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#21 |
Adept
Join Date: Mar 2012
Posts: 120
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If you channeled down from the surface, you should already have natural ramps around the edges. If you want to build a stair case or artificial ramp, you'll have to smooth those out.
You can't fill open space, except with a constructed wall. Floors can be built over holes as well, as long as they're connected to either solid ground or another floor on one side. |
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#22 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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When I channeled my first hole in the ground (at the start of the game) the natural ramp/slope just happened. I dug the hole and the slope appeared automatically. That didn't happen this time, perhaps because there was already a tunnel beneath it??? I'll see what I can do about sloping grids surrounding the open space.
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#23 | |
Knight
Join Date: Jan 2013
Posts: 710
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Quote:
You can fill empty space by building walls, but it won't revert to normal natural stone ever. It counts as construction and normal digging designations won't work with it, you will have to deconstruct to change it. Similarly you can't designate / dig a staircase in an empty tile but have to construct it. The easiest way to handle your situation would be to move your depot. Just deconstruct and build a new one elsewhere. Ramps only appear during channeling when there is something below. Be careful when channeling through natural floors with tunnels underneath, it is a typical source for accidents. (Via cave-ins) In empty tiles you only can construct ramps. |
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#24 | |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Quote:
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#25 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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To build a slope or a ramp, you need to do it as a construction, so you need to have some material handy. Channeling will usually leave a sloped surface so that people can crawl back out.
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#26 |
Knight
Join Date: Apr 2007
Posts: 977
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The behavior of stairs and ramps tend to be rather confusing for beginners. I remember having some trouble with disconnected levels due to unfunctional stairs or ramps.
There is an older illustraition regarding the whole of the stairs and ramps business at the wiki: http://dwarffortresswiki.org/index.php/DF2012:Stairs Stairs and ramps can either be dug out of existing walls or floors or they can be constructed into thin air (accessable in the construction menu). To make things more confusing stairs can go up or down or up_and_down which is quite different from what we know about stairs. ![]() Also, ramps are still visible as icons but completely useless if they get their supporting wall removed. |
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#27 |
Knight
Join Date: Aug 2009
Posts: 670
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When digging stairs in wall, it is normally better to dig up/down stairs. If you already have up stair you cannot dig down stair at the same tile without destroying up stair.
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#28 |
Knight
Join Date: Apr 2007
Posts: 977
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Another helpful tool for me is the book by Peter Tyson who had already done a great job with his tutorials (for an older version of the game: http://afteractionreporter.com/2009/...ss-part-1-wtf/ ).
"Getting Started With Dwarf Fortress" is available in various ebook formats as well as in printed form: http://shop.oreilly.com/product/0636920022565.do (also available on amazon) It's really helpful to have a lot of information bundled into themed articles rather than have them scattered all over the Wiki (which is an invaluable source of wisdom nevertheless). |
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#29 | |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Quote:
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#30 |
Knight
Join Date: Apr 2007
Posts: 977
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Mastering the interface is part of the great DF experience.
![]() Very similiar to roguelikes. ![]() |
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