NOTE: The 42.xx update has finally been released after nearly a year. Be prepared for weird shit, broken things, bugs, and crashes galore. If you find a bug, don't bitch about it here, go to http://www.bay12games.com/dwarves/mantisbt and report it.
Previous thread: >>127848587
>Download the basic game here. Current version is Dwarf Fortress 0.42.xx
>Find a bug? Don't tell us! Tell Toady! Complaining in the thread will accomplish nothing.
>Have a question? Check the wiki first:
>Fireden archived threads:
>DFHack (Out of date):
>Starter Pack (Out of date):
>More DF stuff:
>Dwarf Fortress General IRC chat:
(to connect yourself: https://webchat.freenode.net #dwarffortress)
>A bunch of guides to various parts of fort-based living:
https://www.youtube.com/playlist?list=PLD1A3FE72C0DCAC66 (Dated, but good)
Strike the earth!
If it's failing, that already happened to me.
I couldn't appreciate the fun because I had no idea what happened, through.
One of my dwarf drowned while having carps nibbling him or something, the others died of starvation and dehydration despite having a fucking river right next to them, and nobody wanted to mine.
That sounds exactly like everyones first time.
My first time was incredibly easy, because I followed a guide to the letter.
DF's a game I find myself getting worse at the more experienced I get because I become more difficult to please. I don't find losing to be fun, though.
Welcome to Greenbrew motherfucker, inn for the colorblind.
You also know what empty space is, what walls and floors are, and you can recognize trees and grass. The Trade depot and farm are hard to miss too.
Tables look like tables and chairs look like chairs. Even from phoebus you know that the male symbol is a bag, and you can maybe guess that the bedrooms also contain a bed and a cabinet.
So in the end, the only thing you don't know are a couple of items.
First and only time I played, I used a custom spriteset.
Here I can figure how the tower basically looks like, but I have trouble seeing what's a tree and what's grass, and if I got things right, there are not enough rooms for the dwarves shown on screen.
It's 5x5 which is pretty tremendous - usually I make 3x5 at the largest. Regardless, that's just the above ground farm for fancy. The real farms are below the surface. On the right you can see a pair of Stills, then Kitchens, then closest to the stairs Farmers Workshops. On the right is a butcher and tanner workshop.
Don't tell anyone but the placement is horribly unoptimized and I threw them down in haste rather than thoughtful planning.
Below that you can see the main stockpile of perishables where food, drink, and uncooked plants and meats sit before they're carted to the tavern and dining hall.
Overall, anything you see on the surface is just for fun and not a significant part of the fortress.
I built everything in green because it will mask all the vomit it will generate, being light but indoors. I'm still planning my temples which will hopefully all be completely open to the sky so that cave adaptation is reduced.
If something is outside then cave adaptation is reduced. At maximum, going outside causes vomiting and dizzyness and all sorts of unpleasantness. If a place is marked Inside, even if it is above ground, then cave adaptation will not increase, but it will not decrease either. Since my Tavern has a roof it will permanantly make my dwarves sick. So I need to get these open air temples up.
Cave adaptation isn't important in the least (with the exception of your military and even then you can get around it.) but this Fort I want to minimize it for fun.
And by "sounds fun", I mean "I want to try building a tower but I have too much stuff to do to get invested in a chronophage game".
So please tell me how your fortress is going down when it'll happen.
It'll be fine, I'm in Wilderness with only goblins for neighbors. The only real risk my fortress has is a werebeast attack, and that's not a great risk.
Though I do need to put out alert dogs. Now.
Why aren't Giant Elephants/Men on the wiki yet? Aren't they in the game now?
You can dump the individual seeds from their bags. When you're looking in the bag at its contents press enter on any item and then d. You'll toggle just that item for dumping instead of the whole container. It's a pain in the ass, but it'll clean up your seed bags.
Which bay12 forum members do you hate the most, /dfg/?
>going to bay12 frequently enough to recognize regulars
you dun guffed
I'm thinking of trying to make this in my next embark. I don't know how closely I can imitate it, but I'll try to get the most important features in, namely:
>large, indoor "avenues"
>all imortant societal functions inside the same building
>swimming pools on the roof, where my dorfs can wash themselves
>spacious, two-level apartments for my dorfs
Also, while this hasn't got anything special to do with Corbusier's house, I plan on having a large reservoir on my bottom floor, feeding wells in every single apartment, effectively creating a system of "sinks".
>can't have wells above each other
Is this true? I thought you could(although I've only seen it in Likot Udendeb, which is totally fictional).
Still, the only thing I'd have to do is add another floor between the living floors, dedicated to piping.
Can't you have something like that?
Best dwarf name?
Urist is a degraded meme at this point
So threw this plan, as seen from the side, together. Each apartment is going to be either 2 or 3 tiles wide(probably 2, considering how grotesquely long they are).
>Decide to load up DF after months of hiatus
>Make a new embark, roll random names
>The Power of Sound
I feel like I should do something special with this one. What would you guys suggest?
Militia. Turn them into band, and renames the dorfs after famous singer.
Nothing like having Freddy Mercury blasting the fuck out of a gob while the Rolling Stones are wrestling werebeasts and breaking their limbs one after another.
@3:30 after the buildup
Obok is really good.
Also Likot. Motherfucking Likot.
A couple of questions:
1) I never seem to get sieged, despite having shittons of wealth. is there a specific trigger for it?
2) Fishing. Do I need to assign a dwarf to fish from a fishery, or will he catch fish on his own given nothing else to do?
>assigned my militia in a big batch by strength
>human got mixed up and sent to the danger room with the dwarves
>all was well until I hammered out the copper armors for the dwarves
>the dwarvish armor
>sent that human into the danger room butt naked
o o p s
Anyway have a quickfort file for pic related, or an equally good high-density plan?
Starting a new fort and I'm sick of manually designating this bullshit
>Loving mother and wife.
The wiki still exists. And while a couple of things still need to be updated, you could at least have checked there first.
Yes truly a dehumanizing practice which reduces an individual to nothing more than his decided utility. This denigration furthers the feudalistic aims of the capitalist class.
Here, I made another plan for my corbusier house.
Blue is water, black are walls/windows, purple is for enterprises(workshops and "locations"), and finally, yellow and green are apartments.
Apartment block in the middle might get removed in favour of the main staircase.
in the new version, armies are "real things" not scripted, so they're actually sent over the overmap. So if you want frequent sieges, putting yourself smack dab in the middle of 6+ goblin fortress is a good idea.
That maxtm fagnut with his autismo tilesets.
Reg Cogul (Glove Bootpants)
Om Nomom Omnomomnom (Godly Cluttergod The Godly Cluttergod of Cluttering)
Hmm, I sort of tried that but it seemed to just mark the whole bag for dumping, or so I thought. Mainly because the little D symbol would just appear up top rather than next to the specific item I pressed D on.
That's because when you see the list of seeds, you're technically "viewing" the bag they're in, and so the bag will be marked when you try to dump the seeds. In order to REALLY select the seeds, you must press enter while hovering on them, and THEN press the dump button.
oh boy rock blocks, metal bars and rough hewn gems. What's it gonna be?
The d shouldn't be visible in the bag's inventory screen if you're doing it right, but rather in the seed's description. You have to actually examine each seed you want to dump and mark it on its own description screen; if you're looking at a list of seeds you're one menu level too high, and will just mark the bag for dumping.
During the last rhesus macaque raid I stationed my militia at the entrance. I have canceled the station order 3 times and even recreated the squad after setting it to inactive and whenever I activate my militia they go right back to standing around at my gate until they starve. Is it because they have no barracks assigned?
An easy way to dump everything in a container is to mass dump using d-b-d and then k-d so you don't dump the container itself. You can also dump in the stocks screen, all items are grouped so you can get rid of all seeds with one click.
Not him, but it's not that strange. When a word and its meaning is repeated long enough(as is often the case with dorf names), it just sticks to you. If you like to play around with custom names, you should learn even more.
Shit, thanks for reminding me about mass dump/reclaim. Haven't really had a use for it (don't like quantum stockpiles) since I started playing again a couple weeks ago until now.
Then you go there with the help of the map/quick travel map and when you arrive,you follow the compass. Then you look VEEEERY carefully for tiny almost invisible holes in the ground. Sometimes just a single ramp. Sometimes in the side of a hill.
It was made by someone in an online cartography club based on a df map. It's got some creative interpretations of df map features, but is pretty similar to the map it was based on.
Fuck animals and all the little shits they blast out.
How can I keep track of all these little bastards?
Yup. you can tell its fake due to the idea of threads/bandages remaining as *things that exist* once someone's treated (adamantine thread does fuck all) and the idea that a legendary team does anything special. Last I heard, testing indicates that only diagnosis matters.
All of the medical skills yield the same results regardless of skill level. The only difference is how long it takes to perform the job.
They're scholarly skills now, though, so your medical dwarves can get training and write books in times of peace if they have the right personality traits.
Are they ever going to change DF graphically? I know there's mods and all, but I'm just curious if they ever have plans for it.
Still loved the game though, I'm considering picking it back up again after forgetting the tough learning stuff.
That'd detract Toady from making the game itself.
That said, I'd love it if he implemented some kind of texture pack api thing so individual sprites can be given to anything, rather than replacing leters with images.
someone dwarf fortressify this meme ty lads
Wat? Than the my... I'm kinda loopy, tooth cracked and I've got it packed but goddamn fuck you nature and wisdom teeth and all that bullshit, seriously, eat a bag of dicks god, you big nonexistent nigger!
>fuck you nature and wisdom teeth and all that bullshit
Wisdom teeth are some shit man. One of mine somehow ended up almost 90 degrees pointing forward at the next molar.
>it apparently has dug into my jaw bone a bit and might require bone graft after being removed
>still hoping that something just fucked up with the xray image
Thought mine came in fine but the last ones cracked the tooth in front of them and it disintegrated one night eating pizza or some shit.
>onomnomnom, yum, pizza
>omnomnomom, yum, PAIN
>OH GOD WHY
Dorf dentistry when?
>Nurse, pass me the rum.
>Pass me the ale.
>Pass me the perry
>Isn't the patient sedated enough?
>Patient? Oh, yeah, pass me the war hammer.
>Now lemme just pinch those teeth out of there.
>obvious inefficiency due to dwarves being more likely to cross paths
That's not why it's inefficient. Dwarves can and will cross paths on any stairwell. Making a stairwell smaller only makes it more likely, not less. It's inefficient because the center tile gives an extra pathing cost with no benefit. And the inefficiency is incredibly marginal. It's literally only 1 tile per z-level of extra pathing compared to your preferred alternative.
It's a meme because it's recommended in every newbie guide.
So I rolled back to the summer save after that brutal slaughter.
And I think this migrant wave is a writeoff.
The cloud passed right over them, but it seems there are no effects. They were still flashing with an X and hadn't moved; maybe it didn't effect them because of that? Some sort of spawn protection?
I like the pretty blue color for the cloud, reminds me of the blue slime all over Cathelms.
>go to make new adventurer
>lets see what they have for intelligent wilderness creatures
>spent a long time looking up creatures before deciding on Gila monster man
>can't start as an outsider
What the fuck is this shit
gettin started on magma forges
I haven't gotten a first migrant wave in over a year when suddenly the game Pauses and alerts me to a migrant wave.
Already I am excited to learn that there are other dwarves out there that can join my settlement. The wave starts with a female Tanner. It ends with her daughter right behind her.
A single mother dwarf... I guess that's why she was two seasons late.
that's actually kind of sad. maybe after a while you'll get some engravings of their journey. the most i've gotten is an election and some dorf making love to a brute of vomit
Well, you've got an apparently immaculate conception. Next step is to make the kid a performer in your temple, and then a scholar until she writes a book. Build a cult around whatever god she worships, make her first friend captain of the guard, start up an inquisition, etc etc.
Get biblical. Make the story.
“When Cilob first arrived at our tiny outpost “Pickprices,” I felt as naturally protective as any normal dwarf would, seeing a mother carrying her 12 year old daughter out of the dangers of the wilderness. We had made our journey here a year ago with the seven of us and two yaks to carry our equipment. Even then, it had been perilous and I'm still not sure how we had made it. So, I couldn't imagine what these two had been through to get here. In fact, I felt a little guilty for praying to Idos for some migrants to help our cause when She sends us these two poor souls. As much as I wanted to ask what had happened, the look Cilob gave me after she had Zuntir safe inside was all I knew I would ever get out of her. Even through all the harrowing events I've been in, that look made me feel like I was still a child playing make believe. I'll never forget the way her gold eyes shown through the darkness.
Working on more of it. Gonna leave this as my start prolly. Epistolary seems cool for DF
The second thing she told me was that she 'took care of animals.' That was it. She stated it in a very matter of fact manner. This was made worse as the first thing she told me was 'there's a dead dog out there' the night she arrived. The dog was our dog, and she knew it. We're good dwarves, but we had to focus on ourselves getting underground. I knew the poor dog had gotten into it with a mountain goat, but the last anyone had seen of him, he was limping pathetically away from us. At the time we were willing to just allow the dog die alone. Cilob made me feel guilty. When she told me that she 'took care of animals' I had to explain we didn't really have any animals to take care of. She nodded, and I felt stupid because it was obvious. I suggested rather indirectly to her that we needed some gems to be cut in order to trade for some cheese and wine. She stared at me long enough to make me feel uncomfortable and then nodded. Everyone else enjoyed the cheese we got from her gems except seemingly her... and me.
thanks, it's been awhile since I've written anything creative
>elven caravan brings in a tame lion and lioness
>accidentally trade something with wood
Looks like Prepared Meals are greatly in demand.
Time to get more kitchens running.
>beating up stray animals at the edge of town to train my skills
>some kid gets too close and gets fucked up by my training macro
>already fucked up in the eyes of the town, extend training targets to the nearby kids
>end up fracturing some kid's upper spine
>this happens to be right beside a bunch of merchants peddling their goods in the street
>fuck it why not
>bunch of merchants run over and start making horrible attempts at instrument noises right beside this fucked up kid
>he's drifting in and out of consciousness with a bunch of merchants horribly imitating instruments
>tfw every attempt at adventure mode my character turns into something between Hannibal and
Obok Meatgodterrorizing townspeople no matter how pure my intentions at the start
I just wanted to be a singing wrestler traveling tavern to tavern before fucking up some goblins and demons, but then that kid was coming right for me and I had to stand my ground...
>Time to reroll and try again
New migration wave
not a good one gonna be honest.
I'm here for you.
You do need a fish dissector, right?
For how long is TLCM going to be an unfunny, pointless conversation between Misty and Cowsea? Since it's basically the same two sprites used in every still, it means that the only NEW things the OP actually does is writing unfunny lines for them. How can it take so much time?
>inb4 he does it volontarily, so you can't give critique
Why do I have feeling this game is missing something really essential? Like there is some weird hole in middle of it that stops this game from being the best game ever?
And no, it's not graphics. fuck off
I reckon the nickname will still show up in legends mode with it in the middle.
Not going to chastise you over anything but it seems to me it'd lead to a nicer and overall more pleasant experience.
Multitile vehicles and creatures(including boats and sea monsters), bigger variety among civs(different types of architecture for the human sites, improved elven sites with actual "indoors", improved dwarven sites with monumental halls) and improved warfare(more realistic army movements and sieges in adv mode, ability to make formations in both modes, et cetera), will bring it far closer to perfection.
I don't agree with most of this, those are just more flavours.
For me its the economy balance and, a proper legends viewer where you can see things happen in the world as you go, digging invaders and the worse of all: FPS death.
Why is farming and craft so easy and powerful?
Yeah, mostly this. Essentially, the world needs to become more "alive". Trade, diplomacy, and war needs to happen globally and dynamically, and the player fortress must be included in the same way the other actors are.
Every other necessary improvements (farming, crafting, improved sieges, improved army handling, etc) are part of those.
On the other aspects, we need more "adventure mode roles" (see dev page) and all that comes with it (better justice, ruins, crafting/terraforming in adventure mode); and as you said a much improved legends mode.
When all that is done, it's time to overhaul and the UI, so it has more consistency (reorganize the menus) and presents the necessary information in a better format (more charts, less walls of text; pictographics where it makes sense - adventure mode equipment, wound screen, etc).
Those are, in my opinion, the elements that need to be added/improved to make DF "complete".
Yeah, I consider that part of trade/diplomacy/war; or rather part of "other necessary improvements" that constitute those. It is, after all, nothing but a "water-caravan/army"
Also, it's important that the chasm between adventurer and NPC, as well as player fortress and NP sites(all inhabited sites, not just dorf forts) is thinned out as much as possible.
This has partially been the case in adventure mode updates: when the world got activated and bands started conquering sites during play, the player was also granted the ability to do this(although it needs to be fleshed out), and when performers and scholars got added, both career choices became available for player adventurers.
In fort mode, the chasm between player and non-player ofrt is still too wide. This becomes apparent every time you try to reclaim a worldgen fort. It should go by itself that a world gen fortress should have every function requireed for fort mode play from the start(although parts of them might get ruined after abandonment).
>there are people that don't play the newest version because of tilesets
Does anyone have that picture of the neckbeard complaining about dwarf fort in a 4chan post (or someone else calling DF shit, maybe both) and then the dwarf tells him that he needs his help?
What cheap laptop do I buy for dwarf fort? Whats the requirements regarding the processor?
How fix Toady's shitty code so that I can eat livers from my foes again?
Why did Dwarf Fortress gain the reputation of "that game that's sooo different to understand because there's just numbers on screen and shit!!!" when there are so many Roguelikes around? I don't see people acting all impressed about NetHack or ADOM.
I use an interaction to remove the [CAN_LEARN] tag before I kill them. Then basically all you need is a way to access it so npcs don't spam it (because they will spam it) like a gatekeeper ability that is [USAGE_HINT:ATTACK] and [TARGET:SELF_ONLY] which grants you the retardification ability.
hey /dfg/. I I want to get into DF because I used to have a lot of fun playing it several years ago. I had a few questions though.
Do most people use Lazy Newb Pack, or completely vanilla? Whats the difference between a tileset and a graphics pack? Those that play non-vanilla DF, do you use a tileset or a graphics pack?
I just got the base game myself, and whatever utilities I needed manually, and then slapped Wanderlust on top of that.
I'm happy with the result, nothing crashed yet.
Try bragging about your violent acts to lords or some shit
LNB is... well, convenient.
It's good to install tilesets, removing aquifers, cave ins, pop cap and other pluguins at the touch of a button etc. Not really fundamental, all you need is DF and MAYBE DTherapist (I can play the game without it but it really is godsend to manage jobs).
I use CLA because it looks really clean and sharp without losing its ASCII heritage imo.
get intel. highest ghz turbo u can find. i5 is good. try to get skylake (newest intel cpu)
graphics not important for DF
if u dont want to hate yourself, DO NOT get 1366*768. this is 2016 not 2004
rule of thumb: anything over 14 inches isnt really portable. too heavy and big to carry around frequently
vanilla with a larger ascii set is fine. therapist is nice once you get past 50 dorfs.
dfhack is nice when i used it. i esp liked stonesense to see the fort in a differrnt way.
however, i like staying vanilla so i dont have to wait for everything to be updated when the new version comes ojt
What does /dfg/ like to do with caverns in advanced world creation?
Larger ascii sets as in sticking true to the CP 437 curses set.
>what are cabinets for tattered clothes
>what are doors
>what are personal 2x1 temples in dorf rooms with a statue or something relatable to the deity
>what are personal dining rooms
at least 2x3 is needed, and 3x3 room just looks nicer
>Whats the difference between a tileset and a graphics pack?
This is a good start.
>Do most people use Lazy Newb Pack, or completely vanilla?
The LNP bundles a bunch of utilities and tilesets, and adds a fancy GUI to existing settings you'd have to edit text files for. Essentially it IS vanilla. Just more convenient, in the past often more prone to error, and slow to update.
It doesn't hurt to use it, but you don't need it either.
>Those that play non-vanilla DF, do you use a tileset or a graphics pack?
A matter of terminology, but using a different tileset (default graphic is a tileset as well) doesn't make the game any less "vanilla".
I know what you mean, but I'm just saying to make you understand that your choice of graphic has no impact on gameplay (and isn't any faster to learn either), and you shouldn't let anyone bother you because of your tileset. Just pick whichever looks the nicest to you.
I use CLA. Taffer, Duerer and wanderlust are damn beautiful as well.
Unrelated anon but do either of you have a problem with your worlds only having 40-50 layers till HFS?
I've been playing with very open caverns and this happens every time. I don't know how to get around it other than adding more layers between caverns.
I would really like this tileset if it threw away the dorf icons and put back the original.
Because I'm perfectly satisfied with ascii and if I fancy a change I have many options, including that one.
It'd be nice doesn't make it worth the effort of making it match right.
>flying tundra titan that breathed fire
I should count myself lucky that my fortress survived, but at steep cost none the less.
I have had a few successful forts, but always played in generally easy biomes. What should i look for in my next embark location that will be fun but not kill me in the first 10 minutes?
Rock on, I like useful suggestions or criticism! I keep all the old parts laying around in various .xcf's anyways so it's easy enough swap parts in.
Aren't you the guy who wanted to run the succession fort? I recall you rolling a 23. Where's the first update you shithead.
And yes you're playing wrong unless you build fuckhuge megaprojects to compensate. Survival isn't the point, you could just wall your dwarves in with a couple farms and awesome engravings and furniture all over and live forever.
He might make a full recovery if your medical staff can get him over the initial trauma. Pulping doesn't seem to prevent dwarves from healing their injuries, though it's implied that it should. With a left foot/right leg injury like that, though, he'll be laid up for a long time if he does survive.
Dude asked whether he was playing wrong. I gave my opinion on it.
And I still say that everyone who plays for a longer period of time will get bored of surviving if it's not against the odds.
I understand, but I doubt that just building an infrastructure and then doing nothing can be fun in the long run. I also acknowledge that the choice of words might have been too extreme, but I'm pretty sure you still understand what I'm saying.
And I am getting the impression that this specific tripfag just red about this cool totally complicated game and found out about boatmurdered and battlefailed etc. So he thought it would be an ebin idea to make a cool succession fort (which is a regularly suggested thing that never works out). And he wanted to roll for turns despite not everyone being interested because that's what 4chin does. I think there was a guy who would have done a year but our tripfag refused because he had to roll a 23 first. When he had to do the first year himself he apparently pussied out.
This probably influenced my tone towards said tripfag.
yep, its me, had to work some things around, and i havent been able to play much actually.
And no, im not paticularly trying to survive, and i havent always embarked in easy biomes, its just that I have never experienced the losing is fun verybody talks about
Can someone explain ballistas to me?
Do they have to be built on high z levels? Can they be ground level? Is there an advantage to either? Does a dwarf have to man it? Can you have dwaves switch between manning it kind of like patrol routes?
You build them. A siege operator fires them in the direction they were built in (preferably down a corridor). Use fortifications. They need ballista bolts and fly in something resembling a straight line, probably veering left or right if the operator is shit. When they hit stuff it gets killed pretty dead.
None, they don't work the same ballistically as catapults do, a ballista can generally shoot across an embark tile or two before the round drops, if not further. They're best for setting up at the end of a kill corridor.
I use "losing" to refer to a fort that has reached a point where it will be A) no longer fun and B) getting worse.
I don't consider it losing if the fort is invincible or likely to be never challenged ever again but no longer fun, I consider that 'winning' (in the sense that getting the Orb of Zot is 'winning' in Dungeon Crawl).
Get a laptop with the highest single processor speed. Not some quad core with 1.6ghz. All that matters for dwarffort is single processor speed. Hyperthreading and shit like that have no effect.
Ah hah! Just wrote an autobiography which covered this: >>128466115
Neat. The next one I wrote mentioned an apprentice I had, the joys of taking over a historical figure!
>write another book
>realize that when I thought I was grabbing a prisoner to escape a dark fortress with I actually grabbed a full grown elf bitch
>notice one of the books I wrote mentioned a husband
>killed by goldenbristle the hydra
>I have a quest
any adventurer can
had a elephant man werepanda, he died due to a night monster that was able to pierce anything with their fists, that monster destroyed a whole army camp really fast
Yeah, woulda noted that but pain, mouth, etc. Brain work off and on atm.
If you's trollan, gj, if not perhaps you should have put a couple points into reading?
>instead of adding in dummied entities you just add those tags
Do you need a handholding explanation of how to add tags to a creature? Because my tooth hurts and I'd rather you try and fuck up than be any more helpful than this.
Threw it too early the third time so I didn't get to stick it in them again. T.T
theres a diplomat milling about my dining hall and i cant get rid of her
my expedition leader is free and has an office so i dont think they're waiting for a meeting
2 more floors to go. and then i can move onto my forward fortifications
Game slowed down as I was flying through the air so I grabbed a screenshot because I figured I wouldn't get that chance again.
I was right.
Ow god, my soul hurts.
Well, you have a point, the trick to flying is to throw yourself at the ground and miss.
It is very hard to do this because there's no real way to practice without the risk of a mountain jumping up and slapping you in the dick.
Glacier, my dude. No need for evil biome, because if its reanimating it'll likely kill you quickly. But a glacier will either ruin you or force you to get more resourceful. Bonus points if you don't have to rely on the trade caravan at all.
Settle the caverns and scorn the surface world like a true dwarf. Kill any surface scum who dare enter your tunnels.
>be chillin in the tavern with some phat ass bitches
>drinking some fine ass potato wine, real classy shit ya know
>even sprayin it on bitches titties
>It's poetry slam night at the club
>get inspired after some drunken idiot rambles off some poetry
>gonna write some poetry, bitches love poetry
>halfway through, feel uneasy and some asshole spills my drink all over my great work
>poetry fuckin disintegrates or some shit, I don't even know
>bitches all laugh and leave
>now how am I supposed to get bitches?
>look around tavern for the shithead who pulled my attention away
>bitch nigga must've ran away when he heard me mumbling my mad rhymes
>bust out some more paper and ink, gonna get some bitches up in here
>spend 10 minutes on my new rhymes before I start feelin uneasy up in this bitch again
>some little nigga just runs up and steals my lyrical genius
>get up to chase this bitch
>all of a sudden, some big ass goblin runs down the tavern staircase
>ain't even scared, he may be a big goblin, but he still a bitch ass goblin
>"ayy bitch! whut tha fuck you doin interruptin my lyrical mastermind!"
>I bet that nigga don't even know common
>Gonna jump this fool with these drunk niggas, he ain't even stand a chance
>oh fuck, he just came at me swingin and got a lucky hit
>"yo brotha's, I need some backup in this bitch!"
>them bitches don't even put down their drinks
>that fuckin bard doesn't even miss a beat
>fuckin goblin bitch-slaps me with that shiny stick
>fuck, can't breath
>oh fuck, nigga down nigga down!
>tavern continues to hold their poetry slam while this goblin beats my head in
>mfw no more bitches
Help me, /dfg/. I don't know if it's a bug or did I fuck something up. I have, or rather had a functioning library, with one chest only, because who needs more. Scholars came, wrote some shit, took some other written shit, normal library life. But now the writing supplies in the chest depleted, and nobody wants to fill the chest in, even though I made a shitload of scrolls and quires, which are now rotting on my finished good stockpile. Anyone know why would that be? Is that a bug? Tried removing and rebuilding the chests, didn't help though.
>testing maps to see how much space between caverns feels right
>notice candy reaches all the way up from the magma sea to the third cavern layer - 15 levels
>after the very topmost layer there's a clear shaft down to HFS
what a trap.
Can I expect more settlements (hamlets, dark pits, dark fortresses et cetera) to be made AFTER world gen? I can't definitively say from my own experience and the wiki/forums isn't revealing.
Porting it to android would be a lot of work for toady and I don't think it's on his to-do list. An emulator would probably get less than 1 fps if you could get it to run. And even then the game would require a keyboard and make no use of the touchscreen so you might just as well use a laptop.
Sites get conquered and change ownership since 40.xx. Bandits fuck up towns (ruin buildings and shit), but only when you're not there and roam around somewhere in quick travel. That is, site changes are only realized on an abstract level. Furthermore I don't think newly made sites made it in.
I'm curious too, so I'll see what I can find in the devlog. Maybe you want to look through the FotF thread in the meantime.
>library slaughterhouses might not exist anymore
>random tavern murderfests seem to have been fixed with goblins recognizing that they shouldn't flip out and start fights all the time
>this will accidentally fix the "drinks the <<steel toy axe>>" bug
>nobody will ever know why
So I went through the devlog, and have found a few entries that relate to world activation, but the only thing that mentioned site creation at all was a paragraph about army camps (the little tents) being created as 'temporary sites' to reduce the memory footprint.
Ironically, I think due to a bug (or several), they are currently effectively permanent and block armies from reaching you sometimes. Though that might have been fixed.
I put all the info I found here
When I remember it and find time to, I'll make a thread on the forum asking about verifications of a few things and expand the page.
I would be surprised if you wouldn't find a thread on /d/ right now.
This is the cozy little corner of 4chan I like to hang out in. Where we talk jovially about horrific atrocities and maiming and nightmarish administrations but don't feel as much need to bitch at each other because this is more like a support group than a regular vidja game discussion.
Wow, four dwarf holds in the whole world.
is it possible for them to be wiped out and only my fort being the only bastion of the Dwarven race?
I make fucking awful forts but I'll try to save them.
>Yet is still fucking called The Age of Myths
I want my Age of Goblins.
>hmm I'd like to make a thread about smoking weed. I wonder what's the best subforum for that kind of thread is
>Ah yes of course, the adventure mode subforum!
Yeah but age of myth is related to titans, megabeasts, semi-megabeasts you know mythcal beasts. Mundane and non-mundane only really count when you enter the No Great Power stage.
missing dwarves keep turning up dehydrated in trees
what up with that?
i think it's been in plant gathering zones so far. do the other dwarves take away the step ladder before they're down?
>tfw you need to bump the general back from page 10 two times in a row
Toady has to realize the fact he needs to outsource the game or just get some help. Maybe even get actual money from by selling it for like two burgers.
He will die of old age, or worse, before the game will be finished.
It was ~10 months, and he also added procedural generation for music forms and instruments, poetic forms, and dances, a base for a tech system, temples, worldgen festivals, a new syndrome effect mechanic, a new service mechanic, new needs, a revised leisure system, finer control of adventurer customisation including full personality control, and the ability for dozens of sapient species to join civilization.
I know your post was bait, but there are new players in this thread who will actually believe your bullshit.
Toady is literally autistic. He will never get tired of programming DF because his brain is broken.
In many ways it makes him the perfect dev, but it also means he'll never think to outsource or differ from his vision based on community feedback.
>why the fuck did he quote me?
>what's that supposed to mean?
>oh right, right.
I'm (still) looking for a laptop to purchase for the sole purpose of dwarf fort
I think I've found a solution.
Ebay has a bountiful stockpile of used thinkpads
I could get a £120 2009 Thinkpad with 2.5GHz
Is that gonna be OK?
40.0 was in July 2014, 42.0 in December 2015.
And what he added in 42 was some nice flavor, but something only the most autistic players can truly rejoice about. It was fucking nothing compared to what was introduced in other major patches in the past. To truly think this game has developed effectively lately you must be really fucking delusional, or have Toadys dick extra deep in your throat.
>procedural generation for music forms and instruments, poetic forms, and dances
Yet another flavor of wall'o'text generator which spits out shit never to be meaningful.
>new syndrome effect mechanic
Another tiny notch to horribly underdeveloped system which is severely underpresented in game.
>new needs, a revised leisure system
Another half-done mish-mash which replaced semi-playable mechanic (social this time) and will stay in this incomplete state til kingdom come.
>finer control of adventurer customisation
You mean reroll button?
>ability for dozens of sapient species to join civilization
They've been joining civilizations since the vampire release. And visitors don't really join your fort. Not to mention I've yet to see a furry come to bar.
Really, last two updates were the longest to wait and most boring.
I need some advice on how to make a magma trench with a drawbridge without A). Frying my dwarves when trying to make it B). getting dwarves stuck in the trench or C). having it filled with up ramps that goblins can just use to sneak in.
>First reclaimation attempt of human fortress
>Only had two migrant waves
I've got like 10 poorly trained soldiers.
Oh, and did I mention that grackle men are also raining down from the skies?
Truly these are the end times.
>Yet another flavor of wall'o'text generator which spits out shit never to be meaningful.
Just your opinion.
>Another tiny notch to horribly underdeveloped system which is severely underpresented in game.
>Another half-done mish-mash which replaced semi-playable mechanic (social this time) and will stay in this incomplete state til kingdom come.
It changes the behaviour of the characters radically, and makes them feel more alive.
>You mean reroll button?
For the appearances, yes. But the personality screen allows you to fine-tune your adventurer's personality in detail using sliders.
>They've been joining civilizations since the vampire release. Not to mention I've yet to see a furry come to bar.
They haven't become fully integrated until now. Not until now do civs actually have diasporic communities consisting of different types of animal people.
>And visitors don't really join your fort.
They do. There was a bug in the early releases that prevented them from applying for full citizenship, but it's fixed now. They DO become full-fledged citizens now.
>Not to mention I've yet to see a furry come to bar.
It has happened to me quite a few times. I guess you just play small worlds where nothing happens.
>Really, last two updates were the longest to wait and most boring.
40.xx was the most important update for any and all future features.
in 42.xx, the revised needs system was the most important change. The adventurer customization is just part of . Adding taverns was high on the priority list for a while now, and the rest just came naturally with that.
42 was pretty much a stepping stone to the next version, or a supplement to the last, but downplaying the importance of 40.xx is just completely silly.
I don't know, channels don't really seem to work and while floodgates seem like a solution it usually just ends up with me losing a miner trying to get lava into the trench.
And no, this is underground magma, I don't think you can embark on a volcano. I mean I want this magma trench underground, using this magma to make a safe zone, sort of.
Update: A small war party charged out and killed the two necromancers in the front. They then switched to inactive and retreated from the undead horde. The other invading group was killed by the undead.
While the military reforms, the citizenry has evacuated underground to quickly discuss their next move.
So I take it you're new player then? You really shouldn't be messing with underground magma. The only way to bring it back to the surface is to make a complicated magma-pumping system, something that even experienced players can screw up and flood their entire fort with magma.
Here are some other alternatives for your trench:
you can just drown them, you dont need magma
Nothing cooler than watching goblins fight to death with lions and polar bears
And, yes you can embark on volcano
>fucking toady, why aren't you doing [unspecified thing], what I want, instead of doing exactly what you planned to do from the very beginning AND told us all about!
>what a fucking waste of that 0 dollar I spent on that game
>makes them feel more alive.
There's a couple of children in my fort right now which is happily playing with shit completely unphased by the fact their mothers having died in gob invasion just recently.
Really, surviving one third of a fort completely doesn't give a fuck about a hundred of corpses they used to hang out before.
Talk about "alive" again.
the area with the 4x4 areas is supposed to be my dining hall, and the area directly connected is the processed food storage.
the area above the hall is the kitchen, above that the unprocessed food storage, on the side refuse storage.
I'll link it it to some crafters so I can recycle the bones and hides
Well I want to blow them up, like dynamite and shit or run them over with minecarts and magma seems like the next best step.
And I don't want to pump it to the surface I want to make a trench using the magma I found, meaning on the same z level.
Why do you need defences in magma levels? Well whatever just use the same plan that is used for magma furnaces.
>channel out the area you want to be in magma
>channel down a downward shaft in which magma will flow down (the only way to break in to magma lake safely is to dig it open from most uppermost level of the magma lake)
>put a magma safe floodgate in the hole where the magma comes from
>dig your miner out of the trench, and replace the dug out block with magma safe wall
>open the magma lake from top
>open the floodgate
You dont really even need the floodgate, but it's there for safety. You probably didn't understand anything but it's really hard to help without pics.
so i thought i'd build a tower structure ontop of the entrance of my fort for my future marksdorf squads to defend my for and i had a shitload of siltston. the floor is perma suspended for some reason and my dwarfs refuse to pick up anymore siltstone to finish the job.
jesus christ, you sound like the type of person that feels really shitty about his life.
You cant possibly be thinking that that is a good critic of the gam, right?
pussy ass nigga