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/dfg/ - Dwarf Fortress General

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kea edition
Previous thread >>164964034

>Download the basic game here. Current version is Dwarf Fortress 0.43.05
http://www.bay12games.com/dwarves/

>Official forums:
http://www.bay12forums.com/smf/index.php

>Find a bug? Don't tell us! Tell Toady! Complaining in the thread will accomplish nothing.
http://www.bay12games.com/dwarves/mantisbt

>Have a question? Check the wiki first:
http://dwarffortresswiki.org/index.php/Main_Page

>Fireden archived threads:
https://boards.fireden.net/vg/search/subject/Dwarf%20Fortress/

>Dwarf Therapist (Out of Date):
http://www.bay12forums.com/smf/index.php?topic=122968.0

>DFHack (Out of date. Alpha version available, expect issues if you use it.):
http://www.bay12forums.com/smf/index.php?topic=139553.0
Alpha: https://github.com/DFHack/dfhack/releases

>Starter Pack (Out of Date):
http://www.bay12forums.com/smf/index.php?topic=126076.0

>More DF stuff:
http://pastebin.com/AnsHjQ40 (embed)

>Dwarf Fortress General IRC chat:
http://en.irc2go.com/webchat/?net=freenode&room=dwarffortress
(to connect yourself: https://webchat.freenode.net #dwarffortress)

>A bunch of guides to various parts of fort-based living:
http://imgur.com/a/nGyRF#0

>Video tutorials:
https://www.youtube.com/playlist?list=PLBrdUj1adIBD-vgUodaaxebcdqQ4oEWtg
https://www.youtube.com/playlist?list=PLD1A3FE72C0DCAC66 (Dated, but good)

>Text tutorials:
http://dwarffortresswiki.org/DF2014:Tutorials
http://members.iinet.net.au/~morty/Getting_Started_with_Dwarf_Fortress.pdf

>This pasta:
http://pastebin.com/iAduXzjn (embed)

Strike the earth!
>>
first for dolomite
>>
>>165288804
eh, dolomite is a cool guy, eh used for walls and doesnt afraid of anything
>>
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post forts
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>>165288804
>>165288991
>>
>>165289282
>those size-warping wagons

I always forget how bad non square shit looks
>>
>>165289587
Isn't it weird how your eyes are all squarefagged up and it looks wrong to you, but I can't figure out what you're talking about?
>>
I can't seem to wrap my brain around the quest log in adventure mode. What exactly is the small map and how does it relate to the travel map?
>>
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>>165289587
>>
For a fort of 110 whats the ideal number of military dwarves you should have? I was thinking 30, 20 axes and 10 maces who act as guards to defend caverns and entrances (less mess with maces than axes to clean up)
>>
>>165290795
Depends on your threat and their equipment/training. there is no one size fits all answer.
Lose a few more fortresses and you'll be able to estimate better.
>>
OFFICIAL RANKING OF NON-ECONOMIC STONE

SEDIMENTARY(THE BEST)
>Dolomite. Sedimentary, magma safe and flux. Best stone in the game. Even looks pretty.
>Limestone and Chalk. Sedimentary flux, looks nice.
>Everything else

IGNEOUS(TOLERABLE)
>Obsidian. Not flux, but still pretty fucking cool. Easily the best igneous layer stone
>Gabbro. Only way to get diamonds or nickel. Not hideous. Otherwise unremarkable
>Everything else

METAMORPHIC(TERRIBLE)
>Marble. The diamond in the rough, marble is the only good metamorphic layer stone. While it doesn't make up for metamorphic's other gaping flaws, marble at least mitigates some of them
>Quartzite. Cool name, not hideous, and magma-safe to boot. Vastly superior to the alternatives
>Everything else

CANCEROUS SHITGARBAGE(THE WORST)
>Schist
>Conglomerate
>All non-layer, non-economic stones with the exceptions of Cobaltite, Olivine, Serpentine, Cinnabar, Jet and Graphite

SERIOUSLY FUCK THIS SHIT
>Conglomerate
>>
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>>165290313
Small map is what you've seen from your position while you travel, so you can see distant peaks and such, towns that aren't obscured by mountains, rivers, forests, etc.

If you know the location of an event you can zoom the cursor to that location and figure out which way you need to travel.

I had the idea to try and alter the gm-editor army teleport tweak I use to aim it based off of the quest log cursor but couldn't get it working.

Though I am testing out the expanded metals setup I was working with another anon on here a while back.
>>
>>165291125
I can accept these terms.
>>
Trying to figure out how to trap and transport something big and murderous so I can have gladiator fights.

Anyone done this before?
>>
>>165291729
>Anyone done this before?
No, you are the first to come up with the idea of traping and transporting big and murderous things for gladiator fights.
>>
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Approaching into the third year of the autism fortress. So far it seems to be going fine, a kobold thief and some macaques cause us problem, but luckily i had made my steel axedwarf squad by then. We are currently in the process of making some macedwarves before we are ready to breach the caverns and get some indoor pastures and shrubs set up.
We've somehow run out of stone, though this map only has chalk and jet and microline but fuck that shit so i need to mine holes in the mountains far from the fort, which could be risky with these cliffs and stupid animals.
Luckily, the river is frozen, so if they fall we can atleast recover the corpse.
>>
>>165292214
I wasn't asking that literally, you actual autist, I was asking for help.
>>
>>165292341
Sorry, I'm only a figurative autist, and therefore I am of little help to your problem.
>>
>>165291125
All 5 of the fluxes and obsidian are economic stones.
Gabbro doesn't contain diamonds, kimberlite does, which is placed by default in your "cancerous shitgarbage" category.
Your list, by default, places siltstone, mudstone, sandstone and chert above obsidian, marble, and all manner of other excellent stones, which is objectively wrong.
Kimberlite, bauxite, brimstone, petrified wood, rutile, mica, pitchblende and microcline, all patrician stone choices, are in the "cancerous shitgarbage" category.
Basalt is a pretty cool guy, he's magma taking it easy.
Cobaltite is dirty nigger that ruins otherwise beautiful marble formations.

Your list is bad and you should feel bad.
>>
How buggy is latest version? What's up with no Therapist?
>>
>>165292779
>mica
>>
>>165293062
Don't talk shit about mica.
>>
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>>165293062
>disliking best rock
I bet you're into orthoclase you filthy deviant.
>>
>>165293749
>>165293931
Fuck off mica shills.
>>
Is there a way to set up custom profession lists like dfhack or therapist without using either of those? Going through each individual dwarfs labors is a pain in the ass.
>>
>>165294067
Name another mineral with cleavage this fine. Protip: you can't.
>>
>>165290659
>wanting squished distorted text
Who default master race here?
>>
>>165293749
>>165293931
The only thing worse than orthoclase is mica.
Mica is like if you ground up orthoclase, shit in it, mixed it up, stuck it underground for a few thousand years and then called it a rock.
The only nice thing to say about it is "At least it's not conglomerate"
>>
>>165290795
Maybe 40:
20 axes and/or swords
10 hammers
10 crossbows
>>
>>165295031
>crossbows
Why not just atom smash your useless dwarves instead? It's quicker, easier, cheaper and more effective in fortress defense. Lower mortality rate too.
>>
>>165295464
Crossbows are good for toxic fume or webber FBs.
If there is a FB that can web or insta-kill your dwarves you should use crossbows.
But go ahead and send your legendary axe lords into a cloud of unknown toxins.
>>
>>165292341
And I was making fun of you for not understanding how to do a simple thing. I don't even understand what you're having problems with.
>>
>>165290795
I think maces are almost strictly worse than war hammers, aren't they?
>>
>>165295582
>Crossbows are good for toxic fume or webber FB
Not really. They'll shoot once, forget they have quivers, drop their crossbows on the ground and then suicide charge whatever you told them to shoot at. Usually they'll miss too, since skill doesn't affect anything about ranged attacks except the recoil(it takes about 3 days unskilled and only 1 day when you're legendary+5) and even if they do hit, it will do pathetic damage. Assuming it even hits something worth hitting and not the ear or the third finger right hand, it has to be lucky enough to penetrate the skin(extremely rare thanks to how small bolts are) and then hope to chip a bone or pierce an organ(again, unlikely due to how small bolts are). They cause almost no bleeding whatsoever, so the only way a ranged attack will ever kill anything is a lucky shot to the heart, throat or eyes(assuming it manages to get through and pierce the brain)

Crossbows are pretty much only good for crippling unarmored enemies from a distance, things that won't pose a threat to your unarmed marksdwarves when they bug out and start meleeing(assuming they don't die from jumping off your battlements).
>>
>>165295772
Hammers hit deeper. Maces pulp faster. Prior to the pain nerf, this made maces a bit worse in combat against living enemies of sizes close to normal civilized creatures, who would often have a bone broken or chipped by a hammer in a couple of moves, pass out from pain, and have their head exploded. This advantage that hammers had lessened as the enemy got bigger, and was practically nonexistent for the most dangerous enemies, which neither was particularly suited for. Maces had a slight advantage against undead, due to a higher contact area equating to better pulping potential.
Now that pain isn't as much a deciding factor in combat it's hard to say which is better against gobs and such, though hammers are probably still a little better. In practice, though, either one's superiority would only be a factor for equally kitted and skilled opponents, which isn't ever the case in fort mode. You can give your dwarves whatever weapons you like and they'll stomp all over normal invasions without issue.
>>
>>165296360
I station them behind fortifications overlooking a long/serpentine path that the FB has to walk along to. They will keep firing and can cripple and eventually bleed the beast to death.
And even if it's not a poison/fire/webber FB it can still be good to let them cripple/wound the thing before letting your melee dwarves at it.

l2fortification anon
>>
>>165297378
Not that invasions are really a thing to worry about in this version. They are extremely rare.
>>
>>165296360
You're wrong on a few counts.
Marksdwarves will empty their quivers before they consider entering melee range. They'll only do so if they have an unobstructed path to a visible enemy, including climbing paths. In most cases, roofs (for archery towers) or closed shooting galleries (for interior defense) will prevent them from being able to do so. Being unable to reach an enemy in this situation, they'll take a pickup equipment job to reload (possibly with some "interrupted by scary thing" cancellations along the way). When a marksdwarf does find itself in melee, they don't drop their crossbows. They use them as melee weapons, using the hammer skill. Bolts of sharp weapons-grade metal will almost always pierce anything they hit of a softer material. Bronze, iron and steel bolts are highly effective against nearly any threat a fort can face.
>>
>>165298185
They're really not. Maybe you're just making poor embark decisions. Or is this an old ebin meme come back to life?
>>
>>165288804
>>165289382
>>165288991
https://www.youtube.com/watch?v=wzlTr-3sBlU
>>
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MICROCLINE BEST ROCK
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>>165292779
Microcline is straight up immersion breaking ingame with its elliptical formations.
>>
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What the shit?

I just figured out the reason I can't track down my squad leader is because she was kidnapped from another site, imprisoned at this fort, then later elected to a position/given a squad while still imprisoned, but since forts don't have spots for prisoners she's in limbo unless I can get her to appear properly with gm-editor.
>>
>>165294881
Definitely. curses_800x600 is where it's at.
>>
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>>165302017
Default+1 master master race.
>>
>>165291729
Of course not.
>>
Well I use phoebus.
>>
>>165292338
>skybridges
Fuck yeah
>>
What mod should I install to get more colorful types of wood? Either adding new trees or recoloring existing ones would be fine. I've been building an above-ground town out of wood yes I am aware that this is heresy and I hate how every single building is the same ugly-ass shade of brown.
>>
>>165300760
Well, couldn't get her to show up and don't wanna risk dropping her identity into a dummy unit so I just swapped the position/squad to another dorf, I'll see if I can find her later on.

>>165292338
>fSnowine of dwarves!
I enjoy the sprawl, dig that whole fucker out and line the cliffs with windowed rooms like a natural skyscraper!
>>
>>165303387
Find this line:
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]

Under it add this line: [DISPLAY_COLOR:X:Y:Z]

I think it's 1:7:1 for bright blue, 2:7:1 for bright green, 3:7:1 for candy cyan, 4:7:1 for bright red, 5:7:1 for bright purple, 6:7:1 for bright yellow, 7:7:1 for white.

You can put a 0 on the end for darker versions and I think changing the 7 alters how minecarts/barrels display?
>>
>>165303859
I don't really want to plug in random colors myself, though I suppose I can if I have to. I was sort of hoping somebody had already done the work of picking colors that are at least somewhat based on the RL appearance of the wood.
>>
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>made it all the way through the aquifer on the left side
>screw up while trying to finish the right side as well
>entire bottom level is now flooded to 7/7
Fuck.
>>
>>165305434
Most woods are already brown, birch is white, fantasy woods are fantasy colors. What's the problem?
>>
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>>165305434
Ah.
>>
>>165306632
Birch is brown according to the wiki. The only aboveground trees that aren't brown are featherwood (white) and glumprong (purple). And those only spawn in good and evil biomes respectively.

It's not really a problem, I was just hoping there was a mod that could add a bit of variety, like what you get underground with all the different colors of stone. But I've finally got my glass industry up and running, so maybe that will help.add some variety instead.
>>
>>165307820
Yeah, the things you make with birch become brown for some reason, probably because it just uses the default template >>165303859 referenced. The trunk, branches and logs are white, though. Which is probably not what you're interested in, I see.
>>
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>>165307820
Well, from looking around more, yeah, there should be a lot more variety in the colors.
>>
>>165309020
The raws actually use lots of different shades for wood: peach, tan, olive, rust, etc. There's a file somewhere giving a specific RGB value for each one, and they're all different. But the game's algorithm for mapping from RGB to the 16-color display palette maps every single one of them to brown.
>>
>>165309512
Yeah, tossing that [DISPLAY_COLOR:X:Y:Z] line in the wood definition is what is important apparently, almost all the woods are left brown, even stuff like birch. I'm playing around with some colors after noticing that persimmons and ebony are in the same family and deciding fuck it, that's enough justification for me!
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>People who engrave the entire floor of their rooms
>>
>>165312798
What objection could you possibly have to engraving rooms?
>>
>>165312998
I'm talking about people who just engrave the floors of their rooms corner to corner. That shit looks like ass. Please, engrave only the walls of your rooms and if you engrave the floors engrave it in a pattern, like perhaps in a ring two tiles smaller than the wall.
>>
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WHY THE FUCK ISNT THE DRAGON BURNING THOSE STUPID TROLLS
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>>165313092
You mean in non-obscured mode only? Or are obscured engravings also a problem?
>>
>>165313354
Now I'm not sure what you're talking about
>>
>>165302440
They're the best thing honestly, stop cave adaption but don't expose dwarves to sunlight so they're happy and not puking.
>>
>>165313474
You can set engravings to be "obscured", which makes them display differently on the screen but has no other effect (it doesn't hurt room value or anything). I think obscured engravings look the same as smoothed walls/floors, but I don't know for sure.
>>
>>165313728
Oh, huh. I never knew that. Well, in that case, that's acceptable. I meant visually, engraved floors that you can see typically look bad and clustered
>>
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>>165313474
>haha kid let me tell you how to engrave your shit
>by the way how do engravings work
>>
>>165313930
100% agree. I always set ENGRAVINGS_START_OBSCURED in my init files for that reason. There's also a way to toggle obscured/non-obscured for specific areas from the designation menu.
>>
>>165313316
Is the dragon hostile? If so it's probably too busy destroying that statue it's standing beside to.give a fuck about some trolls.
>>
>>165313983
>Ever wanting to engrave something and have it not show up visually
What a fucking copout. You can't have your cake and eat it too.
>>
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>>165313983
Word.
>>
>>165313659
Once a tile is light it's light forever no matter what you build there. If if's outside/light it doesn't reverse cave adaptation, it just stops it from progressing for the few ticks while the dwarf is on the tile. At best they'll just make it take a little longer for cave adaptaion to set in. Outside tiles (which are always light) are required to prevent it, and will trigger negative effects in dwarves that have already become cave adapted.
>>
>>165314774
Well, in this case you can.
>>
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>>165314397
No, is a well-trained war dragon.
A troll go into his chamber and free the damn thing and now is going rampage, I hope it don't die.

In other news, a fucking human crossbowman go ape shit just when the siege hit, he kill a carpenter and injure two other dwarf before it was put down.
>>
>>165315191
>rampage
Post combat reports.
>>
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>>165315649
Is just killing everything in 1 to 3 hit, fucking brutal
>>
>>165316274
Very nice. Seems the gobs have gotten a few hits in on it. Assuming it survives, let's hope it doesn't get infected. Even if it does fall, that's as good a way to spend your dragon as you're likely to get.
>>
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>>165316274
Goddammit, I know it, fucking dragon
>>
>>165315027
Shit, second sentence should say inside/light, not outside/light.
>>
>>165316849
Is the dragon incinerating your own military now? I can't really tell with that tileset, but those look like dwarves in the room with it.
>>
>>165317418
Yes, and I can't even order to kill it because is my own pet
>>
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>>165317237
With tiletypes the flags are skyview (sv), subterranean (st), and light (l). Skyview is the inside/outside, subterranean is whether it is above/below ground and can't be undone as I recall. When you're in adventurer mode you get the "you can not see the sky clearly" when inside.
>>
newfag here, I installed a new tileset, and I think I did it wrong because 1/3 of my screen in fort mode is taken by the menu, with the little map it it's 2/3.

how do I fix this?
>>
>>165319685
Hit tab
>>
>>165319754
I did it to hide the little map, but I want the menu on to know what I'm doing. Is there any way to keep it like it is without tilesets?
>>
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>>165298185
>>165297378
>>165295772
I've been getting super fucking frequent invasions, with well over 50 invaders per siege. It is terrifying.

I need to deal with this but I don't want to resort to
>traps

The biggest problem I'm facing at the moment is that my military dwarves just run out of steam, while they can deal the first 20 invaders with minimal losses, the next 20 shit all over them because they're collapsing from exhaustion.
How can I train them to have better endurance?

Oh, I do have a bit of candy, thanks to a rather long vein I found, and a little steel from trading but otherwise everything I have is bronze.

One arrived as I was typing this... it's fucking ENORMOUS.

SEVENTY. THREE. INVADERS.

I only have 47 soldiers and most of them aren't that great, because after the last invasions I greatly expanded my military, but fuck me. 73. Help.
>>
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>>165319909
Which tileset, if it's square they're going to be wide as shit.
>>
>>165320178
Oh, it's square. A shame really, guess I'll have to stop being a lazy fuck and get used to tab.

Thanks.
>>
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I like the idea of having festivals, but there are a couple things which bother me about them right now. One is that since they're currently worldgen/legends mode only, you'd think they'd be presented a bit better in legends mode. As it is, however, they spam the histories with around half a dozen minor events each time the festival is held. Why can't they just have all that stuff in one event, or at least cut it down by half by just having "the storytelling of the festival occurred" rather than "the storytelling of the festival began" followed by "the storytelling of the festival ended"? Is there any way that something else can happen in between the beginning and ending of a part of a festival?

The other thing that bothers me, though only a little, is that they use incense, but there's no incense in the game yet. I want there to be procedurally generated incense recipes for each culture, which may or may not vary according to time and place and other circumstances. Like maybe the goblins might use sliver barb in their incense or maybe after Urist Mcexplorer tamed the elk birds of the deeps in 89 the dwarves start using a new type of incense made with elk bird fat or something.
>>
>>165319936
Jokes on me it's actually seventy four, another one arrived. I'm hoping that'll be all.
>>
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>>165320503
>>165319936
EIGHTY INVADERS. AH. AH. AAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
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This man watched a werebear kill all of his friends and family. he felt nothing and then he was mad. 16 dwarves of 21 lost.
>>
>>165318662
Yeah, there are three tile attributes, and each of them has two possible states. You don't need tiletypes to see them, in fort mode they're displayed at the bottom of the right pane when you're looking at a tile. The light/dark and aboveground/subterranean attributes are kind of redundant, as aboveground tiles are always light and subterranean are always dark/inside. The only variable is whether or not an aboveground/light tile is inside or outside.
How they behave in relation to cave adaptation is a bit counterintuitive and seems to confuse a lot of players. For preventing it, inside/outside is the important attribute. Dwarves that never go outside will still become cave adapted regardless of how much light they get unless they spend literally all of their time on inside/light tiles.
>>
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>surrounding by 7 goblins and being shot by 2 bowman and dodging like is nobody business
Goddamn, trances are OP, the nigga only has 5 in dodger too
>>
>>165323685
There should probably be some kind of limit on the number of possible dodge successes in a given increment of time. Like maybe every dodge roll gives an agility-dependent penalty to dodge rolls for the next 20 ticks, or something like that, so that after so many dodges in a short period of time it becomes increasingly less likely that subsequent attempts can succeed. A similar system could work for blocks and parries. That would probably go a long way to fixing the current issues with legendary militias being invincible even when grossly outnumbered.
>>
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>>165323685
>after 6 pages of pure dodge and kill 2 goblins he finally passed out from exhaustion
You did good, little dwarf, you did good
>>
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>>165324317
F
>>
>>165320637
Why is there an opposed to life creature in your goblins' army? And is it fighting the invaders?
>>
>>165324419
rest in places
>>
Been a while since i played but a bunch of my dwarfs are distracted, is this bad an how do i fix it?
>>
>>165328652
It's the replacement for tantrums and bad moods.
It slows down their work and reduces the quality level of their products. A distracted legendary armorsmith is about as likely to produce a masterwork as a dabbling armorsmith.
You fix it by letting them do things they like, like praying, reading, dancing, spending time with relatives, or making stuff.
>>
>>165328809
>like praying, reading, dancing, spending time with relatives
Huh... how do i go about building/allowing them to do said things?
>>
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>>165328865
My grand master leatherworker burned to death, leaving no corpse for me to bury, so I made a slab and a statue instead. I'm happy with how they turned out.
>>
>>165330314
"The colour russet made her happy"

;-;
>>
>>165328865
You need a tavern and a temple. Make a meeting area zone (i) and assign it as a location.
A library is less vital, but lets dwarves fulfill the "abstract thinking" need. Designated the same way taverns and temples are. You'll also need some bookshelves, and books.
>>
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Hey hey, that's not easy to see, even with 3 mega/3 semimega starter pops I usually end up at year 400+ in the draconic age or something.
>>
>>165332494
The golden age? What needs to happen for a world to pass into that age? I always get the age of myth.
>>
>>165332679
Major powers dead (it went age of three powers > age of dragon and minotaur > age of cobim something (minotaur name) > the giant age (one giant was still alive) > the golden age
>>
>>165333312
There also need to be enough civilized critters. If one dominates, it does "age of the Dwarf" or something.
>>
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>>165333587
Yar, that isn't a problem in this world, something like 19k pop.
>>
>>165320637
Update. There are now more invaders than the population of my fortress.
>>
>>165334338
it's alright bro all you need are 10 legendary dwarfs and they can take on anything by themselves
>>
>>165333715
>High evil north and south
>Evil watching over the center inland sea
>necro towers dotting the center

Burn that world to the ground anon
>>
>>165334475
It'll take a while, but I'll do what I can.
>>
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>>165313659
>>
>>165333715
that is one evil place you got there dude.
>>
>>165334842
Nah, it really isn't, I turned down the evil a lot to get enough civs to survive so the powers would get taken out after a bit of history.
>>
>>165335174
25-50%ish of that map is evil or turning evil....
>>
>>165335326
Yeah, I've gotten playable worlds with civs clinging on in like 10~25% of the area pretty regularly once I got perfect world figured out.
>>
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>elves
>>
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Why is my broker prioritising a green activity over doing his job?
>>
so what happens to the world after you breach hell? (and of course fail to kill most of the helldemons)
>>
>>165339514
All demons gather in some random spot in the countryside, and then just stand there doing nothing for the rest of history.
>>
>>165294778
well...thats actually a fine cleavage
>>
>>165314803
did he die?
>>
>>165328809
>It's the replacement for tantrums and bad moods
It's not a replacement, it's a different (but related) system. Stress still exists as a separate system, but in practice it's nearly impossible to actually see dwarves unhappy enough to flash a red arrow or throw a tantrum.
>>
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bumpaloo
>>
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I've been playing with Lazy Newb pack for months, but the fps death every fortress ends in is pissing me off.
Should I update from 42.03 to 42.05? I use tilesets and DFhack intensively, to the point I cant play without the latter.
>>
>>165345835
Well DFhack and most tilesets are updated to 43.05, so I think it will be fine for you. TWBT doesn't work with 43.05 yet, I think, so some tilesets won't look as good but still.

Also you should consider reducing the popcap if you haven't.
>>
>>165320448
>I want there to be procedurally generated incense recipes for each culture, which may or may not vary according to time and place and other circumstances. Like maybe the goblins might use sliver barb in their incense or maybe after Urist Mcexplorer tamed the elk birds of the deeps in 89 the dwarves start using a new type of incense made with elk bird fat or something.

I get you senpai, probably will happen eventually, when we get scientific and magical researching
I cant see any other use for alchemists than to research and prepare useful substances and/or potions
>>
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bombelono
>>
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I dont have any military
>>
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>>165350969
>flying giant spiders
>>
>>165350969
Do you have access to magma
>>
>>165351108
No. I've just built into caverns and theres only water so far.
>>
>>165350969
>flying spider
Wouldn't matter much if you did.

>>165345835
>>165347664
Normal tilesets don't need updating anyway, and graphical tilesets only need updating when new creatures or professions are added, which hasn't been the case in quite a few updates.
>>
>>165351180
Then use water to drown it
>>
>>165291125
Needs more microcline hate
>>
>>165351238
what does have to do with incense nigga?
>>
>>165351108
>>165351107
>>165351238
>>165351296
It's dead.
Took 100 of my dwarves lives.
>>
>>165352205
Well you have to make a better drowning chamber next time.
>>
>>165352272
They punched it to death.
>>
>>165352305
Damn, your drowning chamber was really bad then.
>>
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>>165352205
>100 dwarves
>still has no military

Nigga what ?
>>
>>165352487
I didnt have one.
>>
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>>165288618
PRAISE KEK
>>
>>165352550
Wow, you really suck at this.
>>
>>165352537
I thought my problems will go away if I build wall.
>>
>>165352731
Your problems will go away if you build a wall

And a ceiling
>>
>>165352731
You need bigger walls
>>
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>>165352731
>>
>>165352731
Good wall reduces problems but not erases them.

What the fuck those dwarfs even doing if you have so many of them but no troops ?
>>
>>165351889
Linked the wrong post. You can probably tell which I meant to link to.
Incense is cool in my book, whatever tileset you use.
>>
>>165291729
Move the cage, add a lever to it, pull lever, realize you fucked up and your dragon is now free to kill all your dwarves
>>
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>>165352965
>a fucking fence
>even though there already is a fence
2016 had some of the dankest memes.
>>
>>165352205
Well, show us some carnage.
I never fuck up this bad anymore, I have to get my fun vicariously through /dfg/.
>>
>>165316274
>Dragon latches on firmly
>Dragon breathes fucking fire
>>
>>165339509
He's on break, OSHA regulations
>>
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>>165339509
>>165356206
:[
>>
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Cavern cages paid off. 80 cave gator kids.
>>
Why doesn't locking someone's joint prevent them from attacking you with that limb? I want to see what it looks like when someone in an armbar punches the attacker in the face with the barred arm
>>
Why is this game so easy now? I haven't had my fort properly set up for years and only one dwarf is upset about it and that's only because he just got here.
>>
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>>165288618
>kea edition
>>
>>165361250
Time to be an adventurer
>>
>>165361250
as in real life, the answer you are seeking it's alcohol
>>
>>165320637
Boar fiends? As in clowns?
>>
I want to trade only one class of object, what is good to trade that don't rely in fuel or crafts?
>>
>>165361616
Prepared meals.
>>
>>165361813
Too easy
>>
>>165359381
very smug
>>
>>165361941
Okay then. Lumps of clay.
>>
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>keas
>>
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>>165365425
HOL UP
What youse tryin' to say is
*flaps wings*
Uhh lemme get this straight
*dodges all your hunter bolts*
Whatchu sayin is
*flies on high orbit*
that WE
*steals anvil*
WUZ KEANGZ AND SHIT
>>
>>165366831
>>165365425

why do keas behave like that

has toady never seen a kea?
>>
>>165367764
Have you?

>https://www.youtube.com/watch?v=fBdvRCkCNfo

>https://www.youtube.com/watch?v=bxoCuRuHlt8

>https://www.youtube.com/watch?v=v22KUYUFwmU
>>
>>165346092
>>165345835
I know this is 5 hours late, but theres a (beta?) version of TWBT that's compatible with 43.05 and the alpha4 version of DFHack.
>>
>>165367764
They don't have a lot of keas in the pacific northwest. However I have it on good authority that keas irl steal anvils on the reg, and that new zealanders are constantly dying of dehydration in trees due to keas. Trust me, my dad works for kiwis.
>>
>>165368292
I see 0 anvils and 0 wheelbarrows.
>>
>>165369010
The point is, they're known for stealing things, as well as not being shy around humans. As soon as carry capacity gets implemented, they're gonna be spot on.
>>
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>>165369181
Now that we're on the subject, in what ballpark would you place the rate of travel of a laden kea?
And how would a kea transport heavy objects?
>>
What's the easiest way to remove all these useless fucking children my dorfs keep having?
>>
>>165370079
Wait 12 years.
>>
>>165370079
Put them, their friends, their families, their friends' families, their friends' families' friends, and their friends' families' friends' families in a trash compactor and pull the lever.
Make sure you have a few slabs ready.
>>
>>165366831
probably one of the better memes i've seen on this subreddit. I give it 1 and a half upvotes, and a reddit silver.
>>
>>165368306
Oh, I didn't know that, cool.
>>
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>>165371125
t. meme snob
>>
>>165372123
I'll have you know my father is the hammerer of this fortress and he'll cave in your skull if you don't take back that slanderous name you just called me.

Elf.
>>
>>165340620
>anon last thread
>new
>can't into well
>wereweasel child attacks
>finally kill it
>one dorf injured
>doesn't know what to do
>doesn't even have a well or hospital
>guess he is laying under a drawbridge
>...welp
>>
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>>165372741
>>
Cant wait to 2078 when Toady is going to implement Criminality, and banking systems, and parliament n lawmaking and political revolutions not to mention agendas
>>
never had so much problem from werebeasts, a werebear killed most of my dwarves then i got a migrant wave to replace all the lost dwarves then a werebison killed everyone. Do werebeasts get the relative strength of the beast?
>>
>>165376838
They're big, noexert as I recall, nopain.
>>
>>165376838
yes. you get the average stats of the creature you transform into, so a werebear or bison will fuck a dwarf up.
>>
>>165377565

i never experienced an actual scary werebeast i usually got wereturtles or werellamas and laughed as i murdered them. the combat logs were brutal no one lasted more than a few seconds against either beast.
>>
>>165370079
>go into creature_standard.txt
>find dwarves
>delete [BABY:1] and related baby tags
>change [CHILD:12] to [CHILD:1]
>change body size tags to [BODY_SIZE:0:0:3000], [BODY_SIZE:0:168:15000] and [BODY_SIZE:1:0:60000]

Congratulations, all dwarves over a year old will now be fully grown adults. This will require a new world by the way.
>>
>>165369867
Depending on the kind of kea and the flaps per second. Maybe more keas could work together to steal something heavy?
>>
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>>165377894
I got a wereass once. Thought I was gonna get twerked to death and started laughing like an idiot.

I later remembered that "ass" is a synonym for "donkey".
>>
>>165378872
>This will require a new world by the way.
Nah. You can make changes to creatures without needing a new world for them to take effect. I haven't tried doing this particular thing, but I would guess every child dwarf would become an adult on its next birthday if you made this change to a world in progress.
It's mostly just entity changes and new reactions that require a new world.
>>
>>165379652
IIRC some of them, like body size, don't play nice with pre-existing worlds.
They'll grow up on their next birthday, but they'll still be child-sized.
>>
>>165379826
Could be. That's a hard thing to verify without external tools. I would think that their growth rate should increase to whatever is necessary to meet the adult size by their next birthday, but I really don't know. I don't really care enough to science it myself, but I would be interested in reading someone else's results.
>>
>want to get into DF again
>no Therapist
JUST
>>
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>>165379338
Heh, probably think the pic is in reference to you, but it's actually for: >>165381154
>>
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>>165376146
>parliament n lawmaking
pic related
>>
>>165381709


Ill admit it ive never played unntil ive gotten a king

Is there a pop req or some play time needed
>>
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oops
>>
>>165382045
http://dwarffortresswiki.org/index.php/DF2014:Monarch
>>
>>165382045
dont worry, guy on pic related was talking about how the future government system would work
getting a monarch now adds nothing of value
>>
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>>165382151
Why do dwarves take their children with them on dangerous jobs?
>>
>>165345774
needs a star of david or something lol and 'evidence' that he's a jew
>>
>>165382892
Builds character.
>>
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>"latest news"
>>
>>165383568
>Builds character.
>>
>no sedimentary layer
What should I do to get weapons and armor without iron?
>>
This or Rim?
>>
>>165384781
Votoms or Macross?
>>
>>165382892

>Cmon son you cant even wrestle a giant cave spider, when i was your age i could single handily bite the face off cave ogers and i could stare goblins into suicide

>Kid: but daaad (giant spider dragging the webbed kid slowly into its jaws/pincers

>Dad: you are such a disappointment kid
>>
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>>165385395
He's actually managed to survive so far despite getting attacked by a crundle, nearly drowning, and his parent abandoning him when I sent a squad down through a safe mineshaft. Unfortunately half the fucking fortress thought they should wander down there as well for some reason.
>>
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>>165382045
Neither have I, weirdly enough.

Had a human queen once, though.
>>
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>>165386171
Also the resulting flooding of the cavern below has killed my FPS and therefore my fort.
>>
>>165334421
How do I get that though? It's not like danger rooms work anymore
>>
>>165391105
It's not like danger rooms were ever necessary to begin with.
>>
>>165392164
I have had a barracks set up, and my dwarves train in it. none of them are legendary, even my first squad.

I've dealt with 14 trolls because they rushed ahead of the main force. Also there's now 130 invaders total (including the trolls I've already killed)
>>
When is someone going to steal the source code and make a better fork
>>
>>165387695
I let the game run for a little while and my FPS has gone back to normal. I also managed to save everyone except for a single soldier.
>>
Your have been captured by elfs and tossed in a wooden cage in a wooden shed in a the great oak in the forest

How do you escape bear in mind you are naked and only get leafs to eat and they check up on you every 4th hour

also your cage is guarded by a dire rooster
>>
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>blob of water
>>
>>165394258
Obviously I give the guard a mug I made out of leaves, the mug contains a cage which contains me, when he drinks me I climb out of the cage and explode him from the inside, the rooster starts feeding on the elf goop everywhere, I brain it with the skull of my ex-guard, skin it, and wear a loincloth made from dire cockskin as I systematically set fire to the tree before removing the ears from the survivors I leave to tell the tale, obviously.
>>
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>>165395871
>>
>>165394258
Jokes on you, I'm Mcgiver

>Break one of the bars made of wood by chewing on it
>Shit on the leaves and leave them to dry out
>use sticks to make fire
>use dried shit/leaves as fuel
>escape cage
>use fire with rooster
>make the elves that come to check what happened follow a fake trail of chicken nuggets
>stab them with flaming stick
>use their clothes
>use leaves they brought to feed me as a trinket to cover my humane ears
>walk away calmly
>after bringing the rest of the fire to the whole forest

Easy brah, throw something harder man
>>
>>165396316
>use their clothes
But their clothes aren't man-sized. They won't fit on you.
>>
>>165397453
>not being a dwarf
>>
so has the equipment mismatch stuff been fixed for military equipment? or do i still have to go through and manually equip every dwarf
>>
>>165394340
Yeah I've had a few of those over the years of playing DF. They're always extremely underwhelming. I even had a hill titan recently in my current fort. It was made of brass, so even my bronze weapons easily defeated it.

>>165397853
As far as I can tell it's fixed, just make sure your uniform replaces clothing.
>>
>>165397974
thank fucking god
>>
>>165398218
You'll get it if you've got say, a human citizen and there's no human sized armour around. Just make some armour the right size. Hit (d)etails on the job.
>>
>>165397974
Metal/rock FBs can be quite scary. I got a steel quadruped once. Rip in pips fort
>>
>>165399227
Yeah a steel FB is just horrifyingly unkillable. I've never had one, fortunately.
>>
>>165399514
Wish they were that tough in world-gen, I've got better-than-steel megabeasts that get murdered by camels and shit.
>>
>>165402404
maybe he had adamantine camelshoes
>>
>>165404839
...
>tfw you read "adamantine cameltoes"
>>
>>165405090
>adamantine cameltoes
Bru, Im adamantines now
>>
how do stop dwarves from taking step ladders from dwarves when there in the tree getting food?
>>
What if Toady added some penalties for building mulitple z levels?
- Bring back cave-ins
- You have to build stronger supports for each z-level above you
- Penalty to time/energy for going up stairs and ramps
Right now things are kind of unlimited and good fort design doesn't matter as much. The game should force you to strategically design things.
>>
Step ladders are a terrible idea and just turn the game into babby mode mobile game difficulty with free infinite fruit and free logs. Toady should take out the awful looking new trees which are just infinite free lumber but he's too busy taking suggestions from reddit to please the fans and the game will never be good again.
>>
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>>165379338
>>
>>165408716
Wait what, how do stepladders enable infinte wood?
>>
>>165394258
>elves
>naked
Well, elves as a culture greatly value three things, nature, romance and art. They are also naturally altruistic and forgive easily, and since my punishment wasn't exile, it's definitely a crime I can redeem myself of.

>Make sure I'm working out every time the elf guards come to check on me, and make sure it's suggestive as hell in a sensual, romantic way
>When they're gone, loudly sing and recite poetry about the about the values of nature and love. Make it sappier than the tree I'm imprisoned in
>When not singing or exercising, make small talk with the dire cock, or at least as much as I can without an elf's animal telepathy
>When one of the elves inevitably begins to yearn deeply for my release, and embrace, and offers to free me and allow me to join them in endless romance among the trees, decline the offer, saying that the guilt for my crimes ways far too heavy on my heart, and that unfortunately self-exile is the only way to redeem myself
GG EZ. 12 hours tops.
>>
>>165407816
Don't make stepladders.
Literally the only way, since only the youngest available ladder will be used, and they're marked as available while being stood on.
>>
>>165409316
Add another spike termed "adventure mode" that goes to about endgame WoW level and then drops back down to 0 and it's perfect
>>
>>165410273
The new trees give way more wood than you can use up. In the old days you had to use wood wisely like and the more you cut down the farther you had to go to get more. Like a video game mechanic in a video game. Now it's just free logs and free food forever so you don't have to worry about challenge anymore. Just do stuff! It's a simulation experience!
>>
>>165408029
Gravity and mass of constructions being added, with tensile strength factoring in, so a wooden structure would be lighter but support less mass, a stone structure requires different methods but is very sturdy, metal structures can be built more like wood but support much more than either if built properly.

>>165411013
Don't forget one for modding.

I went from pulling shit out of other mods to the other day resurrecting the varied steels idea and fleshing it out so it's fully functional on my first try, reactions, different properties, displayed names, all of it.

Fun fact: meat cleavers use axe skill and can thus be used to chop down trees as an adventurer.
>>
>>165411163
You could always embark in a biome without trees.
It's not like wood was especially rare before multi-tile trees anyway, unless you embarked on such a biome.
>>
>>165411163
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:0]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:8]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:0]
[MAX_TRUNK_DIAMETER:1]

Put that in your trees and you'll get a couple logs each, play around with the values some if you want, bitching about a problem when you have the tools to fix it, is like standing in the rain and whining instead of getting an umbrella or going inside.
>>
>>165411753
Umbrellas when?
>In all written records, the oldest reference to a collapsible umbrella dates to the year 21 AD
Slap some tallow on a piece of cloth, put that on a wooden or metal handle, and then get your farmers to stop bitching about rain.
>>
>>165411753
I'm not asking for a solution I'm asking: Why does Toady keep developing the game to be worse until it is unplayable garbage?
>>
Are dfhack and the rapist updated for 64bit yet?
>>
>>165413363
because he's not going for playability. He's going for depth and accuracy of simulation.

Maybe Rimworld is more your speed.
>>
>>165413569
The latest DFhack alpha hasn't given me any problems and it has a built in version of therapist .
>>
>>165413363
Toady is developing a fantasy world simulator, it being playable comes second to that.
>>
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wew
>>
>>165413990
Ñ
>>
Do you think there will be another autist of Toady's caliber in the 22nd century to truly usher in the new age of VR?

Mind you, not this fake """"""""""""VR""""""""""" shit that is only 3D vision with head mounted displays. I'm talking matrix VR that plug into your brain and simulate every sense there is, not just a couple. Calling this trash 'VR' is like calling those awful wheeley things 'hover boards'.
>>
>>165414234
Only one man as autistic as toady can be alive at any given point. So as long as we don't hit any major life prolonging medical discoveries in the next 10-20 years I'd say we have a shot at it.
>>
>>165414234
once toady does his research for the magic update he will become immortal and bring us to a new age of dwarf fortress
>>
>>165414234
The best thing we can hope for is a VR interface to interact with DF akin to Armok Vision.
Toady's autism will not be matched for centuries to come.
>>
>>165414831
>Implying Toady doesn't have perfect clones in cryo just for when VR happens
>>
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>>165368292
wtf i hate keas now
>>
>>165414947
>you will never live to see a team of Toadies produce the perfect game
>>
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>>165413363
It isn't a goal to make a good game, I think it's supposed to be a good story generator.
>>
>>165413363
Because Toady doesn't care.
>>
>>165413748
>>165413915
>>165419621

dwarf fortress is an unfortunate events simulator
>>
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>>165421458
With a side order of atrocity simulator
>>
>>165421614
there needs to be a torture mod desu
>>
Taverns are pretty bad. Is there any benefit besides having a bunch of smelly foreigners to lag your fort and having more useless citizens? Why does Toady develop the game backwards so it gets worse? Maybe someone should go to his house and rotate his chair around?
>>
>Dwarf Fortress just announced to be ported to Switch
>>
Rooms are pretty much pointless without cave-ins. You could make your fort a giant stack of rectangles made out of up/down stairs and it would be just as efficient as your intricate moria fort and that's why the game is shit
>>
>>165425157
>just as efficient as your intricate moria fort
I think you mean more efficient because a design like moria is expressly putting form over function.
Until free, instantaneous teleportation with no drawbacks exists, a giant stack of rectangles will always be more efficient than moria.
>>
BLOAT PURE BLOAT
>>
moria is shit, reminder that durin's folk were the dwarves most friendly to elves
>>
>>165424797
Frankly I would pay a monthly fee for multiplayer in this game.
>>
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>FPS dead already
God, it only has been 4 years and only the first cavern, this fortress has being so fucking painful, that waterfall just finished killing my enthusiasm for this shit
>>
>>165425875
I think I'll make a mod for it.

By the way, what's a good muslim country to go on a biking trip?
>>
>>165426158
I hear Lebanon is nice.
>>
This game needs
- cave ins
- need for structures to support fort levels
- going up stairs tires dorfs and takes time so you can't build infinite z levels
- slower mining
- slower skill gains
- slower military training
- some goblin machine that can punch through your walls
- goblins can dig into your fort after a long time
- significant difference between cost of building materials and materials' defense quality
- can't farm on dirt without watering it regularly

I know he took away cave ins because of 3D caves, maybe the game can distinguish between caves and player structures and only make those cave it?
>>
>>165426401
Go play Rimworld, faggot
>>
>>165426401
Things will come in time. It's better to let frog do stuff in his own manner than asking for priorities.
>>
>>165426401
invaders digging would be fucking sweet. currently if you want all you need to do to be invincible is retract a bridge. having to build moats and shit would be so dope. but even without playing like a man and not using traps, bridges, and meeting things head on it's just so fucking easy. all you need are some legends and they'll tear through ANYTHING except a webbing creature. idk if it's trances being super op or what, but having a couple dwarfs take down a siege solo just because they trained for a few years is kinda boring. to keep it interesting you gotta have some peasant force or some shit to send in
>>
>>165426702
Toady is just an old quack going crazy from sitting in his room all day. Most of this stuff was in the original 2D release and it has been going downhill since then.

>>165427201
How hard can it be? If they can't find a way in they just begin tunneling towards the spot in your fort with the least distance to the outside, just like a normal dwarf. I bet toady could program that in a week but he's too busy making the armies move in a ~*realtime simulation*~ and fucking up the game.
>>
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>>165426401
>>165427201
>wanting diggers
>wanting filthy goblins fuck up your fortress design
Worse than elfs
>>
>>165427640
The point is to force your fort into being well designed through gameplay threats. Three tiers of siege engines 1. giant multilevel step ladder to get over your walls, so you make multiple z levels and enclosed forts 2. swinging log to punch holes in your walls, so you have to use good materials with multiple thickness 3. Specialized digger goblins. Gobbos are shit at digging so the take a long time, so you have to build far into the earth and reinforce the area
>>
>>165428320
>spiked wall tops with boiling liquid chutes
>counter-sappers, areas where digging in from the wrong direction means you end up flooding your own tunnel or collapsing it on yourself or falling into the caverns
>>
>>165428320
Building destroyer are fine, diggers are not, they are anti-fun, they complete fuck up your designs with no way to fix it and even if they also implement a way of counter this (harder stone or something) you would need to create a double layer of wall which would fuck up ALL current fortress design, FUCK diggers.

Also, you want cave ins and diggers? You know what kind of bullshit that would create? Fuck off, nigga.
>>
>>165429249
Yeah they are invaders they are supposed to fuck everything up unless you kill them all. Do you really want to preserve your shitty fort design over fun exciting war gameplay? How many times have you been staring at your over designed laggy finished fort wishing that something would come and try to destroy it, but then it never comes and you close the game?
>>
>>165429249
people like this making suggestions are the reason toady ruined the game. He asks "do you guys want fun siege gameplay" and people say "no that would make the game too fun, add taverns that don't do anything so I can roleplay in the tavern with my anime waifu, also add anime waifus"
>>
>>165429668
i just want the game to be harder. i don't know if it's the way i play or what, but basically after the first year or 2 it's just game over and nothing can touch you after except clowns or a steel blob or some shit
>>
>>165429519
No fuck you, there's way of making invasion fun without having everything you build fucking ruined, with actual siege machines, large creatures be able to destroy built walls and bridges and climbing would be enough to fuck up your defenses without permanent damage to your fortress
>>
>>165430324
Forts aren't meant to last forever they're meant to last until a big enough force comes to wreck it. They would only come in really late armies anyway, and holes are easy to plug up.
>>
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poo when?
>>
>>165429249
You are wrong. There just needs to be a way to fill the earth back in after they dig it. If you could just seal off your fort with a wall indefinitely (like you can now) it would be boring.

Having to sally out to destroy a sapping tunnel or something would make sieges more interesting.
>>
>>165427201
There's a mod that enables digging invaders, but it requires dfhack.
>>
>>165430558
>Forts aren't meant to last forever they're meant to last until a big enough force comes to wreck it.
t. Bosa Malignedhate
>>
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Anyone remember when I posted about my axedwarf who just barely managed to defeat that FB?

Well, I retired him and made him my baron. Here's his palace, 9 z-levels above ground level. The walls are made out of marble blocks, and the furniture is made out of chert.

The squad member who inherited his axe has already named it, and killed many goblins with it.
>>
Siege anon here. I've released the clowns on the massive invasion force in order to crush them. Unfortunately this has also crushed my FPS.
>>
>>165415557
Yeah what the shit was that? Attenborough never has that stupid stuff in his programs. It's as if the editors thought they were on animal planet for a second.
>>
>>165435970
Why did you build an oval tower?
>>
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>>165439304
Fuck off, filthy square user.

As they say, square sets are for square people.
>>
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>>165439304
>>
>>165382892
Why do you send parents with babies on jobs you cunt?

Once you have the bebi factory you have to burrow that shit. It guarantees a kid ever year.
>>
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>>165439851
>>
>>165440545
Yes, yes, good Dorf.

Get many children and leave them unattended!

t. Snodub Ngerxungstein
>>
>tfw still on 42.04 because too lazy to update rapist and dfhack
>>
>>165440827
>unattended
You wot elf?
I burrow them with their parents. Once they have a kid they better pump out another 80.
>>
>>165441320
Armok demands it.
>>
>>165440994
Just get LNP 0.43.03-r09. Everything works there.
>>
>>165440789

[WINDOWEDX:80]
[WINDOWEDY:25]
[FONT:curses_640x300.png]

[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:curses_800x600.png]


[GRAPHICS:NO]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:curses_square_16x16.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:curses_square_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]

Graphics are off by default, 640x300 and 800x600 are the default tilesets, there is only an example graphics set normally so that set is more like an afterthought option.
>>
>>165441721
>your preferences are not the default
Is not an argument.
>>
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>>165441721
>>
>>165441826
The picture said "what dwarves //actually// look like" did it not?
>>
The Tax collector from the Mountain home has come

His face is grim, his eyes are dark, his hair is slick and well groomed and he has glasses made of admantinium. The black suit fits perfectly over his burly body and he wields the a brown suitcase of tax laws and debt papers, financial papers on the fort.
On his neck hangs a beautiful gold amulet bestowed with the power and protection of the Mountainhome

He walks in a fast pace toward your fortress bookkeepers office, what do you do as the lord of the fort?
>>
>>165442058
Cave alligator pit.
>>
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>>165442058
>adamantinium
>>
>>165442058
Quickly wall them both in during the meeting. Little did he know that my bookkeeper is a weresquirrel!
I will release him back to the mountainhome after he has spent seven plump helmet-less, booze-less years in my "enlightenment library".
>>
>>165430324
May I suggest you just embark in a place goblins can't get to if the digging ever gets implemented.
>>
>>165415557

I almost burst out laughing when I saw that.

>tfw to smart too be tricked by humans
>>
>>165442242
>>165442113

The benevolent goblin king of the mountainhome is distressed by the the lack of reports from the tax collector and send a squad of men to investigate

your move
>>
>>165444021
Cave alligator pit.
>>
>>165444069

What if one of the dwarf
is are a drunken batmanish and Macgyverish type with an overbearing beer belly?
>>
>>165444387
What if you decoded your posts before posting?

Also that won't stop the alligators. I trained them with countless zombies and goblins.
>>
>>165427640
>Having completely impenetrable fortress even if you build them with soap bars
Come on, defense should require more skill overall
>>
is using a mod like masterwork frowned upon here
>>
>>165429249
It's realistic
>>
>>165444513

you must have great faith in your gators
>>
>>165444912
They are my precious children after all.
>>
>>165444829

>wanting your fortress to look like a Swiss cheese filled with goblin chiefs and kobold beggars

yeahh nay
>>
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>>165444873
just b urself
>>
>>165444873
ye

>>165444986
just fix them, destroying anyways should take a looot of time, 5 times more than a building, I think
>>
>>165444873
Yeah but if you want to use it, use it.

But don't donate.
>>
>>165445068

Why not just implement a battering ram

or some sort of Goblin navy seals who will dive into the ocean only to appear your underwater lake
>>
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>>165444986
Defending your fort against that should be up to the player.

Toady shouldn't refrain from adding new challenges just because a few playerscan't handle them.

DF needs more challenges badly.
>>
>>165445228
Because without diggers invaders can't get inside a fortress with no entrance
>>
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>>165444021
Stall them. Claim ignorance and pay off a bard to claim he saw a "fashnubly dun up" dwarf in a nearby village, and that the village has a bandit problem.
The tax collector will be out in a few more years, then that meddling "mountainhome" will see!
>>
>>165445083
>But don't donate.
But then poor Meph won't be able to go on perpetual vacations around the world anymore (it's not like the money he makes from leasing out the family-owned apartment blocks is enough).
>>
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>>165445685
I just realised I should probably make that pic a bit less doxxey before posting it here, even though the info is still easily available.
>>
>>165445228
you are being sarcastic, but that would be pretty awesome
I would find it very rich and interesting if you could create special combat units using only champions as blank training-less units

>>165445452
yep, the game'll advance
>>
>>165445685
>ywn be Meph
Fuck
>>
Is there any way to force giant rats to run a specific courser/path?

Up until now ive used specially placed flood systems to force them forward but its slow and relies upon lever management
>>
>>165446652
They have [CURIOUSBEAST_EATER] and [CURIOUSBEAST_GUZZLER].
>>
>>165445534
This is why I train my dorfs to be nazis.
>>
>>165446928

I know ive tried luring them forward with food but they don't run instantly for the food and spends some tie eating it before proceeding for the next bait.

i even tried releasing dangerous best to chase them around the course but it ends in a bloody battle and blood everywhere and expends my stock of rats rather quickly.

even tried catapulting with bridges but its ends in broken bones

I am building a race track and i want them to run the track
>>
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>>165446652
Here's my setup, building destroyers head for the locked door and get trapped, everything else into the meat grinder.
>>
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>gem window toppled by forgotten beast

how?! their construction was finished a decade ago, and during that time no beast could break through the gem-lined hallways in the caverns into my forest. now there's a forgotten beast that's been sitting there forgotten for like 5 years, and suddenly it breaks in? what's the deal?
>>
>>165447940
Maybe he spent those five years trying to break that window
>>
>>165447940

For five years he has been staring at his reflections in the window, slowly getting insecurities and his mental health plummeting

then finally on that faithful day he broke the windows and the chains of despair

then there where dwarf slaughter (i assume)
>>
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>>165447805
>dat dorf
Did you activate the fucking default graphics?

You do realise that those are just there as examples to help people who want to make their own creature graphics, do you? You're not supposed to actually use them.
>>
>>165447940
This is just like my laotian cartoons.
>>
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>>165448373
I like them.
>>
>>165448498
I'm not talking about the tileset (the tileset is alright), I'm talking about the graphic set used for the dwarves. The dwarf raphics are hiedous, and like I said, they're only in vanilla as examples of how to use the graphic raws.
>>
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>>165448607
I know.
>>
>>165448649
Is this some ironic thing? Or is it because Toady made them himself?
>>
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>>165448818
I just like them?
>>
>>165447576
You don't let them get the food/booze. You use pressure plates to close off the path to it as they approach it and opening a path to the next pile of food/booze, which they will then path to, tripping another pressure plate that closes of the new path, etc etc etc. You don't even have to use actual bait, you can just give them long and circuitous paths to your real food or drink piles that they'll lock themselves out of over and over again.
>>
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>>165448271
that sounds believable, but suckash the ugly crevice probably doesn't have anything to feel insecure about. he did kill the queen's husband, but he was fixated on bracelets so nobody liked the guy, which makes suckash kind of a hero i suppose.
>>
Any reason not to play 03 instead of 05?
I dont want to ditch my fort because Toady updated kobold breakfast preferences.
>>
>>165449914
>but suckash the ugly crevice probably doesn't have anything to feel insecure about
Makes it even more believable to me. If I had grown up with the other hideous beastlings calling me the ugly crevice I would probably have some kind of neurosis about my appearance. Hell, his own mama named him Suckash.
>>
>>165450779
64bit, bugfixes, fully armored invaders, armor damage
There hasn't been a save compatibility break since summer of 2014, you don't have to ditch anything.
>>
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Why do people do absolutely nothing when I go to their settlements and start killing random people/
>>
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Finished up some comfy offices for the bookie and manager.
>>
>>165453069
Because they're just real down to earth dudes, thats why.
>>
>>165449875

Sounds plausible haven't touched pressure plate much and kinda like over engineering dumb solution to tiny problems
>>
>>165453069
town life is hard man
they dont even care anymore
would you care if you lived in a world were demons and forgotten beats existed?
>>
>>165455941
>>165453703
I mean.
If they dont stop me I'll kill them next why are they so passive?
The last time I remember the town going all together on me was when I kicked a baby.
>>
>>165453069
toady is a hack that's why

someone should take away that cat of his, swamps or sneaks or something
>>
>>165456698
Why are you being so rude to Toady anon. About the game he lets you play for free.

Is it for the (you)?
>>
>>165458881
He has his priorities upside-down.
>>
>>165458997
you got your life upside down you shit
>>
>>165456059
They probably feel like you're doing them a favour.
>>
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How do I install TWBT alpha for .05?
>>
>>165462783
Good question

Too bad I don't have an answer
>>
>>165462783
does TWBT fix that ugly menu taking 1/3 of the screen?
>>
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>>165462783
Easy, my japanophile friend.

You don't. Even if it was up to date, it would just crash your game.
>>
>>165465339
I don't understand how this is a problem for you. Just make the window bigger. A 1080p screen can easily fit the entire width of a 4x4 embark, even with the menu open.
>>
>>165466158
I've found TWBT completely stable as long as you turn multilevel view off.
>>
>>165465339
press tab to hide the menu
>>
I want to test some rumors I've heard about fire.

1. "Lignite items will burn up to a year before being destroyed"
2. "Lignite/graphite hatch covers (built) will burn forever"
3. "Wooden roads will burn forever"

I'm going to set up a little fort to test these and some other properties, such as flammability of constructions of various types and materials, and flammability of diamonds (which have similar material properties to lignite). Is there anything else I should test while I'm at it?
>>
http://www.bay12games.com/dwarves/dev_2004.html

Look at this, Toady finished whole game mechanics in DAYS. The whole game was finished in like 3 YEARS. Now it takes half a year to fix bugs and it's called a "release". Now it's been 11 years and Toady has done what? Made the game unchallenging and lag like fuck,
>>
>>165469842
I don't know what to tell you.
>>
>>165469842
Your bitching and whining is getting tiresome. No one cares if you don't like climbing or taverns or drawbridges or whatever other mechanic you're going to cry about next.
>>
>>165469842
shut the fuck up already
>>
>>165469842
Toady is not indebted to you, and we are not your echo chamber
>>
>>165469842
Comments like these make it painfully obvious that you've never programmed anything substantial in your entire life.
>>
You guys know he's just trolling right
>>
>>165453069
Adventure mode villagers went from
>Converge on you for punching a chicken, and tear you apart, even the children
to
>Either stand by idly or run away no matter what, even if you're in a room with 2 wood cutter, a miner, and 3 hunters who all have the equipment to wreck your shit
>>
>>165470169
>>165470254
>>165470257
>>165470495
>>165470514
>>165470568
Toady stop shilling and go work on the game
>>
>>165449914
Can we get a description on the bugger
>>
>>165470879
The armed ones have a tendency to fight back, although it mostly comes down to discipline. Miners, hunters and woodcutters usually fight back, at least when I'm playing.
>>
dont die
>>
>>165474539

Try to stop me
>>
After years of playing I have come to the conclusion that 16x16 ASCII + custom color scheme is the best way to play
>>
>>165477882
Accurate.
>>
bumbalöopndgoo
>>
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Do animals have non-lethal combat now?

This is the second time I've run into a surprise GCS that refuses to use webs.

The miner just bruised its leg and it ran away. I was a little disappointed. Everything that's threatened this fort so far has turned out to be a non-issue.
>>
>>165482098
It wants to be your friend but doesn't know how to express itself. Let it into your fort so it can get acquainted with your dwarves.
>>
How about for cave-ins. You can't ever build greater than a 7x7 room without support, but for each dug out layer above you it reduces the size you can dig out without collapsing by one. So you can only dig out a 6x6 room with a dug out layer above it, only a 5x5 room with two dug out layers above it, without a support. With one dug out layer above you can build a greater than 6x6 room if only a 6x6 part of it overlaps the above dugout layer
>>
>be forgotten beast
>minding your own business in your caves deep in the bowels of the land
>feasting on dralthas and the like
>ages go by
>one day you're sleeping and suddenly a burst of falling rocks wake you
>stay low and go check it
>these little, fat and hairy humans made a hole into your home
>they walk around as if they own the place
>they steal your food and drain your lakes
>they destroy all mushrooms and trees
>they dig even more holes in your shiny walls

be honest, what would you do?
>>
>>165483047
I'd be okay with this, or even just the old-school flat 7x7 limit. But for god's sake stop memeing about it and implement it as a dfhack script or something.
>>
>>165483093
Well let's see...
Attack -> get made into dwarf food
Reveal yourself -> get made into some dwarven noble's shoes.
Stay hidden/find new home because you're the only thing that can walk off map -> live another day.

Since you didn't specify what kind of beast, the choice is obvious. Dwarves are fucking vicious.
>>
>>165482098
It's a bug. It doesn't happen often, but it isn't terribly rare either.
>>
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>>165456059
"Damn, that gore covered wall of muscle, beard, and armor just hacked Olith in half with her enormous battle axe!"
...
"Guess I gotta pull out my carving knife and go kick her ass for it."

>>165470879
The swarm mechanic was insane when you stop and think about it. You punch someone and everybody in town/neighboring towns knows instantly and dedicates the rest of their lives to murdering you?

You know npcs react to you the same way they react to each other right, so you're asking for every npc to murder everyone else at the drop of a hat.

It's funny for a while but it's not as interesting as you might think.

I made worlds with higher discipline natural skill and local banditry stuff so I get squads of soldiers bugging me and people much more eager to come shank me for being a dick.
>>
>>165486557
>It's funny for a while but it's not as interesting as you might think.
Eh, I don't think that. I was just highlighting how amusing it was it went from one extreme to the other.
>>
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>>165487183
Well, I do personally make worlds with natural skill discipline and such, and definitely suggest it, the higher skill bandits and such, people having a personality which makes sense for fighting back, so forth.
>>
abmavmp
>>
>>165487692
Does changing natural discipline for all sentient creatures carry over to pre-made worlds, or would I have to generate a new one?
>>
>>165491303
It doesn't have the same effect in a pre-made world, but the responses will be a bit different. It's like how a yeti will panic when it sees you sometimes and run off, while a zombie yeti charges instantly?

The discipline change makes people react differently to a brawl vs a lethal fight or no quarter fight, also, they'll keep in brawl state longer if you don't start using dirty tricks, crippling people, lock+break, striking down a yielding foe, etc.
>>
>>165492092
The problem with starting brawls or non-lethal fights is that most of the time my character is so strong that he destroys the person he's fighting with the first punch.

Maybe I should make weaker adventurers.
>>
>>165492437
Are you aiming attacks?

Are you aware there are less lethal targets?

I run around with adventurers who are literally as strong as you can get without your own muscles slowing you down, as long as you aim attacks right you can just send people flying without pulping them constantly.

Though catching attacks/flinging people away is much safer, caving in chests and pulping abdomens is a thing still.
>>
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>>165469541
The testing system is coming along nicely. The mining is done and the blacksmith is hard at work producing the remaining iron doors and pump components. Once it's finished, I'll be able to drop magma through any of the seven test chambers, producing magma mist to ignite anything flammable in the room. The magma will fall directly into the drainage system below, where it will flow back into the magma sea.
>>
>>165492881
I things other than the head/neck and lower/upper body, but it usually ends up with a destroyed limb and the opponent usually giving up and/or running away, even soldiers do that.
>>
>>165493079
I hit*
>>
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>>165493079
Yeah, try going all aikido master on people, intercepting attacks and flinging people around is remarkably fun, climbing walls and bodyslaming people off of them is very fun as well.
>>
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>the more interesting geographical features a map has, the bigger the risk that worldgen rejects it
>>
>>165294549
learn to code
>>
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>>165496417
I no learn to code, but I learn to fukin ur mom
>>
>>165496830
>implying my mom would fuck some nublet who can't code and has less than a foot of cock like I unfortunately saw my dad had one night when going to pee
>>
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Artifacts will be out by the end of the month, r-right?
>>
>>165497203
no_
>>
>>165496157
i don't know why it rejects worlds at all. maybe i want to play on a hellscape with not enough land to hold all the civs, maybe i'll embark with a fucking war that way
>>
>>165498213
Make a mod. Call it Metal Fortress.
>>
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>forget how huge I made sabertooths
>finish running off some bandits for a quest
>head back to the keep
>zombie sabertooths in my castle, it's more likely than you might think
>>
>>165497203
its honestly looking like the spring or summer
>>
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>>165497203
I use the development page to get a gage on how much he has worked on since the last release.
From what I can tell he has finished all the world generation nonsense
However he has yet to work on kobold site maps, which will be !!FUN!!
>>
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>>165462783
OK, once again, I am very late on this.
To be clear, I am currently running the 43.05, 64 bit version of DF and the alpha4 version of DFHack.
http://www.bay12forums.com/smf/index.php?topic=138754.0 is the TWBT thread. I got a working version from the "Development Builds" link, which brings you to the creators website (your browser will probably complain, he's probably stealing your data.) From that, its normal TWBT install. Drag the .dlls into the hack\plugins folder, drag shadows.png into data\art, and drag override.txt into data\init.
I am also using the multilevel commands in dfhack.init. I am using the default settings and multilevel 5.
Pic related is what it looks like. It's (obviously) a new fort, but I don't have any older, bigger ones to test it with.
>>
>>165290659
I've never sympathized with another anon more that the person that made this pic.
>>
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>>165499740
Well that was a mess.
>>
>>165501979
Why are you so incredibly fast? Vampirism?
>>
>>165496086
>>165493079
>>165492881
>>165492437
You can intercept attacks and throw people?
I knew the adventurer combat system was much more in depth than my knowledge of it went, but damn. Is there a proper adventurer combat guide anywhere?
>>
>>165500943
Where's the beta of dfhack for .05?
>>
>>165502628
The wiki is a good start
You can also check out http://www.bay12forums.com/smf/index.php?topic=148015.0
>>
>>165492958
Dropping magma doesn't create magma mist. Dropping things into magma creates magma mist. You'll probably want to account for that before you've completed your work.
>>
>>165502835
The alpha version that I am using is in the OP.
Here it is: https://github.com/DFHack/dfhack/releases
>>
I'm making a gun mod, how do I make the bullets pierce like real bullets instead of bruising muscle and chipping bones?
>>
>>165503819
Love you anon.
>>
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>>165502538
Superbuffs from my mod, this is the full set from all the beast heart items I've got in there, sabertooth hearts can be used for that too actually, which is why I left them so terrifyingly fast (they move at like spd 6.4 or some shit when running) but the size means they're brutal fuckers.

>>165502628
Kisat Dur.
>>
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>>165503916
Victoranon basically made musket and rifle rounds into long needles, like 5 edge 1000 penetration or something?
>>
>>165505087
What if I increased the launch power, and maxvel of the gun?
>>
>>165469842
>11/07/2004Toady One Finished incarceration
>11/06/2004Toady One Continued incarceration
>11/05/2004Toady One Started incarceration

How long do you think it'd take now?

Maybe like this:
>1/14/2017ToadyOne I've decided to start working on incarceration, so that dwarves can be punished for their crimes and infractions (of which there are admittedly less than I'd like to get to - but that will have to wait until we get to the law/justice arc some time down the road). Hopefully it doesn't take too long, he he he.
>1/31/2017Toady One We are bogged down with a few game conferences (DeepGamers in San Fransisco, tentatively, among a few others). That will keep us busy for a few weeks or perhaps months until we can return to more dwarfy things.
>3/20/2017Toady One Still a few more conferences to get though. Also, I got sick from the constant air travel, so I was out for a few weeks. Should be back on track for dwarfiness in a short while.
>8/25/2017Toady One We encountered a few problems with the entity level justice code. It has been difficult to work through, but I'm going to have to put all that on hold until I get back from my world conference tour. Next stop, Rome!
>>
Ohhh no

there has been a burglary in the royal kitchen and a thief has stolen the kings finest bottle of booze

The normal suspects and foreigners are rolled up,

The forts designated drunkard

The forts only priest and a knowingly preaching about the evil of alcohol in his last sermon

A kobold with a fierce temper and unwillingness to cooperate

a human bard with questionable talents

a Elf found chained to a tree outside the fort

A elven caravan master freshly clobbed from the depot

A Kea caught stealing a 5 tons of lead ore ( clearly working for the elf)

The king is furious and clearly stated he wants to see blood for this dire crime.

as the freshly appointed hammerer of the fort it has fallen to you to dispense justice and solve this mystery
>>
>>165505398
If they aren't sharp and pointy they will work like hammers and bash into limbs instead of piercing them.
>>
>>165503646
Huh. Well, that's annoying.

Do you think it would work to instead put a lignite grate over the drain in each room? The grate should ignite as the magma falls through it, then the fire can spread to other flammable objects nearby.
>>
>>165506380
But I don't want the bullets to be little fucking knives
>>
Does anyone know if it's safe to manually operate a magma pump? I have everything set up properly so the magma can't flow back onto the walkable side of the pump, but will dwarves catch fire just from proximity to the active pump, or anything like that?
>>
>>165506565
That's what a bullet kinda is
>>
>>165505994
I'd rather find out who let elves, keas, kobolds and non alcoholics into my fort. Obviously there's some kind of insurrection going on and someone stole the kings booze to distract me.
>>
>>165506386
Should work. The grates will require periodic replacement. Don't know how often, but I suppose that's one of the things you're testing for, yeah? You might get better controlled conditions with dump zones or some manner of minecart dumping system. You could also try using skipping minecarts.
>>
>>165506684
Works fine as long as the magma can't flow back.
>>
>>165507434
>You might get better controlled conditions with dump zones
Yep, that's the backup plan. Empty the upper section into the lower one until it's flooded, then dump items in from the top.

>or some manner of minecart dumping system. You could also try using skipping minecarts.
I didn't think of using minecarts. Something minecart-based probably would have been easier to set up than my current method actually. Maybe loading flammable items into an iron minecart, running it through a bit of magma, and then dumping the items out onto whatever you want to burn?
>>
>>165508481
Skip the minecarts across shit, it'll make big clouds of mist easy.
>>
>>165508481
You'd have the issue of magma getting into your cart and dumping with your firestarter. This would contaminate your tests, as magma is fixed hotter than the combustion point of all the mats you want to test and would cause them to burn up faster. I think coming up with a (relatively safe) way to generate mist is still a better option.
>>
They talking about our forts names in 9gag

http://9gag.com/gag/amr4PWo
>>
>>165509559
Wanna summarize? I'm not fucking clicking a ballgaggers link.
>>
>>165509559
How bout you just keep your shitty 9gag content on shitty 9gag where it belongs
>>
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>>165510409
Alright you cunt, here's the pic
>>
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>>165492958
Just about ready now. Everything is in place, all that's left is for the mechanics to finish linking up the hatches to the control room.

The first test is checking flammability of several wooden constructions, and comparing three different modes of ignition. Rooms 5-7 have wooden walls, floors, fortifications, and roads surrounding the magma drop site. Furthermore, Room 5 has no grate, room 6 has an iron grate, and room 7 has a lignite (flammable) grate. The current hypothesis is that rooms 5 and 6 will be unaffected by the magma flowing through, since it never touches anything flammable, while in room 7, the lignite grate will ignite and then set fire to the adjacent wooden buildings.
>>
>>165513048
keep me posted
>>
>>165505398
Try it and let us know.
>>
What is your current goal in Adventure mode?
>>
>>165515459
Kill shit for fame and glory, maybe build a shack afterwards.
>>
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>>165513048
Results of the first test.

All three levers were pulled roughly simultaneously.
Room 5: No effect (as expected)
Room 6: Magma appears to have splashed or spread onto the adjacent wooden floor. The constructed floor was unaffected. Nothing ignited.
Room 7: Magma splashed onto the floor, the road, and two diagonal squares. The road was quickly destroyed. It's unclear if this was due to ignition or its immersion in magma.
The lignite grate in room 7 ignited as expected. As of three months later, it is still burning and shows only "some wear" ('x' level).
Upon running the test, FPS dropped from 770 to 440. It has since recovered to 540.
The magma drain was ineffective, and the lower level is now flooded with 1-2/7 magma. It appears the magma is unable to flow back through the magma sea and out the edge of the map.

For the second test, I plan to revert to the previous save and make the following changes:
1. Extend the drain and carve fortifications at the map edge. This should allow magma to exit the map directly from the drain level.
2. Move the lignite grate from room 7 to room 5. This should help determine whether the magma splashed as a result of the grate, or as a result of magma buildup in the drain below. (Room 7 is above a closed-off end of the drain, so it would be more affected by magma buildup.)
3. Remove the wooden constructions. The appear to be completely non-flammable, based on the wooden floor in room 6 surviving direct immersion in 1/7 magma.
4. Construct eight wooden roads adjacent to the center of each room. This will help determine whether the roads can be destroyed by fire or only by magma immersion.
>>
>>165515459
play a toadman named toady1 and go about the land doing bad, abominable things
>>
Can someone post the "what happened since last I played" image?
>>
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>>165516000
The only thing that's missing is 43.05 - 64 bit version
>>
>>165511916
I shouldn't be disappointed because 9gag is literally the shit covered pimple that hangs on to the predigested and crapped out garbage of the internet, but I kinda am.
>>
>>165515698
Good luck!
>>
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>>165515698
Results of the second test.

1) Magma "splashed" even from the empty drain. This suggests that the "splashing" is actually magma spreading due to buildup of magma in the tile below.

2) Wooden roads adjacent to 1/7 magma did not ignite, even after waiting until the magma evaporated.

3) It took a while for the lignite grate to ignite, but once it did, the adjacent wooden roads ignited quickly, and burned up completely in less than a day.

4) The lignite grate ignited on 3rd Granite (early spring). It first showed signs of wear ('x' level) around 10th-14th Felsite (late spring), more than 2 months later. At that rate, the grate could burn for up to nine months before being consumed.


Not sure when I'll run the next test, but I'd like to compare the burn rates for loose vs constructed lignite grates, and for lignite items of different volumes. I'm also open to suggestions, if there's something in particular people would like to see.
>>
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>>165516000
The 32 bit vs 64 bit update was important, having more ram access means world-gen slows down less, forts slow down less, you get access crashes less, and the armor damage/joint transfer/bandits~soldiers wearing full armor stuff.
>>
>>165519575
Use dfhack and convert a lignite grate to artifact quality (gm-editor with the item open > quality to 6 > flags1.artifact_mood to true) and test it.
>>
>>165519575
There probably isn't a difference, but I would be curious to see if locked hatches/doors burn faster than unlocked ones. Similarly, raised/lowered and retracted/unretracted bridges, and opened/closed grates. Bonus, see if using magma/fire safe mechanisms in linked unsafe buildings affects their burn rates. Also curious if quality level matters at all.
>>
>>165519737
No science needed there, it's a known and well-documented feature of artifacts that they can burn forever without being consumed.
>>
>>165519995
>Bonus, see if using magma/fire safe mechanisms in linked unsafe buildings affects their burn rates
That's a really interesting one. I'm not sure it would affect burning, but maybe taking a wooden door and loading it up with iron mechanisms might make it take longer to ignite, due to some fraction of the heat going into the mechanisms?

>Also curious if quality level matters at all.
Also interesting. It would make sense for quality to affect wear rates, for clothing/weapon/armor purposes. If it wasn't carefully implemented, it might do the same for burning.

I'll have to try setting up dfhack so I can try these out, and also to get better numbers on burn rates. I imagine it also has a way to ignite an item directly?
>>
>>165520604
>I imagine it also has a way to ignite an item directly?
I'm not certain, but I think I remember there being a script called firestarter or something like that.
>>
how effective is a stealth wrestler in all actuality? I feel like it's much better on paper than it is in practice
>>
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>>165520117
I meant test the materials around it, sorry, was distracted and didn't catch that I left that out.

>>165523432
*tiptoes up*
*climbs up on a tree branch*
*quietly taps elbow*
*BODYSLAM GOBLIN*
*whispering*
'What are you gonna do, brother, when the Silent Steel slams into you?'
>>
>>165456059
>The last time I remember the town going all together on me was when I kicked a baby.
It is my theory that it's because most people you meet in adventure mode aren't historical figures and therefore don't understand how they're supposed to relate to other people and the rest of the world. I don't think babies and children show up in adventure mode except as histfigs (though I could be mistaken) so attacking one of them would have a different effect from attacking a random nobody, at least if other histfigs see it, not sure about non-histfigs seeing you attack a histfig.

>>165485154
Actually, it's an arachnid.

>>165501979
>pic
>Urist Mcsherlock, Detective :"I can tell from these spilled viscera that they came from the mayor of this settlement, and that he has wavy hair."
>Urist Mcwatson, Doctor: "How ever did you figure that out?"
>Urist Mcsherlock, Detective: "It is a simple matter of observation."

>>165504462
>filename
Why do so many people seem to think that the male reproductive system consists solely of the penis?

>>165506386
My (very limited) experience with fire is that flammable objects catching fire from nearby ignition sources is kind of wonky, or at least that it doesn't work the way you or I might expect. Sometimes things will catch fire from being near fire, sometimes they'll just get heavily worn until they disappear while never actually burning themselves and sometimes they just sit there as if nothing were happening. I don't understand it.
>>
>>165288618
I generated a large world with very long history , it took like 5 hours, am I good at the game yet?
>>
>>165524554
Macho Man Stealthy Savage
>>
I'm so bad at adventurer. Can someone help me with a few things? I'm playing a sneaky beaky archer elf.
Can I aim at a specific body part with my arrows like I can with anything else?
Can I craft arrows? And if not, how do I get more?
Any pro tips?
>>
>>165525342
how do I put things in a backpack?
>>
>>165525503
p to put things in a container

no, you can only fire. no aiming.

can't craft arrows to my knowledge, go to human forts and raid their equipment for more.
crossbows take a long time to wind up so if things are rushing you it might be better to throw bolts instead, they can be really lethal thrown
>>
>>165525342
>Any pro tips?
throwing is op and is piss easy to train. Also Elves wear the same armor as dwarves, get some from your local fortress before you try to take on anything too big. Go full plate or go home, leather sucks.
>>
>>165525775
I've fired 40 fucking arrows into this bard and chased him through the forest for an entire night and he just keeps running. how the fuck am I supposed to do damage with arrows?
>>
>>165524717
Well naturally I'd assume the testes were involved as well, but "kicked yo testicles off" isn't as funny for some reason, and the mayor was standing in his guts at one point.
>>
>>165527072
Step 1: Stop being an elf and get some metal arrows
>>
Is it possible to kill a deity? I've encountered a "Dark Queen."
>>
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>>165529067
Which mod, and masterwork is the wrong answer.
>>
>>165529428
Deities are in the normal game, just rare. But that aside, the mod is War & Mythos.
>>
>>165529067
I made a dragon adventurer and discovered it's possible, though only through burning to death via dragonfire. As much as I beat and hacked and wrestled the damn thing didn't die.
>>
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>>165529760
Deities aren't in the game as physical creatures, though sometimes they are impersonated by beings with the [POWER] tag.
>>
>>165531223
Yeah, that's what I meant.
>>
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>>165533485
HIT THEM WITH YOUR HAND
>>
>>165516161
>Combat degrades armor and weapons

Never noticed this.


Also how come dwarves randomly decide to smudge the floor with blood of something they killed years ago?
>>
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>>165534727
The blood sat on their clothing for years before they crawled under someone?
>>
>>165536212
That explains the mess at the trade depot
>>
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What effect would disabling goblin pits have on my worldgen?
>>
>>165538689
Try it yourself, fun-hater.
>>
>>165538689
Your world would be devoid of anime, which is a goblin conspiracy to corrupt the dwarven youth and make them weak.
>>
>>165539275
https://www.youtube.com/watch?v=Tc8iu0XFUQc
>>
>>165539375
This only fuels my desire to destroy all goblins with fire and death all the more
>>
>>165539375
Christ almighty, anime is such a cancer.
Looks like two nukes were not enough.
>>
>>165539734
What makes you think the nukes didn't cause this?
>>
>>165539734
The nukes do nothing, I remember a /k/ thread about tentacle porn being made long before the nukes hit in japan.
>>
>>165539734
Anime is the result of Japan getting exposed to western pop culture during the occupation.

>>165540078
It kinda was (everyone has seen that one Hokusai print), but comparing it to the bullshit they make today is anachronistic as fuck.
>>
>>165539375
Can someone explain what this is please?
Why does it exist?
Can it be magma'd?
>>
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>tfw merchants refuse to leave
Well, at least they'll make a minor obstacle the next time Snodub and the gang decides to pay us a visit.

Sadly, they're carrying my donations to the queen, so I guess becoming the mountainhome will have to wait another year.
>>
>>165541232
Just demolish the depot.
>>
>>165505969
desu, I think Toady works his ass off, but I laughed anyway
>>
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>>165541274
They've already left the depot long ago. They just stopped at the gate.

Here a nice statue, by the way. The statue is of one of my militiadorfs killing a giant olm who had gotten a name from drowning one of my dorfs.

On the statue is an engraving of an FB killing a dorf in my fort back in worldgen (I play a reclaimed worldgen fort). This particular beast attack also lead to the abandonment of the fort, more than 70 years ago.
>>
gass toadu
>>
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>>165542045
>t. Bosa Evilwitches
>>
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Locations were a mistake.
>>
How to enable multi level view once dfhack and twbt are installed?
>>
Does anyone know how to provide a dwarf with the means to engage in introspection?
>>
haha oops
>>
>>165544405
Looks fun.

What does it make (other than steam)?
>>
>>165544549
Obsidian area for my future harbor
Currently I've cut the flow off so I can build some walls to direct it where I want it to go
>>
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This is where the kang/kween will reside when they arrive.
>>
>>165531223
>>165533410
wait, gods do not exist in phisical form?
what about that ancient pic about some god that says chatting with the player is good, but he throws dragonfire to him?
is that fake?
>>
>>165538689
lewd, sauce
>>
FUCK OFF REEEEEEEEEEEEEEEEEEEE
>>
>>165515459
>Be town guard
>Look for scuffles
>Guess who the perp is and hit them until they yield.
>Lecture them on the values of following the law until they agree.
>>
anybody else thinks that time you use in DF is a very wonky concept as of now
I realized this when I was modding the alcohol people, and it weirded me out that people took so long in becoming drunk, when in real life drinking huge ammounts of alcohol in quicly noticed
Turns out that time skips naturally, but as you are playing a 'turn' based game, where each step is taking consciously, and you cant let time pass in a comfortable way, and all actions take zero time to execute (bit exageration there) , your perception of time is a little fucked
People dont say a whole paragraph of text 3 times faster than you take a step, etc.
And on top of that, depending on your computer, either everything goes fast as fuck, in the small times that time passes naturally, or it goes at a snail's pace
its bugging me
>>
a quick question guys
If I lit a fire in adventure mode, and use an interaction to spray something flamable in it (think a fb gas), will it light up and burn enemies?
>>
>>165547528
This happens with any complex game, time is extremely hard to deal with in a realistic manner.
>>
>>165545961
They don't. I don't know what pic you're talking about, but the only things that breathe dragonfire are dragons. It's probably just a screenshot from someone who modded dragons to impersonate deities.
>>
here we go
time for some pier casting
>>
>>165550205
I overestimated how much magma I'll need
Gotta figure out how to get rid of it
>>
>>165550353
forgot pic
>>
>>165549953
well, fuck me, guess I'll have to wait until the myth update
>>165548083
Yeah, I know man. but the toad has done already stuff people didnt consider possible, do you think he'll try to fix this someday?
>>
>>165550353
>>165550584
it disappears over time if it's <3 or <4, can't recall which
>>
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>>165550638
I doubt time will be a priority, since it works pretty good as is.

I just wish Toady would try to bridge the gap between game-time (in steps) and the calendar time. For example, the pace at which fire spreads is measured in calendar time rather than game time. That's why fire spreads much quicker in fort mode than in adv mode: while both modes use the same "step" system, they have different calendar speeds.

I think fort mode calendar speed can be changed in the init, though, so you might want to look at that.
>>
>>165551102
eh, I'll let it drain and dissipate over time underground
Also this fucking hunter, killed a giant moth right next to this shitfest and he doesn't give a damn about anything
>>
dwarves' bedrooms should ideally have multiple beds, right? because my queen shares her room with her husband, but she also has like 12 children, and i've seen one sleep in her bed occasionally. but can they all sleep in there at the same time, or is it just occupied if there's already a dwarf asleep in there when they get tired?
>>
>>165551178
Pretty sure it won't make a difference, but you can put more beds in there for flavor
>>
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>humans brought a bag of hemp seeds
>>
>>165551510
but where else would they sleep? the same bed someone's sleeping in? i don't want them to get a bed thought from sleeping on the floor.
>>
>>165551806
Just like IRL, they'll sleep in the same bed just fine.
>>
>>165551806
couples sleep in the same bed or so I heard
>>
NEW THERAPIST WHEN
>>
Dubs decide name of my new volcano fort.
Please no names like "Shitscrotum", give names that are avaliable on vanilla
>>
>>165553513
gloryholes
>>
>>165553513
There is a 1% chance of rolling doubles on this board.
That said, name it The Sad Frog.
>>
>>165553513
boatmemed
>>
>>165553513
Fuck your dubs spam. Go get spoonfed somewhere else.
>>
>>165553513
Shitscrotum
>>
>>165553965
>S-stop having fun
>>
>>165553689
>There is a 1% chance of rolling doubles on this board.
see me getting them then
>>
>>165553513
Basementdwellers
>>
>>165553513
Pleasure Slaves
>>
>>165553513
Mememaster
>>
>>165553513
fukingurmom
>>
>>165554828
brb, killing myself by sodoku
>>
>>165553513
Analcunt
>>
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>>165553513
poopoopeepee
>>
How do i make children benfite the fortress?

There must be some secret usefulness hidden in all the coding
>>
>>165553513
scrotumshit
>>
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>>165555380
use them as an early warning system for snatchers
>>
>>165555380
Daycare

>>165553513
Daycare
>>
>>165556880
Axehole
>>
>>165555380
You get the rapist and enable child labor
that's how my entire agricultural industry rolls
>>
>>165558467
>get the rapist and /---/ child
>>
>>165558786
Down boy.
>>
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bumpaloompa
>>
>>165558467

i bet those cotton fields stretch as far as the horizon right
>>
how crashy is dfhack atm?
>>
>>165564189
It isn't, and never really has been, outside of twbt which is where most crashes come from.
>>
>>165553513
Steamboasted
>>
>>165565230
cheers
>>
>>165553513
Pepsiman
>>
>>165553513
shiggydiggymememan
>>
>>165553513
penis poo
>>
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>when your worthless crossbow squad finally manages to get rid of the last of the keas preventing your workers from finishing the tower
>>
>>165567401
Why is it oval?
>>
>>165567875
Why are your dwarves spherical?
>>
>>165553513
Trump Tower
>>
>>165567986
I have never seen art of non-spherical dorfs.
>>
>>165567986
Deepburn
>>
How do I spit in adventure mode?
>>
Anyone ever tried a fort with a single dwarf?
How many years did you survive?
>>
>>165567986
Don't dodge the question.
>>
>>165553513
Niggerfrog
>>
>>165553513
frogjoke the pay of pay
>>
>>165564189
>>165565230
dfhack itself doesn't actually do anything to DF except read data from RAM, so there's literally zero possibility of crash from it. TWBT and the other functions are plugins, which can be enabled or disabled, and they tend to be pretty stable.

I think the reason that the latest dfhack is an alpha is just because they haven't got everything ported over yet, not due to stability concerns.
>>
>>165569853


Ohhh no


Yor fortress has just been elected to hold the Olympic Games

, due to the Dwarven messenger being lead astray by a Goblin three times and hold up in a tavern for a drinking contest it seems its only a week left before OL kicks off.

Now what proud dwarven games and traditions will you show?

Your people cant stomach another Knife ear victory
>>
>>165553513
Dubsplease
>>
>>165570470
>literally talking to someone with almost the entire symbols tree memorized
It's an alpha because there are still misaligned globals, it took so long because the tools and methods used to find globals on 32 bit didn't port directly for 64 bit.

There are almost guaranteed crashes using twbt in adventure mode (load a save, fast travel from the wilderness zoom to the near-site zoom > crash) and various other crashes which only happen with twbt enabled in fort mode.

You can also change values in RAM with dfhack, I can crash a game at will by giving it pointers to the right wrong locations, calling various game functions at the right wrong time, and so forth.

>>165553513
Twinsquested
>>
>>165571083
>guaranteed crashes using twbt
What the hell is TWBT doing that makes it so crash-prone? Based on the description of its functionality, I would expect it to be almost entirely read-only, similar to StoneSense. And like the other anon said, if you're only reading from memory, you should hardly ever crash.
>>
> Creatures can now jump through fortifications Bug:8160

How can I go about fixing this without the use of channels? Double layered fortifcations?
>>
>>165571562
Well, the main function of TWBT is to redraw tiles in a way that the vanilla game isn't capable of. I would assume that doesn't require much more reading of data than dfhack is already doing, but is primarily inserting new data into df's output. I won't venture a guess as to how it's crashing df, but there's plenty of opportunity there to do so.
For what it's worth, stonesense could reliably crash df under certain conditions the last time I used it as well. That was after japa had already shifted focus to AV, so I doubt that's changed.
>>
>>165571083
It can change RAM values, but dfHack by itself doesn't. TWBT is packaged with dfHack, but it's not the thing itself.

>It's an alpha because
Yeah, I spoke imprecisely on the assumption that I was talking to someone who wouldn't know what that meant, but my phrasing was meant to refer to a lack of updated functionality.

>>165571562
It only reads from memory if dfHack is the ONLY thing you're running. TWBT does a lot more than that, it injects and swaps information to alter the visual output. dfHack, the part that only reads, doesn't actually do anything (from the player's perspective) by itself. There are plugins that do something useful while still only reading, but they're the ones that only read are the ones that open in a new window and don't change anything you see in the actual game window. Viewers and things.
>>
>>165571952

What, you cant handle 50 bloodthirsty goblins riding war bears squeezing through a 20x30cm hole?
>>
>>165571562
Uh, twbt takes the display stack and inserts new links to the override sheet tiles before they're shown.

If you try to read a location which dereferences a null-pointer (bad lookup basically) it'll segfault like clockwork.
>>
>>165572656
I want to use ballistas, and i cant use channels because i fucked up and itll channel into my workshop. If they can only jump through, what if I double layer it? will it effect shooting?
>>
>>165573354

No idea

I will forward your question to dude below my post
>>
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>>165573354
They very rarely jump enough to make it through one fortification, much less two layers.

>>165572579
Yes, technically if you only have dfhack active and it doesn't try to pull up anything besides what the game does it generally won't crash.

If dfhack tries to load with a bad symbol link it can screw up anything that tries to use those links, right now I can crash the game at will if I try to use scripts that insert a value using most of the _next_id type symbols because they're all close to the right region of memory but not totally aligned, so they function enough to not crash but not well enough to use.
>>
>>165572853
>Uh, twbt takes the display stack and inserts new links to the override sheet tiles before they're shown.
It swaps out enabler->renderer with its own version, which doesn't sound like it should be that big of a problem. Especially since g_src provides several examples of how to write a working renderer subclass, as well as the full source for enabler, which is the only thing that calls into the renderer.

>If you try to read a location which dereferences a null-pointer (bad lookup basically) it'll segfault like clockwork.
That sounds like it's just badly programmed then. Or is it not well understood which parts of building/item/map data can and can't be null?
>>
>>165575050
Sometimes it's a matter of trying to insert something or run a script based on one situation in another where there is a missing object but a call that looks for PIECES of that object, the game responses and calls up the pieces but the rest of the structure is missing, if you look at that missing structure > poof, crash.

With twbt the main crash I know is from the map scale change when you travel, it wasn't written for adventure mode so that isn't too surprising it would be such an easily missed bug.

There are still lots of places where the game is effectively creating new screen objects and you have to track them properly when creating AND removing them, otherwise something else can try to point to something which was expected to be a brand new screen object, except there was a portion of an improperly removed object at that address > poof, crash.

With dfhack you've got access to the guts of the game, gm-editor gives you a way to interface with most of it, which is why it is such a dense and unfriendly tool, trying to lay things out differently would effectively be a rewrite of the entire game, and it is probably for the best if people don't spend much time poking at random shit in df.global.world without knowing what it is, much less the shit up in df.global like init, gview, enabler, and so forth.
>>
>>
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>>165579008
>>
>>165579008
>masons not cancelling the job due to fear
>>
>>
>>
Commencing dump for anons to save
>>
Where are those weekly tribute to the glorious woodland Empire filthy dwarfs?
>>
>>
Where is bote anon, have I just missed him or has he not been posting?
>>
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>>165581153
Will this in-game bote do?
>>
>>
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>>165581413
>>
>>165581328
Whew, I thought something happened bote-anon
>>
>>165553513
I think this is the most (you)s i've ever seen a post in /dfg/ get.

BigGuy
>>
>>
>>165553513
>>165582279
It's a fun dumb game, gfumb.

Stinkhammer.
>>
>>
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>>
>guy posts a bunch of really stupid forum-tier images

Why?
>>
>>165583451
Why do you hate fun anon
>>
>>165583581
I don't hate fun, I'm just confused as to why you're posting a bunch of boring images.
>>
>>165583451
>bitch about quality of posts
>dont post anything himself

Fuck off and die.

>>165583581
Elven sex slaves mod when ?
>>
>>165583729
Nice argument.
Your request for elven sex slave mods was real quality content.
>>
>>
>>
>>
To be fair I know alot of these are shit, and I even filtered through them, but i felt like sharing
>>
alright I've got the pigs

how do I chop the tails off?
>>
>>
>>
>>
This is pretty weird
>>
>>
>>
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L-lewd ...
>>
>>
>>
>>
Has it ever happened that a elf has become king of dwarfs?
>>
>>
Is the legendary dining room meme still a thing? How important are fancy temples?
>>
>>165587306
Yep. Cacame Awemedinade, most famously. He hated the fuck out of elves, in part because elves ate his family, and rather than revel in degenerate elven culture, he joined the dwarves, led a bunch of armies in killing elves, hundreds of whom he slew personally.
>>
>>165587306
http://dwarffortresswiki.org/index.php/Cacame_Awemedinade
>>
>>165587306
Here's a picture explaining him
>>
>>
>>165588228
>>165587976
>>165587829


damn that is a legit well done betrayal of your race and villain motive


>Movie when?
>>
Here's some good pick up lines for your loveless dorfs
>>
>>165589072


Whats the catch?
>>
Pleb elven pictures
>>
>>
>>
>>165583581
>Implying dorf doesn't enjoy elven slave boipussy
>>
>>165582009
seven masons and one craftsdwarf? Looks like a megaproject on the way to me.
>>
>>
>>
>>165589072
>Implying DF players will ever get the sweet pussy
>>
>>
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>>165585089
>>
Fuck this captcha, also this happened to me, dad turns to werecamel, is killed by militia in room, wife and child sleep in same room
>>
>>
>>
This one hits a little close to home
>>
>>
>>
>>
>>
>>
I've noticed that in adventure mode, your companions always slaughter keas.
>>
>>
Last one, some forgotten beast breaking into the fortress. Hope you anons enjoyed my pics
>>
>>165594861
Not all of them... elves for example, yet another strike against the treefuckers!
>>
I deleted my DF like 5-6 months ago Thinking they were gonna have Updated DFHACK! i see they have not. and im not mad at them. But im guessing it is safe to assume we are gonna be on 43.03 for a long time right?

Bout to redownload and get the goodies.
>>
>>165595553
The dfhack alpha is very stable and has been for a while now.
>>
>>165595553
Seriously, only linux 64 bit (and maybe osx but who the fuck cares about applefags?) is really missing much but it's still functional.
>>
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NO PLEASE I WAS JUST EXPLORING I SWEAR
>>
I've got a quern making slurries, but my screw press isn't letting me make paper because it thinks there's no slurry available. Anyone have insight into the problem?
>>
>>165596452
Run like hell anon, zombies are slow.
>>
>>165596134
>>165595959
awesome i am glad to hear. I would ask if Dwarf therapist is up and running. But i can still play without so long as DFhack has the job manager plug in.

:) makes me happy. i have wanted to play with the new changes a while now.
>>
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Would this volcano be a Fun embark site?
>>
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>>165596665
He's fucked, got cursed, try to fight your way out and go down puking your guts out.

>>165598009
Could be.
>>
>>165596452
you fucked up son
best to just suicide, not joking
mummy std are solid crippling depression
>>
>>165596452
This is why you bring friends along when you go tomb raiding, curse shields.
>>
>>165596452
So what happens when you get cursed
>>
>>165553513
Goddamn
>>
>>165599796
Like over 50% chance of failing any skill attempt, also prevents becoming a vamp/were as I recall.
>>
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>>
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Question. Do people play with Aquifers in these new versions? I mean I remember how annoying it was in the past. Anybody deal with these?
>>
>>165602676
I don't.

Also what tileset.
>>
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>>165602891
A version of bisasam.
>>
>>165602891
Terminus24 i never tried it before. It seems alright.
>>165603115
you are not me. Although i did use that one in the past.
>>
>>165603217
Well Terminus is based on Bisasam, the statue/letters/rivers are a giveaway, though it's pixelated.
>>
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>>165603217
Thought I had some of these still around.
>>
>>165602676
Yeah, I do. If I see a nice site, I'll take it even if it's got an aquifer. Even big ones (5-10 levels) aren't that bad if they're mostly rock. Deep soil + aquifer is the combination to avoid if you can.
>>
>>165604025
I figure ill just use DFhack to change the layer if its really that many. layers.
>>
>>165595216
>800x406
Why are you posting a thumbnail?
>>
>>165604025
What's wrong with deep soil? Might be a noob question.
>>
HAHAHAH o my god! i randomly made this image for my civ, without looking at the name first. Afterwards i look at the name. Is this fucking /pol/ in my dwarf fortress?
>>
>>165544405
What tileset is this?
>>
>>165604919
Nice image fag
>>
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>>165604919
woops i forgot my picture. Here it is.
>>
>>165604912
I haven't actually tested this, but I assume deep soil + aquifer means you're more likely to have soil aquifer layers, compared to shallow soil + aquifer where the aquifer layers are more likely to be stone.

Stone aquifer layers are easier to dig through because you can seal them off by smoothing the rock. In dirt layers, you have to dig out the walls and replace them with constructions, which will spam job cancellations due to water falling into the construction site.
>>
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Oh guys since you helped me by letting me know latest df has an alpha dfhack. Here is a tip you may not know. In picture Right click your Dfhack cmd and go to properties and enable quick edit mode. So you can copy and paste. instead of manually typing every cmd. Gonna give myself a good doctor and a bunch of miners/ workers.
>>
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>>165606759
I think that's a lnp/starter thing.

I push the up arrow for my konsole history or type+tab complete like always.
>>
Will Toady start making the game playable and fun and stop jerking off doing nothing with his stupid myth creator and pointless simulated roleplaying garbage in the near future?
>>
>>165608350
i just know by default it came without quick edit for me. So i could not copy and right click.

WOOHOO finally embarking :) i got 20 dwarves who are gonna mine and set up the basic farms.

Anybody remember how to create items with the GUI also how do i bring up the GUI for my dwarves to do this task X amount of times with dfhack? i forgot a lot.
>>
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>>165604834
>>
I just closed my game to change the colors of schist and orthoclase and I was feeling a little guilty about it. Then I read all this shit and now I don't feel so bad. So I guess thanks for a being a dirty cheating scrub, anon.
>>
>>165610763
i figured out the items. it was GUI! i forgot about the gui commands.

and its GUI workflow.
>>
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>>165610763
You can just use the manager to queue up job orders now, gui/hack-wish.
>>
>>165611296
thank you. I know i can use manager. But i remember how much better it was to use the Workflow
>>
>>165611398
Job orders replace workflow pretty much entirely now. If you're remembering workflow being better then you probably didn't try a recent version with the job details stuff, you can set conditions for tasks to be repeated, specify type, material, number, quality, order specific engravings, decorations, all sorts of shit.
>>
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>>165611296
what a world
>>
>>165611728
AND NO FUCKING BOATS
ARGH
>>
>>165611586
job orders?

http://dfhack.readthedocs.io/en/stable/docs/_auto/gui.html

Im using this and
https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#

right now i probably used what your talking about before. god it has been so long since i played.
>>
>>165611803
what is first frog thinking?

those vermin aren't gonna fish themselves
>>
>>165612023
http://dwarffortresswiki.org/index.php/DF2014:Release_information/0.43.01

>Can put start conditions on work orders (by amount of resources or dependence on other work orders)

>Can specify materials/images/etc. in work orders

>Can create work order from profile which is tied to specific workshop

>Can set maximum number of shops that a general work order can task at once

>Can set maximum number of general work orders per shop or disallow them by profession or altogether (note: this won't work for active old-save jobs)

>Allowed perpetual work orders
Repeatable work orders, ability to set restart frequencies
>>
>>165613036
ahh yes! i remember i use to do that. all of that. and it made it the game so much smoother. and was FAR better than dwarf therapist i think. I just forgot how to do it. I believe i need to set up my manager room for that. I just remember the extra info in STOCKS menu.
>>
>>165613173
Toady folded in a bunch of workflow type stuff.
>>
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>>165613353
found it. Now i need to figure out how i view who is doing what again. Like who is assigned to be the Bone decorator. Without having to view each unit I enabled manipulator but in my unit screen if i push I or lower case L menu wont show up.
>>
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How would I go about modding squigs in the game as a cave dwelling creature?
>>
>>165615983
i cant help with that. i know you have to edit the creatures files. If you go to the Forums http://www.bay12forums.com/smf/index.php?board=13.0

And you search it. im 100% certain you will figure it out. Its like create txt file give your creature parameters you want. and add create new world. I never did it myself. But i know you can once you google it. it is quite easy.
>>
>>165615983
http://dwarffortresswiki.org/index.php/DF2014:Modding#Guide

Here you go guy. Just read that. and you will get it done within a day or 3. maybe a week.
>>
>>165615983
>copy crundle
>remove beak
>add teeth and tusks
>resize if necessary
>rename
>>
>>165615983
Actually guy! i found something for you!

you got to DL this. and find the SQUIg files. and take em.

http://www.bay12forums.com/smf/index.php?topic=95965.msg2738894#msg2738894


I also found this

creature_squig_wh


[OBJECT:CREATURE]


[CREATURE:SQUIG_CAVE]
[DESCRIPTION:A small round creature whose mouth occupies most of it's body.]
[NAME:cave squig:cave squigs:squig]
[CASTE_NAME:cave squig:cave squigs:squig]
[TILE:'q'][COLOR:6:0:0]
[PET][TRAINABLE]

[CREATURE:SQUIG_BATTLE]
[DESCRIPTION:A big round creature whose mouth occupies most of it's body.]
[NAME:battle squig:battle squigs:squig]
[CASTE_NAME:battle squig:battle squigs:squig]
[TILE:'q'][COLOR:4:0:0]
[PET][TRAINABLE]

[CREATURE:SQUIG_HORNED]
[DESCRIPTION:A small round creature whose mouth occupies most of it's body with a big horn above it.]
[NAME:horned squig:horned squigs:squig]
[CASTE_NAME:horned squig:horned squigs:squig]
[TILE:'q'][COLOR:5:0:0]
[PET][TRAINABLE]

[CREAUTE:SQUIG_GAS]
[DESCRIPTION:A small round creature whose mouth occupies most of it's body. It has a few small growths on it's back that expel noxious fumes.]
[NAME:gas squig:gas squigs:squig]
[CASTE_NAME:gas squig:gas squigs:squig]
[TILE:'q'][COLOR:6:0:0]
[PET][TRAINABLE]

[CREATURE:SQUIG_SPIKE]
[DESCRIPTION:A small round creature whose mouth occupies most of it's spike-covered body.]
[NAME:spiked squig:spiked squigs:squig]
[CASTE_NAME:spiked squig:spiked squigs:squig]
[TILE:'q'][COLOR:6:0:0]
[PET][TRAINABLE]
>>
>>165617743
How old are those creature raws? Doesn't it need body and body detail tokens?
>>
>>165618009
probably really old i just found them whilse searching squig. Im sure it is a good start though. I mean you can do some changes.
>>
File: SomeCallMeDickKicker.png (122KB, 1920x1080px) Image search: [Google]
SomeCallMeDickKicker.png
122KB, 1920x1080px
>kicked in the abdomen
>from behind
>gelding blow
How the... was it like, up between the legs and toe-hook into the gut/geldables?

>>165615983
Dunno, but I got huntsman spiders the size of cats hunting vermin in dwarven hamlets/hillocks by poking around at the raws.
>>
>>165620076
the impact of your kick shattered his balls
>>
>>165623462
Feels like my shin or toes woulda been hurting too, kicking someone in the junk hard enough to bruise a kidney...
>>
>>165620076
Must've been some van damme-in-bloodsport dim mak shit. You know, breaking the bottom brick.
>>
>>165626983
>bottom brick breaking
Hrrm, that just makes it seem worse.
>>
File: 1480666308807.png (176KB, 600x478px) Image search: [Google]
1480666308807.png
176KB, 600x478px
>that dwarfy moment when thred is almost ded and no one wants to post until new thred
>>
>>165610574
>b8
>>
I can't play anything.

I can't enjoy games anymore, even dwarf fortress has a formula I follow

what the fuck is wrong with me

If I could use those men in black pens and lose all knowledge of what min-maxing is or "git gud" as an overarching philsophy i'd be so much happier

fuck i hate video games
>>
>>165605301
the time of ropes draws near
>>
>>165632074
this is why it takes a neurotypical to enjoy games like DF.

t. neurotypical who loves Df and has spent at least 75% of all video game time on it since 2010>>165632074
>>
>>165635023
that last link wasn't supposed to be there, btw
>>
File: elven diplomacy 116.png (102KB, 1234x1043px) Image search: [Google]
elven diplomacy 116.png
102KB, 1234x1043px
As if to welcome me back to Relicwebs after my break, the Duchess has treated me to her most brutal negotiation yet. She took her time with this one, and pulped most of the diplomat's body before crushing his skull.
>>
File: 06_smiley_wallpaper.jpg (321KB, 1600x1200px) Image search: [Google]
06_smiley_wallpaper.jpg
321KB, 1600x1200px
wat is a dorf
>>
>>165617743
Where is the pref string? How will I know what Urist likes them for??
>>
>>165637217
a midget prone to unlucky events
>>
nuthred:

>>165639421

>>165639421

>>165639421
>>
>>165605009
sorry for late response, it's Wanderlust
Thread posts: 753
Thread images: 219


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