is that the edge of the cliff just happened to be the shortest path for some hauling jobs and it was just some traffic dodging. I guess I should start making natural cliffs no traffic areas since they just don't learn.
Great video as always! one question btw Did you remove the floor tile before placing the fortification in the same spot because you wanted to take back the block for the floor, or because a fortification placed without a floor underneath, can be used to shoot directly under it?
The Fortifications include a floor; and it was an old habit. It was an extra step that for the construction was not beneficiary, however it adds to the lesson on tile types. to hit the base of the tower with bolts you would need a second shooting location. this is why star forts of old times were imagined and why they were so powerful !
Hey twisted logic, I’ve seen most of your DF tutorial vids. Can you make one about stations for marksdwarves and how to make sure they don’t engage in melee?
Perhaps that will come up in the let's play I'm planing; typically I will position them behind fortifications. however the archers are scuffed right now in the way that you cannot assign squad ammunition, so they need to be under default uniform otherwise they will act as hammer dwarfs using the cross bows as the hammer !
Dwarves in fortress mode can climb, however they only do so in absolute emergencies. I've had dwarves fall into a river and learn to climb just well enough to get themselves out.
@@TwistedLogicGaming What are comments for, right? If you do a video on big exterior freestanding walls you might teach using retractable bridges as scaffolding. They deconstruct in one go from their foundation tile, give three tiles of flooring per block, and have made my outdoor projects much easier. Good series!
I've seen a jeweler fall down into a cavern lake and then climb all the way back up to the fortress so dwarves in fortress mode can indeed sometimes climb
Awesome. 💪 If you ever feel like tackling a topic, I'd love to get your take on terraforming your standard rolling mountain embark into a secure mountain-home entrance. I have this real nice waterfall and I want to make a drawbridge across it and perhaps flatten out some of the mountainside so it looks like something out of Lord of the Rings. I'm just not sure about the best way to manage security. There's a hill with a ravine carved by the waterfall over 10 z-levels. I was thinking of removing one side of the mountain or somehow making a drawbridge that goes through the waterfall batman style. I have no clue how feasible this is but if any madman could do it it would be you Twisted Logic! 😂 Thanks for all you do brutha! 🍺♥🍺
I'm currently terraforming an ocean. perhaps I will do a mountain at some point. I will be making a waterfall relatively soon . Thanks for the suggestions & Thanks for watching Jonas Fox !!
Aside from aesthetics, what are the advantages to building towers like this one? Does it make it easier to clear your airspace of things like giant parakeets? I had altogether enough of the local parakeets on my previous embark, most of the time I didn't even notice them but occasionally they'd get agitated and fly into my fort.
it depends on where you embark (haunted / savegry) and what style you want to play (some players will try an "no underground" fortress, and others will force enemys underground to a death chamber) Marks-dwarves patroling the tower can detect/reveal stealthed units before they attack as well. Happy Gaming Lumen Obscurum !!
Vid suggestions. How about a vid to drop walls into place from above? Maybe I should lead with a problem statement. I have an underground lake in the cave layer and I'm trying to figure out how to block it off at its narrowest points and preserve lake access, but I am not sure the different ways to do this... How to build into open water. Will cave ins fill it? But I need walls (preferably fortifications, to keep the flow of water going... I wonder if that's desirable though... Will it remain fishable with nothing new able to come in through the fortifications?
if the water is 7/7 on a fortification tile anything can swim over top. it's a bug from a long time ago that might still be active. I would build a fishing room above the cavern lake that is safe. you can fish through floor bars a grates and building destroyer enemies cannot break them from the lower z level. I made a fishing video recently for steam
Thank you for calling the @@TwistedLogicGaming Fortress Help Support Line... ;D I saw that video with the above water fishing (which is brilliant! Did the grates continue to provide mist after the lower chamber was filled 7/7? if so I presume that was wave action at work there.) :D In my fortress case I presented I am hoping to wall up the space above so it's then truly impassible by the flying/swimming beasts that are continuously terrorizing my fortress underbelly. This wall will finish locking up 2/3 of the caverns, to go around the water will get me only 1/4... so its "worth it" in my eyes to pursue as a mega project. With the rest of the 'wall' complete in the caverns it's a choke point in the cavern that is left to be walled off 12 spaces of two high (1 7/7 water below and an open space above). Building into water is a challenge I have yet to figure out if it's even possible... or explore the different ways if possible. I have always built... THEN flooded... not the other way around. I am starting out in a flooded situation in this case. I was curious if there was even a way to fill/displace water tiles with construction... or mayhem. >;) I am thinking this simply may not be a use case. I have been tempted to pump stack the area to keep the water at bay while it flows in enough to build in that space... But its going to be a costly venture. In the past I have used winter and enormous open pits to freeze the water... I have had mild success with pumping it... (but never a 12 wide water space being fed by a greater lake map edge source blocks.... I wish I could just freeze mine it (not an option in this hot ass desert biome sadly) Any other ideas? I think making a great pumping station is a good idea anyway for later... but can I pump enough to drop it to levels my dwarves will wade out and do the work uninterrupted is yet to be known... the last beasts ravaged my pump station so I have to be mindful with that too. But I thought it wise to seek council about the ways of mining/building in water... Pumping and Icing it. are the only two I know...
building in the Ocean / Lake You can use pumps to pump water away sufficiently to build stairs down from which the dorfs can build walls in adjacent tiles pumped free of water, but you need a fair bit of pumping power, and you probably risk dorfs being swept into the water. - You can also build from the bottom up by dumping magma into the ocean/lake . This results in an obsidian tile that sinks to the bottom. The next lot of magma dumped causes a new obsidian tile to be formed and fuse with the one below it. Note, though, that there are risks from the displaced water flushing things away. In both cases you need to build structures out from land to the building site to support the task.
@@TwistedLogicGaming Sweet. Thanks I had forgotten about magma/water approach... well... now I know what I need to do with that pillar with warm walls that I found in the first cavern layer... Well I had other plans too... but at the risk of suffering from a magma crab incursion early in the first years without a trained up militia in this young fortress I planned on leaving it alone for the time being... however... the first forgotten beast has shown up right as a large migrant wave arrived... We are simply not prepared... I hope the monster hunters are up to the task! Find out on the next episode of "As the Fortress Turns..." So much drama! ;D
Thx for great tutorials ! It is any way to evaporate water from big rooms underground ? I want to make a mud farm but my water lvl is 7 after i fill a room what i dig. And now i can only make another room to just move a water ?
I ussally use the pond zone for farms or if im doing a very large area I build a drain off the edge of the map! in the water video I show how to breach water from above and also how to drain off the map, you should not have any issues! Thank you for watching T0k4r !!
Thank you! I would have them patrol the top. also perhaps an inner wall that forcest them to be right next to the fortification! similar to this : ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-e6bvyyeUdLQ.html
I will say, on the "the dwarves in fortress mode cannot climb", that isn't entirely true. Dwarves won't climb as part of their normal pathing, but in extreme situations, such as avoiding danger, they may make an attempt to climb. They're just not very good at it since nearly any dwarf in fortress mode is only going to be a "dabbling" climber at best. This is why you'll sometimes find a dehydrated dwarf stuck in a tree: they climb up the tree to avoid danger, and then when the danger is gone they refuse to climb back down because it's not part of their normal pathing. I've seen dwarves climb out of rivers and trying to climb in the cavern layers to get out of water or avoid enemies, then getting themselves stuck on a ledge, etc.
I had a 5 Z-level canyon on my last embark that a dwarf fell down while fighting a dingo. I thought she was effectively dead at this point. Turns out that not only she managed to climb the 5 level canyon to avoid drowning, she also climbed the tree that was near the edge. I sent an order to cut the tree to "help" her down as she was stuck for quite some time there, and as soon as my woodcutter was getting close she jumped down the tree by herself and made almost a 4 tile jump diagonally from the canyon ledge to the bridge to return to my fortress lmao. Too bad I didn't check her stats
Great video! Very easy to follow and very clear, you are great at explaining things. If you are building a roof on your tower to stop flyers from getting in, does it matter if goblins can climb up the wall? Why do you still need the overhang (aside from the aesthetics of course)?
I found that building in version 0.50.x is slightly better and requires less micro, perhaps the build order is stil LIFO but corners seem to have a higher priority. they don't seem to mess up as much here
the ammo portion of the UI is missing. so they grab random bolts. and also only the default archer uniform will already have bolts. I have goten them to train properly on archery targets in a training room.
I witnessed my dwarf climb out of a ravine caused by a brook waterfall that turned into a river at the bottom. I don't think they will do it unless there is no other option though.
just curious. if you designate the walls to be build without the corner, then designate the corners last, will the dwarfs build the corners, then build the walls? the wiki states when building traps and mechanical things, its best to build the mechanical item until complete, eg: drawbridge, trap etc, (first) before the trigger eg: leaver or pressure plate, (last) then connect them other wise when it goes into the list it must wait one more tick to activate, which could be one tic too late XD what you say in the vid with building designations going into a list, first in last out. made me wonder if this could be used for building corners without having to worry about suspending and resuming???
yes, lets say you have only one dwarf that will be building build everything is the processed one at a time. in that case you would be correct to build the corners last and would be able to predict the dwarfs build order. it scales up though with the amount of tiles you are building and amount of dwarves working. I don't worry about to much but i can come up in rare situations
Typiacly I would buid a tower or fortress and then excavate around and flood it. however - You can use pumps to pump water away sufficiently to build stairs down from which the dorfs can build walls in adjacent tiles pumped free of water, but you need a fair bit of pumping power, and you probably risk dorfs being swept into the water. - You can also build from the bottom up by dumping magma into the ocean. This results in an obsidian tile that sinks to the bottom. The next lot of magma dumped causes a new obsidian tile to be formed and fuse with the one below it. Note, though, that there are risks from the displaced water flushing things away. In both cases you need to build structures out from land to the building site to support the task.
"My disappointment is immeasurable, and my day is ruined." 😅 That tower is not as efficient as it could be. You forgot machicolations! 😂 Though saying that... I have no idea if it matters in Dwarf Fortress... but I get the feeling that it does.
great video. didn't know you couldn't build diagonally and was scratching my head wondering why my outer walls kept getting suspended. can you in theory build out a 1 tile wide path from the top of a tower and then build 5x5 floor (at the same height as the first tower's roof) and then continue building up?
Question, if I station/patrol my units somewhere, do they satisfy thier own needs? Will they go to deal with more "time consuming" needs like worshipping? (my broker went to pray and meditate for 5 days striaght when those 5 days was a eleven caravan passing by) Oh and, would floor bars/grates allow my dwarves to attack directly below them? From what I can tell (without any experience in defense for DF) dwarves can only shoot out onto any oncoming enemies but a 'deadzone' when targets are too close. Unless the lack of a floor below the fortification allows them to shoot downwards.
Station/patrol do not satisfy needs. however skilling up during a training session or fight will give happy thoughts. Fortifications implicitly include a floor (even when constructed over empty space) dwarves can shoot up ,down, and all around, but not through solids like walls and floors. you could add floor bars for them to walk on if you want and shooting down should be okay. other ranged enemy's can also shoot up trough them, & they do not offer the same protection as fortifications. In my experience and 2 or more squads of ranged nothing gets close enough to the tower for that. here is a historical example: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-e6bvyyeUdLQ.html
Is there a disadvantge to leaving a floor underthe fortifications on the top level? Does that allow things to get in/block line of sight shooting down?
I'm curious about what you think has been sacrificed. I only played DF a long time ago and only came back recently on the steam version and I don't recall exactly what is so different.
@@garak55 Military system and civillian alerts are completely gutted, there are also several other missing/bugged features still. you can probably see all them mentioned on the steam forums. Game is still very playable casually, but if you really want to make some "serious" forts then you will run into a lot of problems. Adventure mode is also not implemented yet and we don't have any idea how long it will take to come.
It can be really anoying if some units get on top of there, also anything is climbing on the tower then any marksdwarfs in the tower will not be able to shoot at them.
It would be nice if a constructed floor could be directly replaced by another construction, rather than having to give it a separate removal designation that you have to wait to complete.
Since you're building roof, do you really need to construct that ledge to prevent them from climbing? Can they destroy some part of the tower to get in?
Is it possible to bassically do this, but undeground? Example, I have a workshop room and I want to dig 1 level below (that's easy) and 1 level above for stockpiles. I can't figure out how to build my up staircase and then dig the room above, once my main room is already dug. My guess is I have to "dig" the up-starcase and not "build" them once the room is done?
I was talking about normal pathfinding for building and jobs. there are 2 cases wher dwarves will climb fight or flight aka when there is danger to themselves. falling or stuck dwarves will try to climb. as it relates to building and normal movments they will not climb. Thank you for watching !!
Yes. Wiki says this "Dwarves will fire at targets 25 tiles away and are able to engage targets that are up to 3 z-levels up or down without any loss in firing distance. " but that is not 100% true. I have read reports of MarksDwarves hitting goblins at 50 tiles. I think a safe calculation would be 30 tiles -1 for every Z level
But if i build roof over it, do i have to build those hanging fortifications then? It will still be completely sealed, or will they climb up and just stand on the roof idle?
this is just an example; if you're fine with them on the roof that should be okay/ however bugs do exist: Still present in 47.03, (not sure about 50+) Creatures can jump/climb through fortifications (bug ID=0008160)
Does that mean you can build a technically-not-quite-flying fortress that floats 30 layers above the ground and is uphold by a one tile wide staircase?
Yes, also there an old challange to build a roof over your entire site. if needed you can pull the lever dropping the roof killing any surface armys. i don't remember if trees get in the way
Is there a way to edit construction`s config files so they will count as buildings and so can be destroyed by building destroyers? It drives me mad that you can seal your fort with a single block and it will be impenetrable
how does when he build a floor or wall, there is an option to pick "All" or "None" to the right side of the material, that option doesnt exist for me, how to enable that in setting?
they can shoot down but not through a floor, If you change that to floor bars anything that is close can shoot back up. Typically if you have an archer tower like this and multiple squads the goblins or invaders won't get close enough to the tower. check this video from the long long ago : ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-e6bvyyeUdLQ.html
This is more of a raised pillbox, so it wont be breached, as it is 100% sealed. perhaps only from some bug would anything get inside. As far as climbing: siegers usually don't climb on impulse. If they don't see a dwarf they won't climb to get him, so as far a a 1 tile overhang for walls it will work for 99% of situations. to be 100% safe it is 2 tiles. however in my expirence it is not nessacery: please see this fortress defence by marks dwarves in a tower of the same stlye. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-e6bvyyeUdLQ.html
To be honest no matter what I do or how many times I watch this video the only problem I run into is that I can build the stairs up, it just won’t let me, and it’s never let me choose what I want to build the stairs so that’s another thing it won’t let me do. Am I just being dumb?
is is possible to build the fortification walls outwards say.. 3 walls thick. so that the archers can shoot directly down? edit: I just read that fortifications include a floor so this wouldn't work
you might be able to include floorbars that can be shot through. however floor bars are hanging and not a stable foundation, so the outer fortifications will need something to attach to to hold them in-place to the rest of the construction very do able, but the enemy will also be able to shoot up. I like to do multiple towers that can shoot at each others base. but however you want to do it. Thank you Drazard !!
@Twisted Logic Gaming cheers. an added idea o had for a killbox was to use a bridge to jurt squish intruders. im sure it's already known but I discovered bridges of any length csn still be drawn up even if it's only got 1 block of height. i wondered if you could use a bridge as a trap to squash a large zone
One note: since you have a ceiling already doesn't that make the fortification ledge redundant in terms of keeping goblins out? They won't be able to get in anyway since there is a ceiling. Also: would love to see a video of this in action with an archer squad.
in terms of keeping goblins out, Yes it is not needed. but its good for teaching. Here is an old video of version 0.47 if you care to see ancient images: its uses a tile set so it's not so bad ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-e6bvyyeUdLQ.html
I don't think it matters too much, although a lower structure is easier to climb up. Smoothing out the walls and adding some overhangs will massively discourage climbing it.
Somwhere between +3z (for stoping climbing ) and +10z (to keep range attacks kinda far) Marksdwarves will usually open fire at a distance of 20 tiles or so from their target, but a bolt may travel 30 or more tiles. Note that a difference in height (z-levels) hurts range, rather than helping it. A marksdwarf who is forced into melee will use the hammerdwarf skill to bash enemies with their crossbow. (20 or so tiles away -1 for each z down)
I I like to have a wall on the in side, forcing the archers around a 1 tile wide path inboard being the wall and out board being the fortification. Then I set a patrol route.
noticed dwarves can't climb up in the steam version. :/ And you can't build a stair up if there is a floor above it. Super tedious in the steam version.
How are you building straight upwards when you are outside? My game will not allow me to build stairs upwards if there are no walls directly above where I am trying to build the stairs. Is it something you enabled in DFhack?
@@TwistedLogicGaming it's totally clear. I have thousands and thousands of materials with access. I've just never been able to build stairs upwards unless there is a wall above it. I'm playing on steam version.
@@TwistedLogicGaming Nm. I figured it out. I have always just been trying to mine stairs. I did not realize there was a construct stairs option 😂. Love your videos btw
you say they cant build diagonally and ive seen them fail to build corners many times over my life but I JUST SAW THEM DO IT (4:47), whats the deal with that
I'm talking about walls not flooring. Walls, fortifications, ect that stop movement as well as water wheels: the dwarves need access to one face of the tile to build them. For flooring it can be diagonal.