Occupy White Walls How To Beat Tutorial
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Guns of Glory Cheats: Tips & Strategy Guide to Build the Best Base. Luciano-October 9, 2017. Guns of Glory is a really nice base building strategy game for Android- and iOS-powered devices. Although it doesn’t really bring anything new to the genre, it offers a nice alternative universe to play in, some beautiful graphics and highly.
Always remember that losing is! Be prepared to lose a few fortresses before you get all the way through this guide – it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time,.
In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.So, you want to play Dwarf Fortress, but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the and the rest of the wiki while reading this. While the guide contains many links, you may still need to look something up.
Refer to the or use the wiki function. Also, don't hesitate to if you can't find answers on the wiki.Contrary to what you might be used to, the Dwarf Fortress interface uses a combination of key presses, instead of clicking through menus with the mouse, so, for example, instead of clicking on the Build menu, then on the Workshop submenu, and finally on the specific workshop, you press b- w- c. All the keys you can use in a menu are always shown on the screen somewhere.About key symbolsMost documents on the wiki use key symbols that look like t to indicate what keys are used for an operation. Note that these are case sensitive. In order to save space, Shift+ t will be written as T. So t means 'press the 't' key without the shift key' and T means 'hold down shift and press the 't' key'. Lowercase and uppercase keys will almost never perform the same function, so it is important to use the correct key.
Sequences of keys will be written with dashes between them. So a- b- C means 'press 'a', then press 'b', then hold shift and press 'c'.Cursor movement, menu selection, and navigation EscGo back to the previous screen/menu↑ ↓ ← →Change active menu option or move cursor- +Alternate menu selection keysEnterSelect menu optionSometimes you use the directional keys ↑ ↓ ← → and Enter to make menu selections, but sometimes you will need to use the alternate selection keys ( - and +) instead. Generally speaking, if the directional keys don't work in a menu, try -/ +.Esc will almost always take you back to the previous screen until you get to the top level of the UI, at which point it will display the options menu.Options menu. Main article:Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with Esc from the main screen. There are usually seven available options:.
Return to Game: Exits the options menu (shortcut Esc). Save Game: Saves the game, unloads the fortress, and returns to the main menu. There is no 'save and continue' option, but saves can be. Key Bindings: Allows you to change the keys that trigger nearly any function in the game.
This can appear extremely confusing to use, but it is fairly simple to navigate through (as it uses the standard arrow keys, Esc and Enter). Changing keys for menus is probably a bad idea, since this guide assumes the default keybindings — however, it may occasionally be useful to change navigation keybindings on some laptops (for example, changing menus to use = instead of +). Export Local Image: Saves full-size images of your fortress. Music and Sound: Controls for volume adjustment. Retire the Fortress (for the time being): Do not select this option unless you know what you are doing! It retires the fortress from your control and gives control to the normal world updating process. You can later reclaim the fortress but it may not be as you left it.
Abandon the Fortress to Ruin: Do not select this option unless you know what you are doing! It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Chivalry meme. Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g.
When you know your fortress is doomed and want to start again) – see for more information.Notably lacking is an 'exit without save' option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the 'die' command in, the Windows Task Manager (you might then have to end the process dumprep.exe), or the Unix 'kill' command (on some systems, ctrl- in the terminal running DF accomplishes the same thing). Do not attempt this while saving, as your save folder will become corrupted.
Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. 'regionXX') before saving, save the game normally, remove the 'regionXX' folder and rename the copy.World Generation The first thing you will need to do is. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no 'default' or 'standard' world.
Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated or the world's history is set to Long or Very Long. A common new player error is to stop the world generation once the History year counter slows down.
Do not do this, as this may impede trading later on. Instead, wait until the game shows that the world has been generated. For your first game, using the Create New World! Option in the main menu with the following options:.
World Size is Medium. History is Short. Number of Civilizations is Medium. Number of Sites is Medium. Number of Beasts is Medium. Natural Savagery is Very Low. Mineral Occurrence is EverywhereThen hit y to generate the world.
This should help to avoid difficulties. Note that you don't need to understand what's happening during world generation at this point. You will have an opportunity to inspect the world more closely during embark.Pre-Embark Also see:Embarking is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. Select Start Playing from the main menu, then select Dwarf Fortress. The game will go through a few screens doing various world loading and updating activities, then it will show the 'Choose Fortress Location' screen. The map you see on the right is the World Map which will show you the whole world.
The one in the middle is the Region Map which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map. The Local Map on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area there will be a highlighted embark region that you can move around with u m k h and resize with U M K H. This highlighted square is what will become your play area after you embark (This means that you cannot do or see anything outside of this area during your game). Use ↑ ↓ ← → to move the region and world cursors around. Hold down Shift while doing this to move more rapidly.Choosing a Good Site Choosing a good embark site is crucial for beginners.
(Very) highly skilled players can create a functional fortress on an evil glacier, but for now, let's stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. An example of a good starting site.For your first game, find a site with the following properties:. NO (or at least not a heavy or varied aquifer. This is very important!).
Trees: Woodland or Heavily Forested (or, at the very least, sparsely forested). Surroundings: Serene, calm, or at least not any evil or savage biome. A RiverThe following are also good to have, but focus on getting a decent site, not a perfect one. Temperature: Warm. Clay or Soil makes farming easier when starting out. Shallow Metals (That's Metals, plural, not Metal.
You want more than one.). Deep Metal(s). Flux Stone For your steel industry.
Use Tab to check your neighbors and avoid places with towers or goblins or groups at war with you.You may want to use the find tool to help you find a site. You may find it easier to put only some of the criteria into the tool (at the very least, No Heavy/Varied Aquifer). Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map.Notes about the find tool:'Calm' is classified as Neutral, Low Savagery (see for why). The find tool will also only indicate a general area containing suitable sites, so you will still need to check the attributes manually by moving between flashing regions on the world and region maps (with the arrow keys or numpad) and by moving around on the local map (with u m k h) until you find the most suitable site.The find tool may take a few minutes to run. When it's done, press ESC to look at the results. If the world map is just covered with red flashing Xs, it means that it couldn't find an area matching your criteria.
Try again with different criteria, or make a new world. What you want to see are some flashing green Xs, which are areas that match your criteria. As you move your yellow X over those suggested sites, the info bar on the right will tell you what features are present in that general area, such as sand, soil, minerals, an aquifer, etc.
Choose the one that looks best to you!Your highlighted embark site - the moveable rectangle shown on the leftmost map - may contain multiple biomes. If so be sure to press F1, F2, etc, to take a look at all of them (Macs and laptops may require fn- F1, depending on your settings).
Each may have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which isn't shown in the info bar due to it not being in the predominant biome (the one visible with F1). If your site has multiple biomes, it is very important to check all of them to avoid surprises like this. Additionally, you can resize your embark area using U M K H. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer a 4x4 embark).See for more info on why these characteristics are important.Press e to embark once you're sure you have the right area highlighted on the local map.Skills and Equipment. If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select Prepare for the journey carefully and see for instructions. This is completely optional.And preparing carefully makes little difference in the long run, especially without experience as to what to change.Now the Prepare for the Journey screen should appear.
Jamestown bpu. You will be given the choice to either:. Play Now!. Prepare for the journey carefully.Selecting Play Now! Will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.
Starting out. In this example, the dwarves will be digging out an entrance tunnel in the sandy cliff on the right.
(You can use Tab to show or hide the overview map.)At this point, you have embarked, and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagonful of supplies, somewhere near the center of your map. Immediately hit Space to pause the game unless it is already paused.Surveying the Area Do not unpause the game just yet.
Take a look around. Use the k command and the arrow keys (remember that Shift+arrow keys will move faster). Look up and down a few with ( Shift-, and Shift-. On many keyboards).
The mousewheel will zoom the map in and out. Place the cursor on various tiles to familiarize yourself with what the symbols mean. If you get lost, you can press F1 (or Fn- F1 on some systems) to return to the wagon. (You can define more later, to jump quickly to other sites of interest.) Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water?
The more carefully you examine your site before breaking ground, the better off you will be.Remember that this is more of a simulation than a game. It is not 'play balanced', and you can very easily find yourself in impossible situations.
That is all part of the, because even when you lose, you create an interesting story. Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using i (see below).Controlling Your Dwarves The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you designate things that need to be done and then dwarves with the appropriate labor assignments will decide what to do.Some tasks receive a higher priority. For example, if a dwarf needs to eat, then he will go eat, and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine, but no dwarf has mining as one of his allowed labors, or no dwarf has a, then the mining will never get done, and the game will not always advise you of why.So, what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible.
Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them (though you can specify the details of tasks, such as the material or design, in the details menus in workshops).Stout Labor. If you're on a laptop (or using a restricted keyboard), you may notice that using + to scroll upward on some menus is inconvenient, since it requires the Shift key. Fortunately, this is easy to change by modifying your:. Press Esc to access the and select Key Bindings. Select General, scroll down to Move secondary selector down (using the arrow keys), move right, and select Add binding. Press = and select either option that appears.
(Technically, you can choose any key you like at this point. However, = (equals) is probably a good choice, since it's next to -, if you are using an American keyboard, and isn't used for anything else in menus.). Scroll down, select By letter: +, and press Backspace (or Delete, depending on your keyboard).
Press Esc and select Save and exitYou can now use = instead of + to scroll these types of menus (including the labors menu), which can be significantly easier than using + on certain keyboards. You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems):. can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.
includes 'Dwarf Manipulator', a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via u- l, eliminating the need to constantly switch between applications.Labors are how you control what types of tasks a dwarf will do. For example, if the labor is enabled for a dwarf, that dwarf is allowed to engage in fishing. When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated.
For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation, thinking that it isn't their job. Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of. Look over your dwarves' assigned: Press v (View Units) then place the cursor on a dwarf. Now, press p.