[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

/dfg/ Dwarf Fortress General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 763
Thread images: 181

File: 1421796246704.png (53KB, 742x540px) Image search: [Google]
1421796246704.png
53KB, 742x540px
Archive is back in black edition

Previous thread >>120455806


>Download the basic game here. Current version is Dwarf Fortress 0.40.24:
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:
http://www.bay12forums.com/smf/index.php?topic=122968.0

>DFHack:
http://www.bay12forums.com/smf/index.php?topic=139553.0

>Starter Pack:
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!
>>
File: 1426366959199.jpg (27KB, 708x396px) Image search: [Google]
1426366959199.jpg
27KB, 708x396px
>>120843679
I get everything right besides the fucking "(embed)"

God dammit.
>>
>>120843872
wew lad desu
>>
File: CathelmsIsTheSameAsEver3.png (319KB, 1920x1080px) Image search: [Google]
CathelmsIsTheSameAsEver3.png
319KB, 1920x1080px
>>120843941
Oh fu-
>>
>>120843731
Yeah, I know smooth rock walls can't be climbed, and none of the zombies I have can fly. I was thinking more about the bit where a dwarf removes the zombie from the cage, and drags it to the pit. Can the zombies resist? Can seeing/touching a zombie cause a dwarf to panic, canceling the job and releasing the target?
Building the cage and opening it with a switch is safe, but pitting the things would be a lot more convenient, if I can do it without dying.
>>
Elves not welcome
>>
File: Ernst von Brandt.jpg (119KB, 540x453px) Image search: [Google]
Ernst von Brandt.jpg
119KB, 540x453px
>>120801232
>>120801125
>>120801028
I enjoy this greatly.
>>
File: dom.png (25KB, 490x718px) Image search: [Google]
dom.png
25KB, 490x718px
>ancient chinkbook laptop
>forced to embark on 1x2 zones

rate muh entrance plans

I'm refusing to use stairs on this fort
>>
>>120849941
embark on 6x6, build a dam and magma pumps and pretend that your dwarves are in a time anomaly where everything happens extremely slowly
>>
>>120851246
>embark on 6x6

absolutely disgusting
>>
File: Maldives_-_Kurumba_Island.jpg (95KB, 1024x768px) Image search: [Google]
Maldives_-_Kurumba_Island.jpg
95KB, 1024x768px
I wish island embarks weren't so boring.
>>
>>120848481
There was a thing early in .40 where creatures being pitted would be freed, sometimes even when the cage was right next to the pit. I call it a thing and not a bug because it's unclear whether this is intended behavior or not. I haven't seen any changelogs that indicate it was ever addressed. I advise you exercise caution.
>>
File: Sea_silk_glove_lo-res.jpg (564KB, 1024x768px) Image search: [Google]
Sea_silk_glove_lo-res.jpg
564KB, 1024x768px
cinnabar -> make cinnabar powder -> make vermillion dye
live cochineal (vermin) -> extract carmine dye
live kermes (vermin) -> extract crimson dye
live murex (uw vermin) -> extract murex (purple) dye
live pen shells (uw vermin) -> extract byssus thread -> spin byssus cloth (sea silk)

I'm sure I'll run into plenty of problems with stockpiling the products or having to create new reactions just for the appropriate containers but all of these are possible, right?
>>
>>120854541
Sounds fine to me. There's already a mod that includes cochineal, so you may want to see how it was done there. I don't recall which it was, maybe genesis? Also, since DF is 16 color having vermillion, carmine and crimson may be redundant. Why not just make it red?
>>
Show me some good first level dig out designs. My forts are always cookie cutter
>>
>>120854541
I think so, yes. There are a couple (pointless) vanilla reactions utilizing vermin creatures, so that should work, and I think the reaction framework supports whatever containers you'll need for that stuff.
One thing you'll have to consider is that there isn't a way to catch a specific animal, so getting your callused dwarven hands those live murexes (murex?) might be a huge hassle.
>>
>>120855136
Didn't notice cochineal in existing mods, but I haven't checked reactions too deeply before.
>Also, since DF is 16 color having vermillion, carmine and crimson may be redundant. Why not just make it red?
It's really just for flavor and making it possible to distinguish sources.

>>120855484
>and I think the reaction framework supports whatever containers you'll need for that stuff
I was hoping that I wouldn't have to make a specific "extract powder to bag" reaction for vermin dyes, since I believe the default


I'll also try to figure out if lac bug colonies are possible for a lacquerware industry, as a type of wax, roughly following this model:
lac bug colony -> get "honeycomb" sticklac -> press for lacquer -> craft lacquerware
>>
>>120856419
*since I believe the default animal and fish dissection jobs use containers appropriate for powders, but I don't know yet if the dyeing reaction will recognize powders that aren't in bags. Hopefully I can edit this too.
>>
When do you start getting invasion? I have 2m created wealth, 100k imported, 50k exported, and a population of 104 and I haven't seen anything remotely threatening since I had a population of like 20.
>>
>>120860160
welcome to 40.xx, where if you don't embark inside the asshole of an enormous goblin civ at war with you you'll never get any sieges ever
>>
>>120860262
Just increase the goblin pop cap.
>>
>>120860160
Donate to the next caravan as much of your excess crap as they can carry.
>>
>>120860160
Did the goblins make it through world gen? They might have a really low population or something if they got really unlucky.
>>
>>120860160
Threadly reminder to always check local civs(press tab 1-3 times at the site selection screen) before embarking. If the list doesn't include goblins or a tower, then you're in for some boring times.
>>
>>120861592
I mean I think so? I'm still pretty new to this game. When I was choosing my embark location there were goblins as neighbors and they were like 6 red lines.
>>
>>120862149
>elf hate
That's actually an old /tg/ one that spread, and has since faded on /tg/.
>>
>>120862041
>>
>>120862149
>responding to a le daily dose copypasta
>calling elf hate a reddit meme when elf hate has pretty much always been a thing on /tg/
>>
>>120862041
report and move on
>>
>>120862519
ironic shitposting is still shitposting
>>
>>120862519
I want newfags to leave.
>>
>>120862041
>>120862149
>>120862519
based mods
>>
34.11 adventure mode or 40.24 adventure mode?
>>
>>120864096
34.11 quest log and dialogue with 40.24 combat and movement

;_;
>>
>>120864096
3.4 for ADVFORT and masterwork warlock fort
>>
bump from 10
update when
>>
If I'm getting slowly increasingly numbers of thiefs being found in my land, does that mean siege soon? It's unsettling. First one appears. They run off map, a couple seasons later two appear, run off. Just recently there was 3 and they ran off.
Managed to kill a wereweasel with 1 casualty.
>>
>bridge made of wood blocks looks identical to a bridge made of wood logs
Why lads

What's even the point of wood blocks?

>>120874917
Yup. iirc, you get sieged harder if the thieves manage to steal anything.
>>
Does the baron replace the mayor? I want to make my mayor the baron but I don't want him to be the mayor and baron.
>>
>>120875057
Time to put all my gold goblets outside heh heh
>>
>>120875057
>What's even the point of wood blocks?
Walls made out of blocks are harder to climb. Block constructions also look nicer in Stonesense and Armok Vision.
>>
File: dining room.png (83KB, 1055x931px) Image search: [Google]
dining room.png
83KB, 1055x931px
Do you guys think I can make a good dining room out of this layout? I have 93 dwarves now
I used quickfort, the only dining room layout it had. I'm pretty bad at designing rooms.
>>
>>120876268
It's fine. your tileset is shit though.
>>
New FotF

http://www.bay12forums.com/smf/index.php?topic=140544.msg6583653#msg6583653
>>
File: Untitled.png (456KB, 1600x856px) Image search: [Google]
Untitled.png
456KB, 1600x856px
>>120860160
>>120860262
>>120861171
>>120861592
>>120862152
well it finally happened, only lost one dwarf, he was actually my favorite dwarf though.
>>
>>120849910
Thanks man!
>>
why is putnam so autistic?
>>
>>120874917
Kobolds will only invade if they successfully steal things repeatedly, and even then it's an ambush, not a siege. The most you can expect is a 10-bold squad or two who will fold like paper bags when they run into a war dog. Despite what >>120875057 says, the number or success of thieves is entirely unrelated being sieged. Goblins and kobolds are not related entities.
>>
File: working as intended.png (134KB, 1024x768px) Image search: [Google]
working as intended.png
134KB, 1024x768px
wew lads

>>120878929
My mistake, anon. I forgot all about kolmmando ambushes.
>>
time for haunted embark
>>
>>120878929
>leave out piles of booze and food for animals and kobolds to trick or treat with
>they try to ambush the fort and get killed by a dozen dogs
shoulda wore dorf costumes ya little shits
>>
Adventure mode pleb here.
I generated a massive world w loads of beasts but can't find any.
What do?
>>
>>120880505
copy your save, abandon/retire. Start a legends and export it and stuff, use a legends viewer to find the beasts and use your main file save to kill them
>>
>>120880505
>generated a massive world
>can't find thing
I don't know much about adventure mode, but I think there might be a solution in your problem.
>>
>>120879827
>shoulda wore dorf costumes ya little shits
We need a drawfag to get on this.
>>120880505
It takes some practice to get good at navigating in adv mode. The compass at the top right of your screen is your best friend. Try small/smaller worlds until you get the hang of it.
>>
File: LMAO2Humans.png (250KB, 1920x1080px) Image search: [Google]
LMAO2Humans.png
250KB, 1920x1080px
>generate a world
>northern area is covered in evil glaciers
>awesome
>no towers
>the fuck
>check open-legends force
>Civilized World Population
>5553 Dwarves
>2 Humans
>26899 Elves
>11379 Goblins

kek

>>120880505
Before you go spamming the troubles chat option, try this.

Spread rumors > scroll up
Look for names of interest:
Something Firebrand the Pearl of Burning
Axstrog Windfucker the Horrible bastard
Kevin James the Mucksewers of Awfulness

Those names should be dragons/rocs/hydras.

Somedude the Iron of Sieges is probably a colossus.

The last few "Spread rumor of Somename the Something of Blah" at the bottom section will be shit like giants and ettins and minotaurs.
>>
File: forgotten beast.jpg (488KB, 1178x938px) Image search: [Google]
forgotten beast.jpg
488KB, 1178x938px
This is getting ridiculous
>>
File: LMAONoElves.png (274KB, 1920x1080px) Image search: [Google]
LMAONoElves.png
274KB, 1920x1080px
>>120884325
This is why the towers being absent seemed werird, I worked specifically to tune the world-gen to do this shit.

Suppose I could try to get elves to make necrotowers, but then this world has no elves, ah well.
>>
>>120875057
>What's even the point of wood blocks?
Making screw pumps without access to stone.
>>
>>120885609
Fucking hell, it killed 50 dwarves and left me with 4 adults, 4 babies and a fort filled with corpses, blood and miasma.
>>
>>120886085
WE BUILD.
>>
>>120885708
Elves can't become obsessed with their mortality, since they don't have any. Dwarves should build towers, though. You do have available death gods, right?
>>
>tfw love my dorf fort and have cool idea for it but i'm getting 26 fps
>>
File: vomit.jpg (90KB, 1047x666px) Image search: [Google]
vomit.jpg
90KB, 1047x666px
>>120886186
I wish dwarven vomit was a liquid. I could do some great stuff with this.
>>
>>120886526
Yesterday my dwarves were getting force fed vomit for some reason. It was winter with the water frozen and no reservoir, and i had ran out of booze.
>>
File: cavy boar.png (364KB, 1467x627px) Image search: [Google]
cavy boar.png
364KB, 1467x627px
>>120886782
Well, I have a mobile vomit production facility wandering through my fortress, so I guess none of my dwarves will have to dehydrate anytime soon.
>>
>Giant Cave Spider murders the hell out of swordsdorf
>recruit charges in and goes 1v1 with the GCS
>kills the GCS with his wooden training spear
Hell yeah, motherfucker.
>>
>>120886256
Yeah, I'd have to make elves mortal of course, and there was just one dorf tower way down at the other end of the map.
>>
>>120884325
>filename.kek
How many civs? You might've just gotten an unlucky roll on gods of death if there aren't many dwarven civs. You'll need at least 1 to give out a slab of life and death. If any of your dwarven civs does have a god of death then you might get a tower if you let world gen longer. Also, it may be of interest to know that giving goblins a max age lets them become necromancers as well. You can also remove [MULTIPLE_LITTERS_RARE] to keep their population from declining too much.
>>
>So, yeah, we had planned to break the tavern stuff up and get two reasonably short releases in. Then we did the normal thing and this release ended up not quite as short, and then we started feeling a little uncomfortable continuing on in the same vein for too long. And getting a bit over-excited about the myth stuff as we played around with the generator side project. Coupled with the gambling vs economy+justice problem, we are leaning toward the artifact release now after this. I still really like the random games and recipe ideas though. They may find side generators of their own lighting a fire under them before long.
>>
>>120889924
75 Civs, there were just no humans at all, usually this world-gen craps out tons of towers and it isn't uncommon for elves to get wiped out right away, never seen one where the elves lived and humans didn't.
>>
Just watched Bone Tomahawk. I'd feel no remorse now if I committed genocide on some troglodytes.
>>
Why would I add 10 spears to a upright spike trap?
>>
>dwarf is shooting at archery targets with crossbow
>other dwarf is leading a dodge demonstration right on the archery target the first dwarf is firing it
>he's literally teaching my dwarves how to dodge arrows
>>
>>120891435
:D
>>
>>120895030
Because it makes twice as many attacks as an upright spear trap with 5 spears.
>>
File: 1427401091142.gif (15KB, 96x96px) Image search: [Google]
1427401091142.gif
15KB, 96x96px
>wooden shield in trade depot
>wooden walls infront of mountain
>elves do nothing
>>
ok is there something to do after having steel/silver/adamantine armor/weapons? I feel like I have nothing to do other than design my fort at this point. I've only had one invasion and it was a little bitch, I still have no crime, no vampire, no werebeasts, I'm so bored.
>>
>>120897703
What year is your world at?
>>
>>120897873
253
>>
>>120897703
dig deeper
>>
>>120899203
well I fond a adamantine tunnel that links to what I can only assume is hell and now my military dwarves are fighting seemingly endless streams of demons.

atleast i'm not bored
>>
File: Untitled.png (224KB, 1600x860px) Image search: [Google]
Untitled.png
224KB, 1600x860px
Well I defeated all of the demons that immediately charged out of the gates of hell but there are still a shit load left in the tunnel that aren't moving and probably more on the ground of hell?
>>
>>120897113
They don't expect you to change just for them. So long as you don't purposefully offer them wooden items it won't piss them off.
>>
>>120886256
Elves can definitely become necromancers in worldgen, just not in play. It has more to do with elven atheism than elven immortality, the rarity of necros.
>>
File: gold toy axe.png (5KB, 1730x44px) Image search: [Google]
gold toy axe.png
5KB, 1730x44px
One of my children just withdrew from society and made me a cute gold toy axe.
>>
newbie here.

one of my dwarfs wants bones for a strange mood. how do i butcher one of my tame animals for it?
>>
>>120906549
z->animals(press enter)->find the one you want to slaugher->press b
>>
>>120906730
thanks.

despite that i am now during the ignoble process of walling in my workshop and locking the door. what a bleak situation.
>>
is there a way to stop kobold thieves other than killing them? i felt bad last time.
>>
>>120907625
by not being a pussy and killing them
or scare them off, they run the instant they're found
>>
File: jaw.png (6KB, 633x88px) Image search: [Google]
jaw.png
6KB, 633x88px
>>120907678
do you feel good about that? because i dont.
>>
>>120909318
"oh its alright, he's just the scum of the earth taking my wares"
"i mean, its not like he came to my fort armed or anything"
"and he definitely wont tell his friends about how easy it was to steal from me"
"he definitely wont come back with others to steal more or anything"
"i should just leave him be, im sure he's cute and has a waifu like the threads have pictures of"
"oh man, maybe he'll wear pantys on his head, that would be so kawaii uguuuuuu"
yep, i feel real good
>>
>>120909318
yes, the murderous little vermin getting EXACTLY what they deserve makes me feel good.

Doing things that are the benefit for all mankind (and dwarvenkind, elvenkind, etc.) makes me feel good.

Kobolds will never learn, grow, or advance. If you let them escape, they will just come back in bigger numbers until they start shanking everyone they see.

First time I met a kobold he shanked my war dog and I got to see it slowly die. Thanks kobolds.

Fuck them.

if you want free shit just fucking ask for it, christ
>>
>>120909938
This post reaffirmed my faith in humanity. Fucking goddamn kobolds. FUCK
>>
>>120909318
I love pulping. So fucking much.
>>
Evil weather/rains/interactions -- do there need to be as many as there are evil regions in the world? I just set one evil cloud type and one regional interaction in the hopes that it'd be applied to all evil biomes, but so far this evil glacier does nothing at all.

Is there any program around that lets you find out what interactions/weather a given evil place has or do you just have to embark for a few months to find out?
>>
Page ten bumperino
>>
File: Lavas.gif (995KB, 500x269px) Image search: [Google]
Lavas.gif
995KB, 500x269px
so guys. i tought a dwarf should be able to wear leggings and greaves ate the same time. or am i wrong and does a dwarf only wear one of the two.
>>
>>120918049
Nevermind. I found out why.
>>
>>120843872
You could've just opened the pastebin and copied it from there lad.
>inb4 responding to 14 hours old post
>>
>>120919994
>responding to 14 hours old post
>>
>>120905586
In the next release, it will actually be used by children as they play.

I wonder if accidents will happens occationally if they are allowed to play with metal weapons.
>>
>>120885708
Mind giving out the world-gen settings in pastebin or something? I want to generate one, too.
>>
>>120910660
>Kobolds will never learn, grow, or advance.
This is why when df 2015 comes out I will capture all the kobolds I get and teach them all to be productive members of society that can make their own shinies to keep.
>>
Is it bug that I can't make socks out of wool?
>>
>>120922920
>2015
wew lad
>>
So if a creature is listed as "hostile", shouldn't it attack on sight? I have some "hostile" antmen hanging around my staircase in the caverns but they didn't seem to mind my dumbass glassmaker down there trying to haul corpses up.
>>
File: inderasting.png (32KB, 785x574px) Image search: [Google]
inderasting.png
32KB, 785x574px
This fort is getting interesting.

Curse all friends of nature!

Still, I wish they make peace with me eventually, so I can start buying their exotic animals again.
>>
>>120928570
Sheit, they're never-ending. More and more ambushes keep appearing.
>>
>>120924820
Probably.
>>
File: rip degel.png (9KB, 286x219px) Image search: [Google]
rip degel.png
9KB, 286x219px
>>120928870
RIP Degel, legendary swordsdorf.

Also, for some reason, the enemies used mounts. Weren't mounts supposed to be bugged in .40?
>>
File: tumblr_n44vljLtHG1raa91po1_400.png (56KB, 375x360px) Image search: [Google]
tumblr_n44vljLtHG1raa91po1_400.png
56KB, 375x360px
So, after a nasty night of a Minotaur Child (thinking he was an anime) scaling my pasture walls, ramming my Crossbowmen, and then proceeding to headbutt my entire zoo of prized animals...

Securing a pasture or outdoor area without glass-flooring the top: what is an effective method? Do the smoothed natural walls negate climbing attempts?

If not, does the trick of setting traps around the perimeter of a high wall still have the chance of the climber choosing to jump off rather than taking the hit still work?
>>
File: tegaki.png (3KB, 400x400px) Image search: [Google]
tegaki.png
3KB, 400x400px
this is a dwarf
>>
So... Is there any mod that makes building a town instead of an underground fortress slightly less hard?

I just want to start with a small amount of humans and build a comfy town
>>
>>120930250
Did you draw that with DF keyboard commands or do you need a new mouse?

>>120930478
It would help if you'd tell us what you find hard about building a town.
Are you talking about the tedious construction designations? There's a dfhack plugin that improves that a bit. Search the appropriate subforum.
>>
File: Climbing.png (12KB, 1423x730px) Image search: [Google]
Climbing.png
12KB, 1423x730px
>>120929938
look at my crappy drawing. if you make a wall the a wal like how i drew it. i was sure it would stop enemy's climbing up. Since they cant get past dat diagonal wall.

Correct me if i'm wrong. But this is what i did with my current fortress.
>>
>>120930478
That mod is known as "organising the project properly", and is done my setting up stockpiles for stones, logs and blocks, as well the proper workshops, close to where you want to erect the buildings. If you do that, it will become far easier.
>>
File: tegaki.png (9KB, 400x400px) Image search: [Google]
tegaki.png
9KB, 400x400px
>>120930693
>Mouse
I use my laptop's touchpad shitter.
>>
>>120929491
Just goblins.
>>
Is adventure mode still shit?
>>
>>120905464
They can't unless you mod elves to have a max age. Creatures can only become necros after becoming obsessed with their own mortality, and immortal creatures are obviously exempt from that.
>>
>>120931306
It's somewhat different from 34.11 but still overall similar and certainly just as unfinished and buggy.

It's hard to say whether it's less shit or more shit than before unless you tell us what exactly makes adventure mode so shit to you.
>>
>>120931306
well shitpost'd, my friend
>>
>>120930812
That makes so much sense, thank you!
>>
>>120931306
It's still just a resource drain that keeps Toady from working on improving the superior fortress mode, while being shittier than most other roguelikes.
>>
>>120932871
>implying adventure mode and fortress mode are some sort of separate thing
There is no "adventure mode focused development", only world-focused development that affects both adventure and fortress mode in one way or another.
>>
File: ew.jpg (101KB, 600x400px) Image search: [Google]
ew.jpg
101KB, 600x400px
>migrant wave comes
>includes a high master wax worker
>mfw
>>
>>120928286
Their faction is hostile to your faction, which means that the antmen CAN attack, but they currently have some capacity for individual decisionmaking. I guess they just don't care about your corpse hauler right now, or maybe they're too afraid of him, I don't know. A lot of possible reasons.
>>
What is your favorite mod and why, /dfg/?
>>
>The dead walk. Hide while you still can!
Fffffuuuck this
>>
>>120935087
Masterwork. Unironically.
I just love stuff that adds more and more, and enjoy all the new workshops.
>>
>>120935087
Giving goblins and kobolds [INDIV_CONTROLLABLE].
>>
>>120935087
There aren't any prepackaged mods that only add things I like. So I do a few mods by hand and copypaste a few small things from bigger mods.
>>
>11 Rejected regions and counting
ffs
>>
>>120935087
Starting with a fresh vanilla copy, and adding features between worlds, slowly mutating the game.
>>
>>120936109
>thinks 11 is a lot of rejects
>>
>>120936227
Depends on when they happen.
I don't know what his problem is, but 11 history rejects would be seriously annoying.
>>
The elven ambushes as well as my work on the meeting hall and dwellings have delayed my work on the king's bust.(although, judging by open-legends, we might not have a king soon)

We're back at work now, anyway. Since no more burnt clay is needed for the bust, except for the eyebrows, I currently have no problem developing the rest of the city(for the walls of which I only use clay bricks) and continuing work on the bust at the same time.

As you can see, the upper levels of the canal is now drained, and before I fill it back up, I'll construct a pump stack providing the bust with water, straight from the canal. I might also cover the entire floor of the canal with constructed floors, since saplings sticking up from the water ruins the visual mpression.
>>
File: king's bust 3.png (919KB, 1161x567px) Image search: [Google]
king's bust 3.png
919KB, 1161x567px
>>120938827
Fug, forgot pic.
>>
>>120938187
Fair point. I'm just thinking of my stint of attempted archipelago worlds. I would routinely go through thousands of rejects while the generator tried to make worlds with the minimum required ocean squares. I would eventually get worlds that qualified, but it was a real pain in the ass.
>>
November report is up

http://www.bay12forums.com/smf/index.php?topic=153856.0

Looks like this month will be it.
>>
>>120943135
This time, he was explicit with what the heck he's doing, which is cool.

https://www.patreon.com/posts/october-draws-to-3644102
>>
>>120935087
aka "Everything, the kitchen sink, your mother-in-law's closet, and even more shit" the Game.

The mod itself does some quite brilliant things, and some of the expanded fantasy aspects are fun and interesting, but holy flying fuck it's just diluted by so much unnecessary bullshit.
>>
File: 1378975242159.png (25KB, 116x123px) Image search: [Google]
1378975242159.png
25KB, 116x123px
So I decided to play adventure mode recently, been enjoying walking around cutting off fingers and biting necks, but why does it take so long to actually kill someone? All I can seem to do is mortally wound someone, they fall over, and run away.
>>
>>120933691
>wax worker
>>
File: trogbro.png (33KB, 796x610px) Image search: [Google]
trogbro.png
33KB, 796x610px
New shitty artifact coming through. Also a daily reminder that troglodytes are bros.

This particular trog became an enemy of almost every civ in the world, ambushing and killing several dorves, humans and goblins during his lifetime. This particular elf, who was also a war veteran with nine human and dorf kills to her name, actually confronted the troglodyte. As you can see, she lost, and the the troglodyte himself died of old age thirty years later, still undefeated.
>>
>>120932871
Find me a roguelike that deals with tissue-based wounds and bloodloss instead of HP and I'll play the shit out of it.
>>
>>120932871
Do people actually think this? Are people this uninformed?
>>
>>120950619
I think it's just one guy, probably the same one who complains about dancing being added.
>>
How to deal with self realization.
>>
File: fucking sodel.png (17KB, 421x235px) Image search: [Google]
fucking sodel.png
17KB, 421x235px
>>120947305
>>
File: dorfs vs elves.png (22KB, 581x413px) Image search: [Google]
dorfs vs elves.png
22KB, 581x413px
Made an infographic
>>
>>120954652
He's a decent mason, though, so he'll turn out to be useful.
>>
If you could play as other races, would you?
What would each race's core idea be?
>>
>>120955902
You can, with some minor modding.
>>
>>120956019
I meant officially. I'm guessing the final game (if that ever happens) will let you pick or even mix races.
>>
File: 1445545271510.png (630KB, 1041x1066px) Image search: [Google]
1445545271510.png
630KB, 1041x1066px
>>120956127
>mix races
>>
Huh, the FB that's been roaming around the caverns for ages just got BTFO by a Blind Cave Ogre.

I guess these problems really do solve themselves.
>>
File: shrug.png (12KB, 560x407px) Image search: [Google]
shrug.png
12KB, 560x407px
>>120956356
I'm guessing that if you're human, you can eventually have different races as citizens. Because humans don't have anything else. We got the short end of the fantasy stick.
>>
>>120955374
get out
e
t

o
u
t
>>
>>120956626
That's already planned for the next release.
I'm super hyped for it.
>Cave ogre military
>Minotaur military
>cutebold smiths
>>
>>120957342
>cutebold smiths
>they don't really make things
>they're just adopted by a Dwarf
>help by doing simple jobs that effect their best friend (owner)
>>
>>120955740
Yeah, he arrived as a novice and has been making blocks nonstop ever since. I'll probably never use half of those blocks, but at least he isn't idle. And I do have a few hives up, so he'll get to practice his wax working eventually. Might end up my first ever legendary wax worker.
>>
>>120957342
kobolds have [UTTERANCES] which makes them impossible to talk to, and will always be hostile because of it.
>>
>>120958612
That's not what makes them hostile, it's the thief tag. For the same reason keamen and gray langurmen will probably not be eligible for fort citizenship. All animalmen have [UTTERANCES].
>>
>>120958612
>which makes them impossible to talk to
Not true. They are impossible to talk to because they lack the [CAN_SPEAK]. It's true that utterances makes their civs naturally hostile to other civs, but I still see the occational kobold immigrant in human cities, suggesting that they might be able to immigrate into your fort in the upcoming release.
>>
>>120947242
There are two or three main ways to kill something and they mostly take a while or need good skill and luck to pull off.

- Destroy or at least damage the brain (Piercing or crushing the skull) or removing the head (Slashing/edge damage versus the head or neck)
- Suffocation, most likely caused by you damaging the lungs or paralyzing them with nerve damage. Strangling the throat will also do this as well as drowning, but good luck trying to drag somebody or something into the water with you.
- Loss of blood through open wounds caused by you ideally aiming for the head or upper body, or at least hitting whatever body parts you can.

You can have your fun biting off toes or whatever, but at the end of the day if you're looking for lethality, you need to aim for the bigger targets. Otherwise the guy whose nose and ears you mangled is just going to live to fight another day.
>>
File: Untitled.png (814B, 248x20px) Image search: [Google]
Untitled.png
814B, 248x20px
>>120958954
Some kinds of animal people can talk perfectly normally, the [UTTERANCES] tag changes the language the creature speaks into gibberish.

If a civ has utterances any wars it starts will never end as a peace treaty cannot be negotiated. Kobolds avoid this by being [SKULKING] and thus technically not being able to properly be at war.
>>
>>120959324
Didn't mean to attach that pic but oh well.
>>
>>120959324
Utterances does two things, namely 1) Give them cute names, and 2) Makes them hostile, not as individuals, but as a civ.

Just add the [CAN_SPEAK] and you'll see that the kobolds in adventure mode start speaking normally, even with the [UTTERANCES].
>>
>>120952441
Anon viewed another masterwork engraving lately.
>>
>>120959197
Don't forget broken bones. As long as the creature you're fighting has normal biology and feels pain, you can usually get them to pass out with 1 or two broken bones. Even a toe or finger.
>>
>>120960943
I was going to bring bones up actually, but I thought they were specifically asking about how to kill.
>>
>>120922292
There are some weird settings in there, you don't some of the stuff in it because of the world-painter stuff, and I'm bored to death of bogeymen and night trolls so I just disabled them both. Mineral scarcity is low because it's annoying getting a beautiful exposed volcano tube in an awful site and it is full of galena and little else.

http://pastebin.com/HuQL5rH6

Let it run a couple rejections and if you see a totally evil northern glacier take hold and start to work just babysit it a bit until you start to see towers scattered around the northern glaciers, then accept and have fun!
>>
Does opening hell have an effect on the world? If I make a new game near my old fort after abandoning it will there be demons?
>>
>>120931441
>They can't unless you mod elves to have a max age.

No, they definitely can become necromancers. Its just a hell of a lot rarer without cultural death gods, generally will involve one who was raised in a civ with them.

> and immortal creatures are obviously exempt from that.

In worldgen? They are not.
>>
>>120931441
It's funny how you just go and assume that immortality and consciousness of ones immortality goes hand in hand. In DF, they clearly don't. Dreams of immortailty are not exclusive to ephemeral creatures.
>>
File: LMAONoElfTowers.png (271KB, 1920x1080px) Image search: [Google]
LMAONoElfTowers.png
271KB, 1920x1080px
>>120964316
I have never seen a necro-treefucker. I've never seen an elvish tower, I've never seen a mention of an elf necro, and since the other anon helped figure out why I was getting so many towers, I've probably generated more towers in the last dozen or so worlds than most players have ever seen.

Pretty sure if you're an elf or goblin and find a slab and can read it won't do shit anyways.
>>
>>120964225
Well, it releases a couple hundred new mythological creatures into the world, instantly shifting it back to the Age of Myth if you've managed to kill enough things to switch out.
They can theoretically wander around the world map, but I don't think they interfere with future fortresses much. They're not attached to any of the groups you're normally at war with, so they don't have any incentive to come fuck with you.
>>
File: 20151101_220533.jpg (1MB, 3264x1836px) Image search: [Google]
20151101_220533.jpg
1MB, 3264x1836px
>post your toady pictures/stories
>>
>>120964316
Generate worlds with elf-suitable habitats, with stupid high civs, stupid high number of secrets, and remove the dwarf/human/goblin entities.

You won't see a tower.

Add goblins back in, you won't see a tower.

Add humans instead of goblins? Towers everywhere.
>>
File: Untitled.png (22KB, 1685x123px) Image search: [Google]
Untitled.png
22KB, 1685x123px
>>120964316
http://dwarffortresswiki.org/index.php/DF2014:Necromancer
>>
So I'm still pretty new to this game how huge of a difference in the world do you get in different world gens? Should I generate a new world every time I start a new game or should I just stick with my old world?
>>
>>120967151
The whole fun of DF comes from sticking with one world. Getting dwarves from your old forts as migrants in your new one, meeting old adventurers, etc.
>>
>>120967151
I always make a new world, since I'm super picky about where I embark and worldgen is fun in and of itself.

>>120967352
I'm not saying you're wrong or anything, but I've literally never seen that opinion expressed before.
>>
>>120967963
It's not like you need to play that way to enjoy the game or anything. But I think that's one of the very prominent things that sets DF apart from other games. As such it's one of its strengths, and I think never experiencing it is kind of missing out on a central thing of DF.

>I've literally never seen that opinion expressed before
I've seen Toady mention it specifically as goal he's working towards in some interviews.

It's not very well fleshed out yet, although world activation certainly improved things quite a lot. And with what it will eventually be, I can't imagine to switch worlds a whole lot.

Ideally, you could set goals for yourself that even make it necessary to play several forts and adventurers in the same world. Topple a kingdom; build a bridge to a remote island to open up a new trade route; winning a war. And so on.


On a side note, there are hundreds of thousands of embark locations in _each_ world, and creating a new world to find a nice spot seems to be just as difficult as finding a second good spot in the same world.
>>
>>120964316
>>120965568
Do you have a source for that? Because I've never seen it happen in any of my games, and I don't think it's supposed to happen.
>>
File: infographic.png (71KB, 638x505px) Image search: [Google]
infographic.png
71KB, 638x505px
>>120955374
I also made one.
>>
>>120968934
It's an interesting thought, anon. I might give it a try.

>On a side note, there are hundreds of thousands of embark locations in _each_ world, and creating a new world to find a nice spot seems to be just as difficult as finding a second good spot in the same world.
I usually embark near volcanos, which both significantly limits my options while making them easier to identify.
>>
>>120969901
Considered generating worlds with a lot more volcanoes? I'm pretty sure there are already worlds somewhere that are made like that. I don't know all the respective forum threads though.
>>
>>120970225
He could easily use advanced world gen to just choose how many volcanoes he wants.
>>
>>120969302
>requires no sustenance

Weren't the [NO_EAT] and [NO_DRINK] tags added to goblins in an earlier version because they would die too quickly in world gen otherwise?
>>
>>120969302
Gobbos only build the small towers by themselves, though. The huge structures that form the "fortresses" are underworld spires, built through the cooperation of deities and demons.

Still saved your pic, though.
>>
>>120970532
They're still pretty large, relatively speaking. There isn't anything that big built by other civilizations except for the towers around a castle in a town.
>>
>>120970823
True.

And the spires themselves are larger than everything else in the game, save for the vaults, which are about equally large.

I wonder if the toad will ever make the keeps in the cities more monumental. I'd love to see a huge castle on the same scale as a spire, shooting up from a city. More variety among normal buildings would also be fun: Multi-level buildings with balconies, roof hatches and windows are just some examples of cool shit that could be done with the things that are already in the game.
>>
>>120971376
>toady makes city generation more in depth
>you can actually parkour in adventure mode now

I've been waiting for this.
>>
>>120970438
Yeah, but afterwards Toady decided to leave them in rather than give goblins agriculture. The current behaviour is "canon", far as I know.
>>
>>120971550
Exactly.

The cities are already kinda parkourable, due to the differences in level terrain-wise, but it could become so much better.

Also, imagine an ebin chase scene that escalates into a chase/battle on the rooftops/balconies, and is then brought into one of the houses through an open window, household items being used as makeshift weapons. The combatants the tumble over the edge, and land on a moving carriage(when multitile vehicles are added into adventure mode), where it continues shortly before they are thrown off, and continue the rumble in some back alley.
>>
Why can't I make or embark with masks even though I've added
[HELM:ITEM_HELM_MASK:UNCOMMON]
To entity_default for dwarves?
Are UNCOMMON and RARE items actually off limits completely?
I can use bows and arrows just fine.
>>
>>120972484
Because your civ must first chose the desired items as part of its "national uniform" at the start of worldgen. Since you chose "uncommon", the civ was very unlikely to use it.

I've been trying to inform about ths in the general for quite a while, and I wish someone added it to the wiki.
>>
>>120972484
Change uncommon to forced. It doesn't make masks uncommon in every dwarven civ, it makes it so that it is uncommon for any dwarven civ to make masks at all. Forced means that civs of that entity will always be able to produce a particular item.
>>
>>120972772
>>120972835
I understand. Thanks.
>>
>>120972476
Couple this with the treasure hunter and thief arcs and you can basically play as Indiana Jones.

>search through libraries for texts about old cities
>ask in tavern about location of ruins
>travel there
>fight off animal men and bandits that live in the ruins, go through various levels of dungeons
>find artifact, dodge traps, run away
>try to sell it in civ capital
>bandits followed you
>chase over rooftops
>>
>50 dorfs
>zero idlers
>still tons of shit not getting hauled
fug
>>
>>120972772
>I wish someone added it to the wiki.
Why don't you do it yourself?
>>
File: helm plump man.jpg (34KB, 263x343px) Image search: [Google]
helm plump man.jpg
34KB, 263x343px
>>120973168
>100 dorfs
>90 idlers
>still tons of shit not getting hauled
>>
>>120973168
>>120973678
>60 dwarves
>6 idlers
>everything is being hauled exactly as often as I want it to be
>>
I love when one of your migrants is a cave-adapted baby, and they just spew vomit everywhere as they painstakingly drag themselves in a daze towards your fort, completely unassisted.
>>
>>120975667
Well they did spend 9 months in complete darkness...
>>
>>120975667
So that's what that kid was doing. Thank you for solving that mystery.
>>
Where in the raw files can I edit clothing to stop decay?
>>
There was that marksdwarf thing with jumping down from towers to melee the enemy.
Did anybody come up with a method to solve it? I am thinking about building a layer of fortification around the bottom of the tower so maybe the dwarves would think their path is blocked by it. How far could a dwarf jump horizontally? 1 tile?
>>
File: wut a fug.png (570KB, 1024x1534px) Image search: [Google]
wut a fug.png
570KB, 1024x1534px
Lads, what's wrong with my smelter?

The bottom pic's smelter wasn't working, so I built the top pic's smelter, which works for some reason.
>>
>>120979568
is the bottom one set to only take from a specific stockpile?
>>
>>120964225
Nope. Toady was discussing in one of his old talks about what, if anything, should be done -- whether it should be a full blown demonic invasion of the world, whether they should just fight to the death until one remains in charge of the site, or whatever.

Well I'm going to retire this fort soon, after making a fat pile of steel gear for my next adventurer, since an important dorf died retardedly (he chased after and cornered a giant cave tiger and I couldn't get him to back off), there's no candy and the evil glacier does nothing. But most importantly, my Engraver is a dick

I had him detail the tomb, and the only events he details are A: my first expedition leader getting demoted and looking sad etc., and the guy who is being entombed being killed by the tiger. How fucking humiliating.
>>
File: wewi.png (29KB, 194x260px) Image search: [Google]
wewi.png
29KB, 194x260px
>>120979660
You've cracked the case, anon.

I had set the original smelter to only take ore from the nearby ore stockpile, which had the unintended consequence of cutting it off from the charcoal stockpile.
>>
>>120978383
http://dwarffortresswiki.org/index.php/DF2014:Armor_token

The decay of clothing is tied to them having an armorlevel of 0, which is required for civilians to automatically gather and equip them as well. If you want everybody to wear stuff that won't decay you'll have to draft your entire populace into the militia and give them equipment with an armorlevel of at least 1.
>>
>>120981683
What about leather? They automatically wear that and it decays, though the raws list it at ARMOREVEL 1.
>>
File: ZombieRooftopChaselg.gif (3MB, 1440x810px) Image search: [Google]
ZombieRooftopChaselg.gif
3MB, 1440x810px
>>120971550
You can parkour even more with launch.lua should you choose to accept the mission.
>>
>>120982560
I guess clothes are just weird. Pick a fiber-giving plant and get your industry going.
>>
>>120852125
boats when
>>
>channel freezes
>well disappears
lads
>>
>>120982560
Leather armor is armor level 1. Leather clothes are armor level 0.
>>
>>120985576
>entire fucking lake freezes
LADS
>>
>Here's the report to start the month. Here is a Future of the Fortress reply. And here's a list of remaining items if you missed it. Now we just need to settle in and get some final work done.

http://www.bay12forums.com/smf/index.php?topic=153856.0

http://www.bay12forums.com/smf/index.php?topic=140544.msg6583653#msg6583653

https://www.patreon.com/posts/october-draws-to-3644102
>>
File: [visible concern].png (257KB, 1024x765px) Image search: [Google]
[visible concern].png
257KB, 1024x765px
>>120985794
Please no
>>
>>120986082
It was inevitable
>>
>>120972476
well, consider the part that dwarf fortress "simulates" and I can imagine the fun already
>Jump from balcony to balcony
>miss and break my legs
>get run over by a cart
>cart sends me flying into a house
>try to fend of the elven guard with a lamp
>get my hand cut off.
>proceed to get my face branded and thrown into a pile of shit
>die of infection in my face.
>>
>>120990234
Sounds fun to me.
>>
>>120986082
Get water from the caverns. Hope nothing flies up the well.
>>
>>120990234
>be a traveling dwarven doctor
>bring advanced dwarven medicine to the noble but savage humans
>lance boils, disinfect wounds, pull teeth, amputate limbs
>maybe deliver some babies while you're at it
>sometimes people try to burn you as a witch and you have to hack them all to pieces with a bone saw
>suture the survivors up afterwards because that is how you roll
>>
>>120986082
I lose babies every time wintercomes and freezes my water sources. I haven't made a reservoir yet...
>>
File: it was inevitable.png (401KB, 1024x1476px) Image search: [Google]
it was inevitable.png
401KB, 1024x1476px
>>120985576
>>120985794
>>120986082
FUCKING
PIECE OF
GOD SHIT CUNT DAMN IT
MOTHERFUCKERRRRRRRRRR
>>
File: like tears in rain, scoob.png (494KB, 1684x1164px) Image search: [Google]
like tears in rain, scoob.png
494KB, 1684x1164px
>>120996595
Someone hold me.
>>
File: ste.png (257B, 94x148px) Image search: [Google]
ste.png
257B, 94x148px
>>120996595
>>120997735
Get keked on, son.

It was inevitable.
>>
File: it all returns to nothing.png (283KB, 1024x768px) Image search: [Google]
it all returns to nothing.png
283KB, 1024x768px
>>120998751
Anon, please
>>
File: YoullKnowWhenYouSeeIt.png (80KB, 1920x1080px) Image search: [Google]
YoullKnowWhenYouSeeIt.png
80KB, 1920x1080px
>>120996595
If it's any consolation, the AI isn't much better at the whole, fortress construction thing.
>>
Is there a safe way to build on top of a freezing lake? Or will it always come tumbling down every spring?
>>
File: OddlyAppropriate.png (129KB, 1920x1080px) Image search: [Google]
OddlyAppropriate.png
129KB, 1920x1080px
>>120999950
>local anon = anon
>local question = reasonable.question
>--check if anyone answered magma
>if magma == 0 then
> answer = magma
>>
File: 1421881582806.jpg (99KB, 723x691px) Image search: [Google]
1421881582806.jpg
99KB, 723x691px
>>121001515
>tfw no magma
>>
File: InterestingLandingSpot1.png (847KB, 1920x1080px) Image search: [Google]
InterestingLandingSpot1.png
847KB, 1920x1080px
>>121003378
>if magma == 0
>dig.depth = deeper else
>dig.location = elsewhere
>>
File: aw yeah wizard.jpg (79KB, 441x403px) Image search: [Google]
aw yeah wizard.jpg
79KB, 441x403px
Multiplayer when?
>>
>>120999950
Dig into the ice and build support for you constructions on the lakebed.
>>
File: InterestingLandingSpot.png (103KB, 1920x1080px) Image search: [Google]
InterestingLandingSpot.png
103KB, 1920x1080px
>>121006482
Who cares, so much better stuff to have added than multiplayer being hacked in.

I mean, right now we're looking at the artifact release coming out next year, that's worth getting excited about.

The only multi- anything worth wanting right now is multi-tile creatures.

>>121004259
I came out of travel mode on that wall btw, I think the broken keep wall is what did it.
>>
>>120996595
My personal tip for building on bodies of water that freeze in the winter is to build up a support column from under the water during the winter, and then build out some bridges and their own support columns afterward.

Obviously, if you just build a structure on the water in the winter it'll just collapse in the warmer months. Working your way up from the underground gives you a sturdy support column and access to the underground simultaneously.

Also, even if it's not entirely necessary to do a lot of support columns for bridges, it does allow you to build additional structures between your main column and the shore.

This reminds me that I need to try building a Mother Base on a lake or an ocean some time.
>>
>>120967963
Is this bait?
>>
>>121012431
>>121006720
Much appreciated, anons.
>>
File: HadAnIdeaForDorfKids.png (161KB, 1920x1080px) Image search: [Google]
HadAnIdeaForDorfKids.png
161KB, 1920x1080px
Huh, so I had an idea for how to convert the bigasam style dorfs I drew into child/infant icons right?

Got them working, happy about how they turned out. Went downstairs to check and see if the royal ones I made worked.
>>
>>121019772
Notice the hammerdorf there?

Yeah, I came back out to find this (and yeti tracks after checking that)... the kid is still just sitting there oblivious, scary.
>>
>>121019868
I think it's even stranger that the body isn't mutilated.
>>
>tfw no iron, no fuel other than sparse trees on my embark

rough life

atleast of i have silver
>>
File: VengeanceIsABitch.png (174KB, 1920x1080px) Image search: [Google]
VengeanceIsABitch.png
174KB, 1920x1080px
>>121020054
Looks like he just got bled out or something.

Tracked down the Yeti though.
>>
>>121020275
All I seem to find is tetrahedrite and galena lately. Oh well. Hammerdwarf squad goooo
>>
Often times I've been finding one of my military sleeping in the barracks with people training around him. Why isn't he going to bed in his room?
>>
>>121020551
Is copper or silver armor better?
>>
>>121020841
i guess silver armor isn't a thing, never mind
>>
File: bigasamdorfs.png (7KB, 270x135px) Image search: [Google]
bigasamdorfs.png
7KB, 270x135px
>>121020618
Military screen > schedule > sleep in room is probably toggled off.
>>
File: df.png (412KB, 1880x1088px) Image search: [Google]
df.png
412KB, 1880x1088px
>Make new embark
>0 Embark points embark
>arrive
>Dismantle wagon
>Build carpentry
>Iteb Fortressautumn has claimed the position as king of the distant sack

Did I embark with the kings son just as the king got rekt? This is a terrifying embark. I can't handle a bitchy king on top of that.
>>
>>121024659
Your civ might be dying, I'd check population numbers
>>
>>121024659
most likely dying like >>121024815
said
>>
>>121024659
>The last seven dwarves of the Distant Sack
>Barely escaped the destruction of their once-proud kingdom
>No supplies whatsoever
You can do it, anon. Rebuild your civilization.
>>
>>121024961
>>121024910
>>121024815
Aight, I shall rebuild my kingdom in this terrifying scorching land.
>>
>>121024961
Since dwarves are literally created at embark, he could be the ONLY seven dwarves as well
>>
King anon here.

I can't make a military unless my king has his requests met. I will be 100% defenseless until I get a pick. Will the gods favor me?
>>
been awhile since i played do you guys know if there is an icon guide to creatures and such?

i know theres a basic one in the PDF for terrain and domesticated animals but is there one for common creatures you encounter like carp goblins and such?
>>
>>121026110
Unless there's something I don't know about that's special about the king, you should still be able to establish at least a token military, even if it's nothing but wrestlers. By the way, make sure you can build a trade depot or else you won't ever be able to acquire a pick.
>>
>>121027146
>icon guide to creatures

http://dwarffortresswiki.org/index.php/Creature
You don't even need this list. Just loo[k] at them, you'll learn soon enough.
It's usually the first letter of the name, colored like the actual creature.
Once you remember the most common animals, you'll have no problems guessing.

Or you just use a graphic set.
>>
>>121027385
holy shit thanks so much!
>>
>>121024961
>>No supplies whatsoever
What poppycock! They've got a wagon, and a couple of animals and the clothes on their backs. There are even plants and trees on their site for them to utilize while getting civilization back on its feet. These are DWARVES, not kobolds! It may require some rough living for a while, but if they can't rebuild the Distant Sack with that then it deserved to wither and they deserve to be forgotten.
>>
File: rebuild.png (173KB, 3360x1080px) Image search: [Google]
rebuild.png
173KB, 3360x1080px
I just got a migrant wave after almost all of my fort died when 2 forgotten beasts attacked.

This is the best feeling ever
>>
File: fug.jpg (20KB, 594x57px) Image search: [Google]
fug.jpg
20KB, 594x57px
>>121028160
oh come on ;_;
>>
File: this nigga.jpg (25KB, 1126x194px) Image search: [Google]
this nigga.jpg
25KB, 1126x194px
>>121028274
some random craftsdwarf just killed his second forgotten beast and saved the fortress for the second time.
>>
File: sarvesh.png (11KB, 639x155px) Image search: [Google]
sarvesh.png
11KB, 639x155px
>>121028398
everything makes sense now
>>
>>121028482
Oh god is he a vampire?
>>
>>121028790
Yea. This might be the first time I'm glad I have a vampire in my fort. As long as he's there I have a realistic chance of rebuilding my fortress. In other news, there's a troll standing in one of my bedrooms and he hasn't moved in like a year or so. I'm kinda scared.
>>
>>121028921
That's awesome. Any idea there was a vampire in your midsts before now?
>>
>>121029251
No, the first time I noticed that a vampire was among my dwarves was here >>121028274 but I had other shit to worry about at that time and kinda forgot about it. I should have just let him take care of the Forgotten Beast alone instead of letting all of my new migrants getting slaughtered
>>
>>121029251
see
>>121028274
>>
>>121027215
For a period I had JUST a king. No nobles at all excpet for him. Couldn#t pick other nobles either
>>121027979

But I am glad to announce that things are in order now. Lucked out, got a Miner in the first wave. Not a year is gone by and we already have magma forges set up. Found huge magnetite deposits. So far no casualties.

I will rebuild my civ.
>>
File: what.jpg (23KB, 1127x150px) Image search: [Google]
what.jpg
23KB, 1127x150px
>>121029358
WELP
>>
W-worth millions one day.

Leme see if I can get a picture of mine
>>
File: IMAG0745.jpg (921KB, 1520x2688px) Image search: [Google]
IMAG0745.jpg
921KB, 1520x2688px
Here it is
>>
>>121024659
This happened to me too. Disconcerting to have a king before you've even set up beds.
>>
File: no migrants.jpg (105KB, 598x448px) Image search: [Google]
no migrants.jpg
105KB, 598x448px
soooo.. if I only have one depressed vampire left my fort no longer attracts migrants or what?
>>
Question regarding attributes, how far do they go? Is it possible to make a creature the size of a human but with the strength of let's say, a bronze colossus? Or does the strength of a bronze colossus come from its enormous size/weight?
>>
>>121032791
If they think your site is too deadly they might decide not to come. Just produce a lot, sell a lot and you might see some again.

If you pull through this slump, you should really consider making that vampire head of the military.
>>
>>121032894
http://dwarffortresswiki.org/index.php/DF2014:Attribute

Generally speaking, there's a ratio of how high you can train an attribute that is based on what your native, "birth" score of that attribute is.
>>
File: Omot.png (247KB, 1920x1080px) Image search: [Google]
Omot.png
247KB, 1920x1080px
Post Forgotten Beasts
>>
File: OmotDescription.jpg (41KB, 845x135px) Image search: [Google]
OmotDescription.jpg
41KB, 845x135px
>>121033336
Forgot the description.
>>
File: gg.jpg (10KB, 345x36px) Image search: [Google]
gg.jpg
10KB, 345x36px
>>121032906
There was another Forgotten Beast and for some reason my vampire Hammer Lord decided to fight with his fists instead of his *silver hammer*
>>
File: map.jpg (121KB, 1191x649px) Image search: [Google]
map.jpg
121KB, 1191x649px
i got a fucking waterfall, niggas
>>
>>121027979
While I will always prefer the wealthy (default) embark, this is a good point -- especially with the modern state of trees, you can probably survive a 0 dorfbuck embark.
>>
>>121034737
If he was the last dorf standing I'd have just used mode set to possess him and fight it out myself.
>>
>>121027979
>justifying forcing dwarves to make 1+ wooden weapons and depend on wood and plants for survival

Uncomfortably elvish
>>
File: 1441593320374.jpg (13KB, 252x276px) Image search: [Google]
1441593320374.jpg
13KB, 252x276px
>>121036972
>murdering trees to fuel further murder
>elvish
>>
>>121037308
That's why I said elvish and not plain elf. The only gameplay distinction is the source of the wood.
>>
Is there a way to save presets for custom stockpiles?
>>
File: 1434872414119.jpg (42KB, 741x486px) Image search: [Google]
1434872414119.jpg
42KB, 741x486px
>start new game
>half the settlers get eaten by aligators
>>
>>121035881
>i got a fucking waterfall, niggas
>i got a fucking good fps, niggas
choose one
>>
>>121038786
>not nanoforting with 10 or fewer total dorf population and generic materials mod

Revoltingly plebian
>>
Does anybody else remove all songs except for the Simon Swerwer ones from Soundsense, and then add the OSTs from Armok 1 and Dragslay, so it feels purely "DF"?
>>
>>121040294
Never set it up.
>>
>>121040175
pic doesn't look lite nanofort, desu
>>
File: dwarf fortress 2.jpg (108KB, 615x432px) Image search: [Google]
dwarf fortress 2.jpg
108KB, 615x432px
>>121040294
Sound? I suppose you would like tiles and as well.
>>
>>121040379
I'm not the guy who posted the picture fan tbqf idgiaf
>>
>>121032791
Man, Sarvesh sounds like a fucking dickhole
>>
File: on drugs.png (69KB, 1216x998px) Image search: [Google]
on drugs.png
69KB, 1216x998px
What the fuck
>>
>>121041721
Never gave goblins a max age in your raws?
They're functionally immortal otherwise.
>>
File: båx.png (360KB, 500x580px) Image search: [Google]
båx.png
360KB, 500x580px
>>121041721
If they have dwarven names, it means they were raised by dwarves, and thus have dwarven values. Don't be raisins.
>>
>>121024659
Just like Aragorn!
>>
>>121041842
I didn't expect the creeps to racemix.
>>
>>121041890
Jesus Christ, DF goblins are so damn horrifying.
>>
>>121042646
Theirs is a free society, but also a cruel one.
>>
>>121041947
You can kill them all in adventure mode if it bothers you. You'll also have to kill their descendants, so it might be helpful to check legends mode first and write yourself a deathlist.
>>
How are "dreams of seeing the great natural places in the world realized"? By visiting certain map features, like volcanos, rivers and mountain peaks?
>>
>>120905586
I.....did the dorf engrave an image of encrusted gems into the already gem'd up GOLDEN toy axe? Fucker loves his gems.
>>
>>121036517
>>121036972
The only wooden weapons I'd think there'd be much point in making are one wooden axe for cutting trees and possibly some wooden crossbows and bolts. This is assuming that you actually can fell trees with a wooden axe, if not then the logs from the wagon need to be conserved for making a depot out of so that a pick or some metal and an anvil can be obtained from traders, assuming there's no exceedingly convenient migrant miner who happens to wander into your fort. In that case you'll definitely be wanting to use either bone crossbows and bone bolts or just wrestlers if you have to.

Back in March 2010, just before 40d was superseded, I played several 0 dorfbuck embark games on a sinister freshwater marsh and had the best time I've ever had in DF. I say several because it took me a while to figure out how to get any of them to survive long enough to acquire a pick while all those wild animals (the least problematic of which was actually the alligators, since they were relatively passive) kept going after them. But eventually, a year and a half after the third or fourth group of seven dwarves was exiled to the sinister marsh, a punishment until then thought to be more severe than hammering, for no dwarf had yet survived, the dwarven civilization which had rejected them brought a pick to the group of now only three dwarves. By that time they were hardened survivalists, armed with turtle bone crossbows and harpy and beak dog bone bolts and armor and beak dog leather shields. The goods they offered in trade for the most vital implement of dwarfdom: the carved skulls of the many fierce beasts which had found out that there were no elves stranded in that marsh. Those three surviving dwarves had EARNED their chance to strike the earth.
>>
>>121044342
Its nice that, iirc, all the dirty goblins in a dwarf civ are historical figures right? So it si in fact possible to kill them all.

I always found it chilling to see derfs get replaced in their own homes by goblins.
>>
>>121044736
Can't be realized, I think.
>>
>>121045776
Yeah, the wooden axe.

Honestly that sounds like a fun time. I don't think I'll go to the extent of 0 points, but it may be fun to do a surface start.
>>
File: lead crutch.jpg (12KB, 625x98px) Image search: [Google]
lead crutch.jpg
12KB, 625x98px
how the fuck is a lead crutch useful?
>>
>>121046801
A crippled militiadorf can use it as a misc weapon. Since those utilise the weapon's weight, lead is a very good material.
>>
>>121046801
Could whack people pretty hard with it.
>>
>>121046801
how the fuck is any artifact that isn't a weapon or armor useful?

>not having the highest moodable skill of all your dwarves be in a weapon or armor related skill

I seriously hope you dwarves don't do this
>>
>>121046991
Oh

Time to make a supercripple
>>
>>121047039
> artifact furniture isn't useful.
>>
>>121047384
well ok, it saves you 1-2 statues it takes to make the room super pretty
>>
>>121047039
>>121047384
>>121047725
The most important thing for me is that it's made out of a material I know looks good IRL, and has interesting images of historical events on it.

I don't play for efficiency.
>>
>>121047048
you can just add it to their wield/equipment screen.
>>
>>121047960
I don' think that works for misc items. They must have it assigned to them by the doc.
>>
>>121047919
Random materials stuck together to make a spikey glob of random fortress kitsch isn't my idea of looking good.
>>
File: ZarusIcon.jpg (15KB, 231x264px) Image search: [Google]
ZarusIcon.jpg
15KB, 231x264px
>>120956626
Because humans don't have anything else. We got the short end of the fantasy stick.

>Generally faster at learning and breeding
>Generally have far more determination and drive
>Have bodies with no weak traits, tall, strong, fast, and durable with none of the specialization of other races
>Adaptable to any environment.

Humanity is the perfect race created to seize the world from all other races. For every other race was merely a trial by the gods to test each aspect of the world, the dwarves embody the earth, they embody strength and metal, they embody loyalty and sacrifice. The elves embody beauty, grace, and art, they embody the changing of seasons and the natural realm of nourishment and disaster. Goblins embody greed, anger, and conquest as well as the drive to subjugate and rule and steal from all other races.

But humanity has inherited all of these traits and exists as the final product of the gods ultimate ambitions.
>>
>>121049053
Yeah, but dorfs are cool
>>
>>120956626
>humans
>short end of the fantasy stick

Do you mean strictly in general? Cuz in most editions of D&D, humans are the master race (especially 5e, nothing comes close except for a few schticky builds), and in DF, human large size means they get more damage and take less damage than any other normal race, can win basically any fight easily (knockdown+stun+prone as a rider for attacks, keep in mind prone foes suffer from double force calculations on hits), almost as good variety of craftables as derfs, and some of the best weapons around, like the pike, two handed sword, and halberd.

Goblins can MAKE some of the aforementioned weapons, but they exist solely to be loot for human adventurers, since they suffer massive size penalties with them.

Humans rock in D&D and DF.
>>
>(*) rumor display (maps perhaps, though if that falls through we might skip)

Could this make Adv mode fun again?
>>
>>121047919
I like to see my artifacts used. Weapons, armor and furniture are all great. Goblets and other clutter, not so much.
Maybe next version dwarven children will actually play with those legendary artifact toys, but for now, they're just bin filler.
>>
>>121050583
>not having special artifact piles in your museum
>>
>>121045841
It's really unlikely that all of them will be historical. Historical goblins will be pulled from an abstract goblin pop within your civ the same as historical dwarves being pulled from abstract dwarf pops.
>>
How retarded does a S.T.A.L.K.E.R mod sound like?
>>
>>121053307
We have My Little Pony mod so everything else is better.
And STALKER mod is a good idea..
>>
>>121053728
I imagine a bunch of Stalkers building up a town, or fort in the middle of the zone trying to live off what is left of the land and surviving attacks by all kinds of monsters from the S.T.A.L.K.E.R series.

I always wanted to make something like that but I doubt turning DF into a Modern Times game will be easy.

I mean, making AK-47s will not be easy.
>>
>>121053307
I'd play the SHIT out of it. I don't see how you could generate buildings and structures as they appear in STALKER, including anomalies without access to the DF source code though.
>>
Do goblins always inherently 'win' worldgen?

What I mean is if you let a world run long enough, it always seems like the goblins just kill everyone and rule the world.
>>
>>121053847
>I mean, making AK-47s will not be easy.
up the fire and reload speed of crossbows
>>
>>121054217
They have quite an advantage, but they don't automatically win every worldgen battle anymore. That was fixed a while back.
>>
>>121054217
That's just rng. They may have a bit of an edge, being both immortal and very aggressive, but I find that elves and humans come out on top pretty often. Dwarves seem to very rarely engage in offensive wars, so they almost always end up with the smallest slice of the pie, though they also seem to be more resilient to total extinction thanks to having mountainhomes.
>>
>>121054554
My civ is currently at war with a goblin civ after they attacked one of my forts.

The entire war consists of my civ repeatedly sending armies to the gobbo's dark stronghold, killing maybe 1 or 2 gobbos at most then getting rekt by the Demon that lives there.

With no end in sight, looks like I might end up becoming Mountainhome sooner than I thought.
>>
>>121054319
>Urist McStalker dodges the bullet!
>Urist McStalker blocks the bullet with +pinewood shield+!
>>
File: dorfquisition.jpg (56KB, 360x254px) Image search: [Google]
dorfquisition.jpg
56KB, 360x254px
>>121053307
I want a Kill Six Billion Demons mod.

Gonna wait for the pen and paper game rules to come out first though, to have some more fluff and more crunch to draw on.
>>
>>121054319
You couldn't really change fire rate, but the recovery time for making an attack again can be changed, so that would cover the reload speed.
The best thing you could do, I think, is to up the velocity and and force of the projectile as well as changing the actual attack of the ammunition to be more like a bullet.
>>
File: 2015-11-02 21_32_48.png (14KB, 984x147px) Image search: [Google]
2015-11-02 21_32_48.png
14KB, 984x147px
>Dwarves complain about kobolds stealing all their shit
>Give me directions to their camp
>Go there and slaughter everyone
>Check my inventory
>Tears
Also when I asked some humans how they thought about it, they told me that I was an unhinged killer for murdering those kobolds.
Considering how much money those kobolds had in their hoard, I am highly surprised they weren't more widely hated.
>>
How many Z levels is enough to drown enemies in a moat?
>>
>>121056405
It only takes one if they don't know how to swim. If you want to make sure you can do two and they'll usually sink to the bottom. Also, make sure there aren't any ramps they can use to climb out.
>>
File: WON24.jpg (719KB, 850x1100px) Image search: [Google]
WON24.jpg
719KB, 850x1100px
>>121056349
>K6BD

Mah nigga
>>
>>121056405
>>121056582
Creatures can actually climb now, so you should also smooth the walls to remove any handholds.
>>
>>121056402
> 'Say, Urist, did you talk to that adventurer about sorting out the kobolds'
> 'Yeah, he's headed over there now'
> 'Wonder what he'll do to fix it'
> 'I dunno, probably just talk to them, get them to return everything, maybe a nice formal apology, you know'

Later;

> 'HE DID WHAT!?'
>>
>>121056876
I doubt that's necessary. I was testing this execution via dropping on some of my spare animals and one of the cats survived. It never climbed out. It was right at the wall too.
>>
File: Pepe McDwarf.jpg (124KB, 652x654px) Image search: [Google]
Pepe McDwarf.jpg
124KB, 652x654px
>mfw I notice that I've run out of weavers to gather webs in the caverns
>mfw I activate the weaving labour on six more useless dorves
>>
File: COmrade.png (16KB, 642x327px) Image search: [Google]
COmrade.png
16KB, 642x327px
Moding Dorf Fortress is so much fun
>>
>>121057340
The fun thing is that that's almost true.

Criminals in .40 have sort of a "beagle boys relationship" with the villagers. Many criminals come from normal settlements, and still have many friends and relatives there. They also never kill anyone in world-gen, except if they're vampires, or participate in a war.
>>
>>121055238
That's not altogether a bad thing, you'll have a lot of dwarves in your civ with military experience which can make for some good migrants.

Also that sounds like the premise for a highly motivated adventurer on a desperate mission to save his people.
>>
>>121054319
RIP crossbow masterrace era

Hammers are cool, but machine guns were cooler.
>>
its been three years and the goblins still not attacking me
and they even made a fortress nearby when i made my own, i checked it with legends
>>
>>121058080
All I want now is a high strength adventurer with a .50cal taking down demons.
>>
When was the first .4x version released?
>>
>>121058219
Just wait. I'm currently getting pretty many sieges, but they didn't start until like after 6-7 years.
>>
>>121058465
july 2014
>>
>>121057726
>bullet
>not 7.62x39 ammunition

I've seen this done before.
>>
Is it correct to assume that temples wont have much interesting functionalities the coming update? His list of stuff left seems mostly focused on Tavern, and almost all updates so far have been about books or taverns
>>
>>121059092
Dorfs will pray there.
Creatures that defile them may get cursed.
>>
>>121059092
Yes, IIRC he literally said that he added temples because otherwise taverns would be the only new kind of zone, and a one item list is a bit silly.
Afterwards, it turned out we also got libraries though.
>>
File: Fixed.png (31KB, 1280x775px) Image search: [Google]
Fixed.png
31KB, 1280x775px
>>121058876
4 u

Also, the motherfucker managed to parry the other human's attack with his golden AK, he's a tough motherfucker.
>>
>>121059092
>>121059208
I believe we'll be able to assign performers who will basically do dancing rituals in the temples. No priests or anything too complex for the coming update, though
>>
>>121059416
>Just been mulling things over and setting up the framework. You can assign rooms and zones to larger locations now. Of course, there aren't many examples of such locations yet. Right now you can just select "inn/tavern" and (to make the list larger than one) "temple".

http://www.bay12games.com/dwarves/index.html#2015-01-14

Some stuff has been added since then, but it's not a whole lot.
>>
>>121059208
>>121059416
>>121059493
I was hoping for rituals and ceremonies, blessings and curses of epic proportions, sects requiring certain clothing and arch priests becoming nobles of different kinds.

Perhaps next update
>>
What weapons and armor can I had to get the maximum Ukrainian feel?
>>
File: gonnajump.png (526KB, 655x655px) Image search: [Google]
gonnajump.png
526KB, 655x655px
>>121056835
That is kinda spoilers for people who haven't been reading it, but yeah, K6BD is glorious, Alice.
>>
>>121060529
I don't think it's a huge spoiler after all they do explicitly state that Zoss kept Metatron One alive but yeah, I should've spoilered it, my bad.
>>
>>121060330
Well, as I said we will have performers. You'll probably see some rituals and cerimonies, but they will be just for show and have very little consequence in terms of gameplay
>>
File: is that fucker serious.jpg (119KB, 1094x725px) Image search: [Google]
is that fucker serious.jpg
119KB, 1094x725px
why
>>
File: the mason misses the drunian.jpg (49KB, 631x213px) Image search: [Google]
the mason misses the drunian.jpg
49KB, 631x213px
>>121061352
what is this shit
>>
>>121061562
the fuck is a drunian?
>>
>>121058504
>wait 6-7 years
>the game randomly crashes
>can't reach 4th year
i just want some goblin dwarf action holy shit, 3 years and a half of literally nothing happening but a minotaur who died instantly against copper weapons
>>
>>121061690
http://dwarffortresswiki.org/index.php/DF2014:Drunian

Annoying little thieves

The wildlife on my map is pretty annoying

I got these things and buzzards, always trying to steal my shit
>>
>>121061701
It's disappointing either way. It's so easy to train your military now that sieges are pointless. I send my squad of legendary weapon-lords armed with shitty weapons and no armor and they slaughter the gobbos as if they were made out of paper, taking minimun casualties.

After I have enough iron to equip my dwarves with steel equipment they become virtually immortal. At this point invasions just fuck with your fps. Simply making sieges more frequent won't make them more interesting. We need combat to be harder and training to be more complicated
>>
>>121062103
I have been playing DF for over 6 years now and I have never one, or at least I have never noticed them before. Weird
>>
CLA or Mayday?
>>
>>121063423
Cp437
>>
Anyone knows of any way to make it impossible for people to just jump away from fired projectiles?

>Urist McDorf jumps away from the 9mm bullet!
>
>>
File: very pleased.png (12KB, 885x83px) Image search: [Google]
very pleased.png
12KB, 885x83px
I like this guy.

>>121063083
They're not very common, I've been playing as long and have only seen them a handful of times.
>>
>>121063735
How high have you ramped up the velocity of it? Maybe that will help.
>>
>>121064286
To retarded levels

100000000000

Testing it right now
>>
>>121064494
I think I might leave it like this because it's amusing to see bullets being deflected by combat knives
>>
>>121064689
I think they're just blocking physical attempts to hit them with the AK, rather than deflecting shots.
>>
Trying to manage even just this one squad of fortress guards is giving me a headache. I think I should probably dump them all out and start from square one (And probably not have my guard captain be a vampire who is locked up for bleeding 4 people to death?)
>>
>>121065828
True, I just realized that.

How it says "the SHOT is deflected" made me think they where deflecting bullets.

They still dodge bullets, but I'll leave that because it's funny and I'm lazy
>>
So I've been fighting a bronze colossus with an *iron great axe* for about 12 dorf hours. Do all the "glances away" hits add up, or is this completely futile for everything but training?
>>
>>121064689
This is just like my Chinese cartoons.
>>
>>121066519
Pretty sure you need to CHIP away at it. So, come back after you've bulked up.
>>
>>121061352
Promote that dwarf, he takes matters into his own hands
>>
Sparse or frequent mineral occurrence?
>>
File: why live.png (157KB, 1422x984px) Image search: [Google]
why live.png
157KB, 1422x984px
This happened to my mayor in a construction accident.....that is all.
>>
File: king's bust 4.png (1MB, 1231x608px) Image search: [Google]
king's bust 4.png
1MB, 1231x608px
My bust is now finished, but it's gonna take a while before I get the water working, and honestly, I've decided to postpone it in favour of other projects.(like fishing out the corpses of dorves who drowned from the lower level of the canals).
>>
>>121067606
Please tell me you have the combat report of the accident.
>>
I'm trying to recreate Tolkien's kingdom of Moria in Dorf Fortress, which is pretty easy due to both formats being identical with their "dwarves digging too deep and encounter ancient evil monster" nerratives, only question is, is it posible for the game to generate a huge, flaming batman forgotten beast?
>>
File: king's bust 5.png (1MB, 1336x677px) Image search: [Google]
king's bust 5.png
1MB, 1336x677px
>>121067675
Here's a pic of the rest of the fort, as seen from the top of the bust.
>>
>>121067886
If it was made of Bituminous Coal and walked through lava it could burn perpetually.
>>
>>121067886
Masterwork already has a Balrog, I'm pretty sure. Copy it and change it up a bit, if you need to.
>>
>>121067809
No, but I assure you that it was either
A) he fell 3 or more z-levels and landed on his nutsack
B) one or more stone blocks fell 3 or more z-levels onto his nutsack
OR
C) both of the above

In any event, it was definitely a case of "the part splits into gore".

It's not like he was ever going to fulfill his dream; after he became mayor he just did his labors and hung out in the little mayor's house I set up for him, not even going to parties or meeting areas. But still.
>>
>>121069490
>In any event, it was definitely a case of "the part splits into gore".

Not exactly. All gelding blows are attacks to the lower body. If his lower body split into gore, he'd be dead. His dick was definitely smashed apart though, despite it not specifying so.
>>
So, I added a bunch of weapons already, now I need to make them craftable.

Any recommendations for Ruskie-Ukrainian armour?
>>
>>121067606
You should put him out of his misery.
>>
>>121063423
Mayday erry day.
>>
>>121059481
>Gold AK
>Not a Gold, tiger-striped Deagle-brand Deagle
>>
>>121069490
> It's not like he was ever going to fulfill his dream...

Not to mention

> He personally is completely put off by the idea of friends.
>>
>>121067606
> He has a high voice

I fucking bet.
>>
This motherfucker already killed like 4 people with his AK
>>
>>121063423
CLA36x54 obviously.
>>
File: tfw no ore.jpg (157KB, 1475x1001px) Image search: [Google]
tfw no ore.jpg
157KB, 1475x1001px
;_;
>>
Has anyone bothered with the kobold faction in Masterwork? I've been interested in trying them out. How are they? Fun?

>>121028482
You should consider grinding that vampire up and adding it to your water supply. It'll spread the infection to the rest of your fortress, resulting in a very hardy populace.
>>
Hmmm...

Should I make Blind Dogs and Fleshes be domesticable?
>>
Is there a way to mod the game so I can geld my prisoners?

I'm asking for, uh, a friend.
>>
>>121073795
Won't that just make all your dorfs really sluggish, since they won't have anyone to drink blood from? Or do vampires feed on each other?
>>
>>121074989
As far as I know, they don't suffer slowdowns from thirst. I might be bullshitting you, though.

Alternatively, you could just isolate him in an airlock with a material chute. This runs the double benefit of having an eternally isolated, invulnerable dwarf cloistered away and a craftsman that never stops working.
>>
>>121067675
Looks nice
>>
>>121074989
It will, but not because they don't have anyone to feed on. Vampires don't lose alcohol dependancy and can't drink alcohol, so they get slow whether they feed or not.
>>
>>121075947
Are you sure? I thought the "has gone without a drink for far too long" message reset after drinking blood.
>>
If I want a more threatening world do I want more or less history?
>>
>>121076994
Less history = More megabeasts
>>
>>121076383
>http://www.bay12games.com/dwarves/mantisbt

http://www.bay12games.com/dwarves/mantisbt/view.php?id=5189
It's been this way for as long as there have been vampires.
>>
>>121077953
The more you know.
>>
File: TheEDGE.jpg (48KB, 438x264px) Image search: [Google]
TheEDGE.jpg
48KB, 438x264px
>>121061352
>>
How do you tell whats crashing your game?

I'm playing DF Masterwork Reborn and it keeps crashing on embark.
>>
>>121078854
Do you have mouse controls enabled? I've had trouble with that.
>>
>>121078854
It's most likely dfhack, trees touching constructions, or a mod. In your case I'm pretty sure it's masterwork.
>>
>want to get back into DF
>think about FPS death
>end up playing more Dota instead

Laptop gaming is suffering.
>>
>>121078854
Yeah, using Mastershit is a pretty constistent way of shitting up your gameplay experience.
>>
File: 1441469493733.jpg (115KB, 900x900px) Image search: [Google]
1441469493733.jpg
115KB, 900x900px
>>121079181
>2015
>playing ASSFAGGOTS
>>
>>121078989
I'll check that out.
>>121078998
Its most definitely some sort of interaction with masterwork since I can play normal DF just fine.
>>121079203
Reborn is supposed to be a lot different from the last masterwork. He's being much more strict with mod additions instead of kitchen sinking everything he can find.

However I think I'll just play more vanilla instead of fucking with masterwork for right now.
>>
>The civilization you have selected is dead or dying! Your dwarves might assume important positions!

~6 years of playing and this is the first time I've gotten a world like this.
>>
>>121080089
The warning itself is pretty new.
>>
>>121080089
>>The civilization you have selected is dead or dying! Your dwarves might assume important positions!
Missionary for the sole purpose of procreation?
>>
So, anyone wants my crappy modern weapons mod? I still didn't add a way to craft them, but at least you can fuck around in the Arena.
>>
>>121080089
This was added somewhere around 40.2X
>>
File: tanuki.jpg (203KB, 950x636px) Image search: [Google]
tanuki.jpg
203KB, 950x636px
>>121080476
You know, I've never made a breeding fortress.

Rev up them ovaries.
>>
File: BringItOnWolfBoys.png (220KB, 1920x1080px) Image search: [Google]
BringItOnWolfBoys.png
220KB, 1920x1080px
>>121080476
I see what you did there.

>tfw you said netflix and chill but she knew you wanted to give her the d-o-r-f
>>
So I find this human overlord chilling inside a tomb, surrounded by zombies that have pretty much wiped out the town. Nothing in his dialogue indicates he's evil. Is it possible he's just at the wrong place at the wrong time, and he's the last surviving member of the town? How do I call him out on his necromancy?
>>
>>121081129
>tomb
sorry, Catacombs
>>
>>121081129
Wait, he's not an overlord mummy?

Accuse of being a night creature?

How are the zombies not eating you?

I love when I accidentally the whole town with zombies.

Also love the travesties thread, this one started my coughing back up though, dammit.

>LOCAL_HAIR_TUNIC:ASSTRIFLE
>>
>>121082679
He's an overlord human.
I carved my way through the zombies to get to the room. We're alone in the room.
He's a pikeman.
He told me to calm down, or something, when I accused him of being a night creature.
>>
File: UneasyAboutWhatBeingDead.png (498KB, 1920x1080px) Image search: [Google]
UneasyAboutWhatBeingDead.png
498KB, 1920x1080px
>>121082845
Oh, then he's just lucky that the zombies didn't check that door.

You get that sometimes.

The fort I had a while back where the zombies came in and I was dragging my ghostly guts around? The zombies stopped a couple doors away from killing the last few survivors in several rooms.
>>
i still don't understand why i would ever use up stairs or down stairs when i can use up/down stairs.
>>
>>121084629
>Bottom end of a long staircase; Open space (for exampel a cavern) directly below.
Building a up/down staircase last will pierce the floor, allowing flying enemies to gain entrance.
Building an up stair last will leave the floor intact.

>Top level of a long staircase. Ground space is empty (surface level for example). You cannot dig a up/down stair, as you can't "dig" into open space.

So basically, first and last stairs in cases where you're relatively certain that you won't expand the staircase in the future.

Also:
>DF2014
>not using a spiraling rampcase
>>
>>121085581
>not using a spiraling rampcase
But Anon, all staircases in DF are spiral staircases. That's the only way for them to work the way they do. If anyone wants an explicitly "normal" set of stairs, they should just build ramps.
>>
File: RampSpiral.png (2MB, 1920x1080px) Image search: [Google]
RampSpiral.png
2MB, 1920x1080px
>>121086449
>>
>>
File: WellThatsJustAwful.png (130KB, 1920x1080px) Image search: [Google]
WellThatsJustAwful.png
130KB, 1920x1080px
>>121088063
This seems relevant.
>>
>>121088454
I am glad we watch over our children.
>>
File: 1445808562613.jpg (70KB, 656x631px) Image search: [Google]
1445808562613.jpg
70KB, 656x631px
I'm still new to DF and I've been having issues in regards to managing my dwarves. After about 3 or 4 migrants waves it just becomes too much to micromanage, even with therapist. Is there an easy way to make my industries automatic or semi-automatic?

Also somewhat unrelated- I tried making a custom stockpile for pretty much everything but corpses and food and the dwarves just refused to haul anything there. I eventually just had to scrap the entire thing and make an individual stockpile for each category. (bones, weapons, furniture etc, etc) Was I doing something wrong with it or is it just not possible to have everything in one huge stockpile?
>>
>>121056402
Tears are shed by any strong emotion. Also I'm fucking amazed that the villagers had any reaction other than "it was inevitable" to you killing kobolds.
>>
>>121057868
I set banditry 100% for all the races, the non goblin bandits mean you'll have villages full of combat ready allies to join you.
>>
>>121077146
Counterpoint: more history makes dragons bigger, and dead megabeasts may result in rocs, hydras, or dragons shacking up together and having huge broods.

In the last version I'd often have lairs full of 4-8 hydras, dragons, etc.
>>
File: dwarf training school.gif (2MB, 220x350px) Image search: [Google]
dwarf training school.gif
2MB, 220x350px
>>121080776
Training up kids from an early age like this has VERY interesting effects. It results in legendary everything (other than striking/weapon skills, though there are ways) combat kids, who can craft masterworks aplenty when they grow up, even when Dabbling.

But the most intriguing bit to me is that something causes these dorf kids get superhuge. This one guy reported an average of size 90000 kids (humans are size 70000, elves/derfs are size 60000) with some being size 110000 or higher.
>>
>>121093585
Make sure that your custom stockpile allows the appropriate item types under additional options.
>>
>>121093585
>Automating tasks
https://www.reddit.com/r/dwarffortress/comments/2kecx5/the_dfhack_workflow_plugin_a_guide_by_mechanixm/

Regarding your stockpile situation i don't have enough information regarding the situation since it could be a lot of things
>>
>>121099071
Has this been tested for .40?
>>
>>121099805
Yes it was in .40. They were commenting on how while its easy to train up swimming, there is basically no comfy way to train up climbing (they ONLY train it from catching themselves from a fall).
>>
Are there any tricks to increase odds of getting interesting and high skilled migrants?
>>
>>121102321
Yes, they have to exist. So retired adventurers, and populations of your prior fort, often have priority for migration.
>>
>>121102710
also, this may be outdated info since the last time I did this was the last version -- I believe abandoning an old fort drastically increases the chance that choice residents will immigrate to your new fort. I wouldn't doubt they're very unlikely to join your new fort, if their old fort is simply retired, not abandoned.
>>
File: Untitled.png (447KB, 1600x862px) Image search: [Google]
Untitled.png
447KB, 1600x862px
can anything travel diagonally between squares?
>>
>>121102321
You could always retire the fort, then retire tough adventurers to said fort. Trained up adventurers can often instantly start churning out masterworks even at dabbling.
>>
>>121102710
>>121103185
>>121103453
Thanks, anons.

>Trained up adventurers can often instantly start churning out masterworks even at dabbling.
How is that possible? I thought item quality was determined strictly by the level of the related skill.
>>
>>121103417
Most things? I don't wanna say everything and be wrong but I think everything can actually. I know dwarves can, as can liquids like water or magma.
>>
>>121103658
No, stats have a heavy effect. Even a peasant adventurer with above average in a few things can be trained by CRAB BATTLES etc. up to superdwarven, and if they start higher than that their cap will be even higher (though it won't say so).

dwarffortresswiki.org/index.php/DF2014:Attribute

For a list of that which affects what. Attributes and preference definitely has an effect.
>>
>>120969036
>Do you have a source for that?

My worldgens? Seems pretty straightforward. I modded derfs to be immortal, and there's still dwarven necromancers showing up in worldgen.

Worldgen necros are determined by personality type and access to a god of death.
Adventurer necros are determined by whether you have maxage and read.
>>
I'm not getting any migrants. Any way I can force a wave?
>>
>>121109849
create wealth.
empty bedrooms.
>>
>>121109849
First two waves are forced. After that, it's a matter of
>wealth
>safety
>if dwarves are even alive to come to you
>>
>cave crocodile got his pathing fucked up reducing my fps by like 80
>send my military to kill it
>cave croc bites of my best military dwarf's hand
>>
>>121103417
The only thing off the top of my head that can't is miasma
>>
I fucking hate how dwarves get horrified if they see and intelligent life die. That troll was murdering your fucking friend, why are you horrified that it died?
>>
>>121113414
Seeing intelligent things die etc. gets your derfs closer to the treasured "doesn't care about anything anymore" status. Think about it as Don't Give A Fuck XP, when maxed out your friends can die etc. and it barely dinging your mood.
>>
>>121113414
This.
A wereweasel cut down one of my starting seven, and my military cut its head off, can't move its body so it sits right outside my fortress entrance horrifying everyone who walks by because they see the person he was not the werweasel. Who cares, pis was worse than piss.
>>
So is there any reliable/convenient way to get fat as fuck in DF? Can you mod food to be more fattening? Normally I'd hate for my characters to get fat, but dwarves already look like bizarre hairy beasts, and fatness makes you a lot tougher.

Getting strong seems to be easy, but getting fat seems like it requires long term dedication and commitment.
>>
Didn't weapons used to be able to twist in the wound? Now they just get stuck. Or is this a spear/pike thing only? Or was it just taken out?
>>
I wish you could pull magma from a bucket using a well and fill an empty pitt like a pond.
>>
>>121116904
same
>>
>>121116904
magma wells when?
>>
>>121113414
>>121114412
It's really annoying, but it does kind of make sense. Think of it more like "jesus christ his head is cut off and his guts are spilling out this is disgusting and disturbing" than "oh no the evil man-eating wereyiff died I am so sad".

Normies don't like seeing real gore, even if the "victim" is bad.
>>
>>121113414
>>121113743
>>121114412
I know this happens by seeing a corpse but does it also happen if they see a intelligent creature's limb?
>>
first time actually smelting things and getting the hang of it. Woo metal industry going strong!
>>
File: 1440095553075.png (394KB, 631x627px) Image search: [Google]
1440095553075.png
394KB, 631x627px
I just read the bronzemurder story and I'm about to play this game for the first time.

I have a lot of experience with roguelikes (nethack, brogue) so I can probably manage the controls ok maybe. I also have a lot of alcohol and a lot of a free time. What the fuck am I getting into?
>>
File: d5c.gif (27KB, 356x1606px) Image search: [Google]
d5c.gif
27KB, 356x1606px
>>121117731
>>
>>121117265
The game, in general, doesn't distinguish between part and whole remains, and its not fully clear how the game would be programmed to know the difference.

Perhaps it could be programmed so that they react differently to seeing a part of the body from the head to lower body pipeline (removal of any which is fatal), than just a hand or teeth that can be removed.

>>121117731
My experience is that I was much better at the game as a scared newbie. I would suggest a flat embark site, and be careful about your starting skills and resources. You should be fine.

You are basically set if you can make a base that can be closed with a bunch of cage traps.
>>
>>121113375
This is the only thing I can think of, miasma and mist and smoke won't go diagonally.
>>
>>121114685
A dorf is able to grab your back teeth with the toes of one foot, your arm with the ankle of the same foot, and your neck with the knee of the same leg.

A dorf that loses a limb "loses hold" of the clothing on that limb.

A dorf is a vaguely spherical monstrosity composed of a beard, roughly 4 limbs, and far, far, too many fingers.
>>
>>121118657
That's just a silly interpretation of how the game models anatomy.
>>
>>121117731
if you're worried about blatantly fucking up, read some of the quickstart guide
sure you could do really anything for a beginning, but ending up in max evil max savage for your first fort is just gunna fuck you, when you realize you brought 4 miners and no picks
>>
>>121118872
Well, since the game doesn't really nail down concrete details like that, and the behavior of the game itself kinda supports my interpretation.

I'd say it should be drawfagged... but I don't think I want to see it.
>>
>>121118657
>>121118872
>>121120856
>A dorf is a vaguely spherical monstrosity
>That's just a silly interpretation of how the game models anatomy.

Agreed with the second line of greentext, from what I understand they're more like a cluster of cubes floating in formation.
>>
When a unit is assigned to individual choice for weapon will it be smart and prefer weapons that it's good at using?
>>
File: ButUristWeHaveThem.png (2KB, 230x118px) Image search: [Google]
ButUristWeHaveThem.png
2KB, 230x118px
So my engraver went into a few mode, i followed him to a craft shop and forbid all the shitty stone materials except for platinum and gold, he claimed the shop that my bone crafter was working on and had a pile of bones. The engraver with the fey mood went and got more bones, and a gold nugget, some cloth, and some wood. He's shouting for my things now and not moving, what do I do?
>>
File: UristShoppingList.png (3KB, 232x91px) Image search: [Google]
UristShoppingList.png
3KB, 232x91px
>>121126534
These are the items he gathered.
>>
File: Whoops.jpg (36KB, 433x291px) Image search: [Google]
Whoops.jpg
36KB, 433x291px
>>121126635
>>121126534
Nevermind I was too quick to ask for help. He never begun his construction and got some silk cloth and metal bars.
>>
My dwarves are doing a three way spar, intense to watch.
>>
File: Nice!.png (2KB, 586x67px) Image search: [Google]
Nice!.png
2KB, 586x67px
>>121126792
>>121126635
>>121126534
How do I get my mayor to wear this nice crown?
>>
File: Oh.png (9KB, 1897x76px) Image search: [Google]
Oh.png
9KB, 1897x76px
>>121127493
Do i really want him wearing a crown with the image of a child dying of dehydration though....
>>
File: Werechameleon.png (48KB, 592x711px) Image search: [Google]
Werechameleon.png
48KB, 592x711px
A werechameleon popped up outside my fort entrance and startled a dwarf outside, thought he was a goner but surprised me that he was also a strong miner with a finely crafted steel pickaxe.
>>
>>121128624
it begins
>>
>>121128624
Try to give him the proper treatment at the hospital, in case he wasn't infected, but stay ready to lock the door if he turns.(The door jus might hold out until the militia gets there.)
>>
>>121126403
pls respond i don't want to micro manage my dorfs inventory if i don't have to
>>
>>121132906
Yes, they will, assuming their favoured weapon type is available.
>>
File: suspense.png (6KB, 293x190px) Image search: [Google]
suspense.png
6KB, 293x190px
So an armorer has taken these, along with another quartzite block. Any bets?
>>
>>121133826
single boot/gauntlet
>>
>just gonna throw thesee shrooms over here on this farm plot, yes, nothing could go wrong
>ran out of plum helmet seeds
>trader caravan next season
help what do I do
>>
>>121133893
brew plump hemets.
>>
>>121133893
Do I have to wait for the 2nd or third year before my meat/egg industry because a stable source of food?
>>
File: wellshit.png (3KB, 548x79px) Image search: [Google]
wellshit.png
3KB, 548x79px
>>121133869
This is worse, right?

Still, I might give it to one of my most skilled dorves, merely because it looks cool. Or does it? I haven't checked it, yet.
>>
>>121134175
Nah man, a mighty warrior needs a sturdy shield to defend himself with. Eagerly awaiting the description.
>>
Who created the bronze colossi, anyway? Also, are the statues dropped by them when they die supposed to be their physical form(canon-wise, not gameplay wise)?
>>
File: ngefeldetes.png (10KB, 781x131px) Image search: [Google]
ngefeldetes.png
10KB, 781x131px
>>121135690
Pretty lame. I gave it to one of my hammerdorves, who is already using an artifact platinum war hammer.
>>
>demands: bed in office
My mayor is a fucking child.
>>
>>121134049
Embark with 20turkey to generate more food than you'd ever possibly need. Make lavish meals. Buy up entire caravans.
>>
>>121136201
At least you don't have a king who's spend nearly two years constantly punching a giant tortoise, causing him to periodically faint from exhaustion.
My king is feeling "vengeful "
>>
>>121136438
He must have good stats/striking after 2 solid years of training, right?
>>
File: happy dorf.jpg (398KB, 2816x2112px) Image search: [Google]
happy dorf.jpg
398KB, 2816x2112px
>>121136410
>20turkey
>>
>>121136487
i also wanna know this
>>
File: migrants.png (127KB, 1600x855px) Image search: [Google]
migrants.png
127KB, 1600x855px
My new fort just got its first three migrants. Interestingly, despite them all having no listed previous residence, two of them are on "friendly terms" with the adventurer I had played as before starting this fort, who now lies dead in a hole in the ground on the far side of the (pocket) world. Also, they all worship Vathsith, which was also my adventurer's object of worship.
>>
File: rakust.png (37KB, 556x602px) Image search: [Google]
rakust.png
37KB, 556x602px
>>121138558
After examining some of my backups I have determined that I had encountered the two of them who were on friendly terms with my adventurer during my adventure, and the other one was on the list of people I'd known my whole life. So why then don't they have previous residences listed?
>>
Anything I should add in starter pack? Modest mods?
>>
>>121127620
wew lad
>>
hey /dfg/ which is a 40.24 tileset that doesn't crash? I was using phoebus but it crashes randomly and its just extremely frustrating
>>
File: Nulralzokun.png (326KB, 1920x1080px) Image search: [Google]
Nulralzokun.png
326KB, 1920x1080px
>>121127493
Only with dfhack.

Put the cursor over him, make sure he's standing on the crown, select the crown in the loo(k) menu.

forceequip i s m bp HD
tweak makeown
>>
File: bigasam.png (165KB, 576x864px) Image search: [Google]
bigasam.png
165KB, 576x864px
>>121142201
>Tileset: the things with the pink or transparent background under df/data/art that the game uses to draw stuff by default

>Tilesets: Taffer, Myne, Duerer, Bisasam

>Graphics set: the stuff under df/raw/graphics that the game uses to replace certain tiles from the tileset with

>Graphics sets: GemSet, CLA, various non-HD stuff I don't pay attention to anymore

>TWBT: A dfhack plugin that replaces tiles on a case by case basis allowing the use of a specific text set for writing and a map set for objects/furniture/the ground.

>TWBT sets: GemSet, Duerer, Phoebus+workshops, Spacefox, various others

TWBT can cause crashes in certain situations, particularly adventurer mode, which is the only reason I stopped using it, I never personally had issues in fort mode from it but others have.

Included is a tileset I've been tinkering with after rescaling it to big-as-a-motherfucker dimensions.
>>
File: 1446052392947.png (58KB, 531x453px) Image search: [Google]
1446052392947.png
58KB, 531x453px
boldbump
>>
Get the message about no liaison this year but there's clearly a liaison in the civ screen and my civ is thriving, what's that about? He's just a lazy fuck?
>>
>>121148002
Can it be that he was appointed before the caravan set off?(I don't know whether caravans actually take time to arrive yet, but I think that was part of world activation)
>>
>>121148626
>before the caravan set off
Of course I meant after*
>>
>>121148626
Could be I guess, the merchants came just fine. We'll see if he makes the trek next year
>>
What's the "artifact update" and where can I find information about it?
>>
File: pleasure.jpg (40KB, 1759x40px) Image search: [Google]
pleasure.jpg
40KB, 1759x40px
I am rock hard right now.
>>
>>121135765
I think they just drop statues of non-described Forgotten Beasts, don't they?
>>
>>121149945
No, they drop statues of all sorts of creatures. I don't know whether hist figs or hist events are possible, though.

In my current fort, a broze colossus dropped a statue of "narwals"(in the plural).
>>
File: bay12iverse kobold canon.png (4KB, 90x96px) Image search: [Google]
bay12iverse kobold canon.png
4KB, 90x96px
This is how kobolds officially look in the Armok games.
>>
File: Kobold.png (36KB, 181x189px) Image search: [Google]
Kobold.png
36KB, 181x189px
>>121150326
This picture's been on the wiki for ages.
>>
>>121150423
That one is from Kobold Quest though, while the 3d model is from an actual Armok game.
>>
>>121150164
Hist-figs are possible, same as any other statue, assuming they aren't hidden/culled or whatever.
>>
Is there any Napoleonic Era mod?

I want canons, sabres, flintlocks, and all that awesome shit on my fortress.
>>
>>121152913
>canons
This one's the real problem. It may be possible to mod the strings to call the existing siege engines "canons", but I doubt there's any way to change their appearance.

The others should be moddable, though.
>>
What the FUCK is wrong with the "What will you say about the incident?"'s keyword filter?
>>
File: UpdatedBigasamDorfs.png (122KB, 1920x1080px) Image search: [Google]
UpdatedBigasamDorfs.png
122KB, 1920x1080px
>>121155359
Is that from the justice screen? I'm kinda lost there if you don't mean the "bring up an incident" screen, in which case it is fucked up because it lets you translate shit but it doesn't have a search for "slew" for some damn reason.
>>
>>121156260
Or names. Or places. Everyone still telling me how I need to route out a bandit camp, followed up by "Huhr did you hear that [you] killed the head bandit in that camp three months ago?"
>>
File: get a load of this dorf.png (279KB, 500x513px) Image search: [Google]
get a load of this dorf.png
279KB, 500x513px
>>121158156
>critisising the work of a math genius
>>
File: dem hoomans.png (97KB, 640x3064px) Image search: [Google]
dem hoomans.png
97KB, 640x3064px
bumping with a good oldie artifact
>>
>>121099071
Does that mean they need large clothes?
>>
>>121165828
No. Clothing sizes are an abstract kind of thing. Any clothes sized for dwarves (or elves or goblins) will fit any creature whose adult size in the raws is 60k, regardless of how much bigger or smaller than that size any given individual of that species may be.
>>
File: FrenchieVictory.png (33KB, 1280x775px) Image search: [Google]
FrenchieVictory.png
33KB, 1280x775px
I think this is going somewhere
>>
>>121168517
hnnnng
>>
>>121168919
I'll add Prussians, Austrians, Russians, Ottomans and maybe Italians.
>>
>>121168517
It's too bad that we can't have creature specific speech files yet(apart from the ones used for bragging about killing them), or you could have lines spoken in different European languages.

Still, it's impressive how much more "moddable" the speech files became after .40 was released.
>>
File: 1441273614831.jpg (217KB, 1000x774px) Image search: [Google]
1441273614831.jpg
217KB, 1000x774px
>>121169820
You should just have modded in the civs themselves, and then assigned the existing races to them, similar to Timbukdrew.
>>
>>121169937
While really painful, you can still modify the language files and use real European languages.

I already modded in English and French, so you can see "French" and "English" names (Even when they are just random words from their language mashed together)

>>121170151
Uh, sounds like a really interesting concept. I might do it.
>>
>>121170294
>>121170151
This might be asking for too much, but what nation each race represents? I guess Humans are English, dwarves Russian and Elves Ottomans.
>>
>>121170650
Sounds good. Goblins should be French, and kobolds should be some poor, small country.
>>
Starting this again, see if I actually get to doing anything with metal this time around
>>
Should I remove all the fantasy creatures except for the main 5? (Humans, Kobolds, Elves, Dwarves and Goblins)
>>
>>121172169
Are you
>>121168517
>>121170294
>>121170650
?

If so, you might want to keep any sapient creature that has the potential to correspond to a real country, and give them simple entities, similar to the ones used by animal people.

Trolls, for example can, be given their own civ, which can then be made to be friendly with goblins by adding the [BABYSNATCHER](if that's what it was called).

Plump helmet men are also notable enough to get their own civ, preferably one known to be "chaotic neutral" IRL.
>>
>>121171017
Kobolds ought to be Romania or worse.
>>
>>121176530
Portugal

So far:

France: Goblins
England: Humans
Russia: Dwarfs
Ottoman Empire: Elves
Portugal: Kobolds
Spain: ?
Austria/Austria Hungary: ?
Prussia: ?
Dutch: ?
>>
>>121149545
There's a page on the main site that states what updates are coming in the future. I'll let you find it.
>>
File: 2015-11-03 23_35_48.png (26KB, 964x303px) Image search: [Google]
2015-11-03 23_35_48.png
26KB, 964x303px
I finally found an island that fits on a single world tile.
This is going to suck, right?
>>
>>121177116

Anyone interested on this mod or should I just stop? I made a lot of progress so far, but no balancing yet so it's pretty unplayable.
>>
>>121177116
Prussia and Austria should be humans, since they're pretty normal.

Hungary (as well as Bohemia, if you decide to add it) should be kobolds.

>>121178470
I'm interested.
>>
>>121177880
It's going to suck all your FPS, yeah.
>>
>>121178470
>I made a lot of progress so far, but no balancing yet so it's pretty unplayable
Toady, is that you?
>>
File: battle.png (39KB, 1280x775px) Image search: [Google]
battle.png
39KB, 1280x775px
Weaponry:
*Removed all the vanilla weapons
*Flintlock Rifle (Special English firearm)
*Flintlock Musket (Every nation haves them)
*Flintlock Pistol (Every nation haves them)
*Normal Sabre (Special European sword)
*Dirk (Special English dagger)
*Karabela(Special Russian Small Sabre. Yes, I know it's actually Polish, but meh)
*Small Sabre(Everyone haves them, small version of the sabre)
*Mameluke Sword(Replacement of the Sabre for the Ottomans)
*Kilij(Replacement of the Sabre for the Russians)

Armor & Clothing:
*All the default normal clothing
*Removed all of the armour except for the chest plate, renamed it to cuirass.
*Added uniforms for each nation as a replacement for the leather armor
*Added a bicorne and tricorne hat because autism

Nations:

Prussia (Humans)
France(Goblins)
England(Humans)
Portugal(Kobolds)
Austria(Humans)
Ottoman Empire(Elves)
Russia(Dwarves)

Other shit:
*Changed the elves' starting point from forest to desert, I know that's retarded, but they are the Ottomans after all.
*Removed shields because they don't fit on the timeline and to avoid people from blocking projectiles with their wooden shields
*Metal Armor is basically gone except for the cuirass.

Open for sugestions.
>>
>>121183094
Oh, also:

All of the nations have custom languages (Except Prussia and Austria, they both speak German), they are probably full of bugs but at least they work. You get Dwarves with pseudo Russian names, for example.
>>
So why is it that cutting the heads off of zombies doesn't kill them, even though the wiki clearly says it does?
>>
>>121187086
Maybe the wiki is wrong. Or you're wrongfully assuming that you cut off a head without actually doing so.

Hard to say without more information.
>>
>>121187368
I can't imagine how your post could be any less-helpful, you gigantic faggot.
>>
>start 0 point embark
>survive until autumn
>buy pickaxe from caravan
>can't bring myself to strike the earth anymore

What do?
>>
I need some classical music for the in-game music.

Any recommendations?
>>
>>121189892
It's hard to be helpful if your question is so useless in the first place.
My point was: post more information. How do you know you decapitated the zombie? Did you just slice his neck, or is his head literally on another tile?
Did you check the bugtracker, wiki talk page, and history?
>>
>>121190607
First I cut off the head, which sails away in an arc.
Then I cut off the neck, which sales away in an arc.
Then, you cram a 10 foot dragon dildo up your ass because Fuck You.
>>
>>121191876
Do you have any pictures, you butthurt faggot?
>>
>First immigrant wave
>Spend an hour setting jobs in theRapist
>Spend another two working with fort
>Crashes on saving
Fuck this shit
>>
>>121191876
Mention it on the wiki talk page then, and/or make a bug report with a save attached.
>>
File: merely pretending.png (7KB, 583x252px) Image search: [Google]
merely pretending.png
7KB, 583x252px
>>121191946
>>
In adventure mode, when it says "average-sized for a human/dwarf/whatever" does that mean anything?
I used dfusion to play as one of my soldiers in adventure mode and there's no way this guy is average sized. Dwarf Therapist says he is 167k cm^3
>>
>>121183094
Overall, it sounds pretty cool.

However, it feels a bit strange for weak kobolds to play the role of such a remarkable country. How about making them Balkans, instead? Montenegrines, perhaps?

The kobolds in Timbukdrews pic had that "eastern European partisan" feel, which wouldn't be out of place in the Napoleonic setting, despite it being set a hundred years earlier.

Still, it sounds really cool , so far.
>>
>>121193189
Not that anon, but I think the kill-by-decapitation thing only applied to .34. Since pulping was added, it probably became the only way to kill zombies, save for taking all their hit points away.
>>
File: NonSquareMasterRace.png (1016KB, 1920x1080px) Image search: [Google]
NonSquareMasterRace.png
1016KB, 1920x1080px
>>121193189
Remove all tags with [GRASP] to guarantee kill a zombie, pulp the heads/hands afterwards optionally.

Some sites are so awful that butchering the corpse makes things worse because then you get arm bones and flayed skin chasing you around, but I digress.

>>121183094
>elves
>ottoman empire

Dear Armok... fuck it, keep going anon, I think you just found a way to make killing elves more fun.
>>
>>121192281
>Crashes on saving
Why does this seem to happen to everyone? Not once has it happened to me. Is it a therapist thing? That would make sense, since I don't use that.
>>
>>121194204
>>121193903

Thanks for the support, I'll see what I'll do about the kobolds.
>>
>>121097832
Oh, they didn't have a reaction. You can specifically ask what people think about you, and get statements like "You are a killer. You ended the days of Flurbis." I guess the "inevitable" things still affect reputation somewhat.
>>
Is a manager dwarf really needed if you use the DFhack workflow?
>>
>>121182156
It actually crashed when I tried to embark. Memory limit, I'm pretty sure.
>>
>>121061352
Whats the name of that mod?
>>
>>121195140
Looks like it's Armok Vision.
>>
>>121194204
I've been chopping off heads and hands like some Mexican Cartel lord. Seems like it's the only way to do it.
>>
>>121194521
Actually, as far as I know, "you're a killer" is simply an objective way of saying that you killed someone. There isn't necessarily any feelings involved, one way or the other.

I've had people say "You are a legendary hero; you killed X. You are also a killer; you killed X.".

Remember that the game makes a distinction between "killer" and "murderer", depending on who started the fight. "Murderer" doesn't necessarily invoke any emotions/negative rep either, although it usually does.
>>
Prussians are Ogres and Austrians are trolls.

Kobolds are now Greek.

Also, you can play as any nation. Even though anything non-dwarf or non-human won't really work that well, the game is pretty playable right now.

Still need to add more content to make it less boring.
>>
File: so sayeth the spoopytits.jpg (192KB, 1272x722px) Image search: [Google]
so sayeth the spoopytits.jpg
192KB, 1272x722px
>>121191876
>>121191946
>>
File: bigasamdorfs.png (11KB, 324x162px) Image search: [Google]
bigasamdorfs.png
11KB, 324x162px
>>121195882
>kobolds
>greeks
>oh lawd

>>121195526
I've gotten to be a legendary hero and legendary killer with one of my murderspree characters (think she had like 1970 kills last time I checked) and she was noted as one or the other or both depending on what I told them about.
>>
File: t-thanks.jpg (16KB, 663x154px) Image search: [Google]
t-thanks.jpg
16KB, 663x154px
YES I'M MADDOR
>>
>>121197952
Furniture is kinda cool, though. Mind posting the description?
>>
File: Lolumaddor.jpg (45KB, 1902x96px) Image search: [Google]
Lolumaddor.jpg
45KB, 1902x96px
>>121198449
It's a fucking grate though
>>
>>121198647
They make pretty good substitutes for windows(except they'll let water and jumping/flying creatures through), at least esthetically.
>>
File: water.jpg (183KB, 1230x785px) Image search: [Google]
water.jpg
183KB, 1230x785px
>>121198957
Well.. I don't know if that's a good idea. I got a shitton of waters and buzzards
>>
File: dwarven pedicure.jpg (31KB, 590x111px) Image search: [Google]
dwarven pedicure.jpg
31KB, 590x111px
>>
File: 144159332037.jpg (13KB, 252x274px) Image search: [Google]
144159332037.jpg
13KB, 252x274px
>tfw your bedrooms end up in a soil layer
>tfw no free value from smoothing/engraving
>>
>>121200438
Armok wept tears of magma, that's terrible.
>>
>>121198647
It's pretty grate.
Coupled with an artifact mechanism, it'll make for an indestructible portcullis.
>>
File: 2cat save me.png (78KB, 570x561px) Image search: [Google]
2cat save me.png
78KB, 570x561px
Is it normal to have this many vermin? It's super gross.
>>
>>121200652
>end up
There's almost nothing preventing you from digging deeper.
>>
>>121199197
>4 chairs to a single table

That doesn't work.
>>
>>121203669
w-what

tell me you're lying
>>
>>121203791
It looks neat but no, it doesn't work.

One chair per table, they will complain about their not being enough if they aren't matched up.

+ + C + +
C T T T C
C T S T C
C T T T C
+ + C + +

That's about as close as it gets I think, with Chairs, Tables, and a Statue or something in the middle.
>>
File: idigreentext.png (88KB, 1028x237px) Image search: [Google]
idigreentext.png
88KB, 1028x237px
>>121204904
>there not being
>>
>>121203669
wait
WHAT
No please, tell me that's wrong. I've been living a lie this whole time putting 4 to 6 chairs at a table.. Jesus..........
>>
>>121203791
One chair per table. Any other ratio is degeneracy in the bleeding eyes of Armok.
>>
File: iw7Ag2p5KYXll.jpg (61KB, 1280x720px) Image search: [Google]
iw7Ag2p5KYXll.jpg
61KB, 1280x720px
>>121205324
>>
File: jesus christ how horrifying.png (97KB, 519x553px) Image search: [Google]
jesus christ how horrifying.png
97KB, 519x553px
>>121202957
I'm never embarking without cats ever again.
>>
File: 1424473062083.png (6KB, 419x249px) Image search: [Google]
1424473062083.png
6KB, 419x249px
>>121202957
>>121205926
>0cat
>>
File: 1426459429823.jpg (50KB, 273x272px) Image search: [Google]
1426459429823.jpg
50KB, 273x272px
>>121206076
>>
File: sadness.jpg (53KB, 496x596px) Image search: [Google]
sadness.jpg
53KB, 496x596px
>>121204904
>>121205451
all those years...
>>
>>121205684
>>121208496
>>121205324
>>121203791

>lmao 4 chair
>le meme?
>>
>>121190227
You should definitely check out Andres Segovia, especially his Bach recordings.
>>
>>121211497
Assuming you're looking for guitar recordings
>>
Are the odds pretty good that if I have rhyolite that I'll have hematite?
>>
>>121211816
Rhyolite is igneous extrusive and hematite veins appear in igneous extrusive layers so it's possible. In fact it's the only type of iron ore that can appear in igneous extrusive layers
>>
>>121212092
>In fact it's the only type of iron ore that can appear in igneous extrusive layers
That's why I'm praying, anon.
>>
>>121212092
>>121212992
Also, my civ doesn't even have iron. For fuck's sake.
>>
>>121205451
SOME dwarves get happy thoughts from sharing a table.
>>
File: g7XI2AJ.gif (1MB, 400x225px) Image search: [Google]
g7XI2AJ.gif
1MB, 400x225px
>>121214993
>>
>>121215362
>those claws
Sloths are fucking terrifying.
>>
>>121215725
Imagine if they moved fast
>>
The thread is dead...Begone page 10!
>>
My five hammerdwarves are giving a beatdown to a undead mountain goat head, but it isn't getting mushed. What the fudge do I do? Can I disengage somehow?
>>
File: please.png (34KB, 213x255px) Image search: [Google]
please.png
34KB, 213x255px
>>121213667
>>121212992
Bad news: my fort got wiped out by a flock of albatross corpses
Good news: no longer have to worry about iron
>>
File: babbling_jackass.png (212KB, 1280x800px) Image search: [Google]
babbling_jackass.png
212KB, 1280x800px
This guy just shows up in the last migrant wave already insane and starts throwing his clothes all over the place. He's the husband of a dorf from my last fort who migrated over here 5-6 years earlier.

Apparently something fucking horrifying is happening back at my old fort. The liaison never says anything interesting, the "world has been the same as ever" the whole time I've been playing. I'm wondering if it has something to do with the adventurer I left over there 13 in-game years ago.

I have no conclusions yet, but I found this intriguing, so I'm gonna dig around in legends and post results if I find anything.
>>
>>121192281
disable save compression
>>
So I just killed all the necromancers in a tower and I'm surrounded by their angry corpse-guardians.

Do I have to hack my way out or did I miss a necromancer somewhere?
>>
>>121220882
put cage traps in the mouth of your fortress, set them to "inactive" and burrow everyone. They'll eventually disengage, and (hopefully) lead the head back to the cage trap where you can dump it into magma.
>>
File: Untitled.png (367KB, 1600x861px) Image search: [Google]
Untitled.png
367KB, 1600x861px
>tfw forgotten beast spawns in an inaccessible corner of the map
>>
>>121228056
show description pls
>>
File: Untitled.png (7KB, 1435x47px) Image search: [Google]
Untitled.png
7KB, 1435x47px
>>121228705
>>
>>121229153
do any of them ever no undulate rhythmically?
>>
File: whatisgoingon.jpg (39KB, 1007x79px) Image search: [Google]
whatisgoingon.jpg
39KB, 1007x79px
should I worry or should I just let it play out
>>
>>121233738
screenshots of what he wants/his shop is tasked for.
>>
>>121233738
if its a crown he has to wear it
>>
>>121234153
Don't know how but these are what he grabbed
>copper bar
>hematite

>>121234280
How do you make dwarves wear stuff, I've made shitty wood and rock crowns that I wanted them to wear but didn't know how to
>>
File: bledtodeath.png (56KB, 1366x728px) Image search: [Google]
bledtodeath.png
56KB, 1366x728px
>>121222956
Yeah, I went and visited, no clear reason why. Maybe he was already insane when I retired the fort? In any event, I got lost in adventure mode in the same world, and this happened.

It seems that it might be possible to get angels to follow you as travelling companions, but as you can see I've squandered that opportunity.
>>
>>121234530
>Maybe he was already insane when I retired the fort?
Probably that. It's an old bug (or feature).
http://www.bay12games.com/dwarves/mantisbt/view.php?id=5985
I've never seen or heard of a creature going insane away from the player.
>>
File: Dead_Man_Whispers_Snake_vs_Vamp.jpg (30KB, 512x384px) Image search: [Google]
Dead_Man_Whispers_Snake_vs_Vamp.jpg
30KB, 512x384px
>>121066827
>>
Just started playing. What do you guys think of Soundsense?
>>
File: notacrown.png (3KB, 875x47px) Image search: [Google]
notacrown.png
3KB, 875x47px
>>121233738
>>
Sorry if it's a dumb question. I can build a fort fine if it's within a mountain but I seem to be doing something wrong because they never build downwards. I've tried a multitude of staircase combinations but the dorfs don't like them.
>>
Did you simply designate the digging of a downwards(or up/down, if the tile has a wall part and you want another floor above) stair? Then you'll just have to assign an up stair(or an up/down stair) on the corresponding tile one z-level below.
>>
>>121236672
this>>121238763
each down stair needs an up stair, and vice versa
if you're having stair trouble, just build everything up/down in the middle, with a down on top and an up on the bottom
>>
>>121238763
>>121239032
Thanks, I abandoned old fort and tried again and it seemed to work. For some reason they were just really bitchy about stairs. I read somewhere it might have been a bug with therapist but I can't say for sure.
>>
Dig down fast or make the initial layers efficient?
>>
File: damn, that's edgy.png (40KB, 1365x597px) Image search: [Google]
damn, that's edgy.png
40KB, 1365x597px
In other news, a 12 year old elven boy(from the civ I'm currently warring against), laid siege to a human city by himself. Of course, he was killed, but not before killing nine out of twelve defenders.
>>
File: doomed city.png (1MB, 1210x636px) Image search: [Google]
doomed city.png
1MB, 1210x636px
My fort is slowly beginning to run a(r)mok. From the very beginning, my dorves were mentally strained by the constant rain, but the skeletons in the canals, which took me several months to finally fish out, pushed many of them over the stress edge. Now at least 15% of my dorves are unhappy, although no one is tantruming(I locked the only tantrumer into her room and let her dehydrate).

If that wasn't enough, I've got a web-user roaming about in the caverns below, meaning those are off-limits until I've got a few decent marksdorf squads to pick it off safely. It killed thirty dorves who happened to be there, and it was only barely that I managed to seal the caverns off. Now my dorves are getting extra stressed out by the knowledge that their comrades are rotting in the caverns, without proper burial.

Also, despite not having a baron yet, I suspect that the king is going to arrive soon; I'm already seeing the "becoming the capital" screen, and I sort of donated all trap components I had in hopes of seeing more action.

Heck, this city is falling to pieces.
>>
File: Reg's little helper.png (72KB, 1456x938px) Image search: [Google]
Reg's little helper.png
72KB, 1456x938px
Given that I need TWBT for multi level view, I'm not going to be able to use it and have the game be stable am I?

>>121240162
I personally dig down fast and use the entrance areas as makeshift dorms and workshop space to prepare the fortress. Saves me digging out something that'll become useless later on, and your dwarves don't need much care to survive initially.
>>
Im curious would it be possible to make a dedicated dwarf fortress machine for relatively cheap.
Like something like a small 7inch screen, a mini keyboard. and hook both up to something like an Archos PC stick. Does a mini pc like that have enough juice to run DF at all?

I think itd be neat to build a DF handheld type thing
>>
>>121242965
Even a high end PC struggles with DF. Sure I can play DF on my netbook, but not without limitations.

It'd make a lot more sense to build a dedicated DF server (High end CPU, enough RAM, minimal storage, nothing else) and connect remotely with your 7inch screen and mini keyboard.
>>
File: Oilyscar-82-region1-255-35042.png (179KB, 4320x4320px) Image search: [Google]
Oilyscar-82-region1-255-35042.png
179KB, 4320x4320px
>>121244178
Just work out how you can dig a pretty shaped hole and still have space for everything, that's what I do.
>>
>>121244441
What did he say?
>>
>>121244749
>>look at dorf designs by other people
>>now I inadequate
>>my layout is literally dig a huge cavern, fill it with stuff
>>do the same for the rest
>>
>>121245029
>dig a huge cavern, fill it with stuff
I must try this. It sounds like a fun challenge.
>>
>>121245152
>STUUUUUUUUFFFF

How tall are you going to make this cavern?
>>
>>121241391
>Now my dorves are getting extra stressed out by the knowledge that their comrades are rotting in the caverns, without proper burial.
Do engraved slabs not fix this?
>>
>>121245328
Probably just two levels, considering how easy that is to achieve by digging ramps. I'll try to make it as organic and cave-like as possible though, by trying to make the walls uneven. I will also try to divide the cavern into smaller chambers for housing different functions, although I won't seal them off from each other. The only doors will be the ones leading into my dorves' bedrooms.
>>
File: Bayonets.png (37KB, 1280x775px) Image search: [Google]
Bayonets.png
37KB, 1280x775px
Added bayonets and made bullets really dangerous
>>
>>121245715
Probably, but it's a mess trying to slab people before they've become ghosts. I'll try to save my dorves by giving them higher living standards, instead.
>>
Napoleonic Mod anon here, I need some ideas for more weapons and equipment to make the mod more diverse.

I was also thinking about using a trip, but I don't want to be hated forever so nah.
>>
>>121248734
We're unlikely to confuse you for anyone else anyway.

What do you have so far?
>>
>>121248838
Bladed weaponry:

*Sabre and small sabre for Europeans
*Kilij and Karabela for Russians
*Mameluke Sword for Ottomans (And I'm planning to give them a Kris too)
*Dirk for the English
*and, because I'm forced to have them, picks and woodcutter's axes for everyone.

Armor & Clothing:

*Default civilian clothing
*Removed all the metal armor types except for the Breastplate, renamed it to cuirass
*Sames as above for footwear and gloves
*Nation-specific uniforms (You can still loot Frenchies for their uniforms)
*New hats, including Bicornes, Turbans (I think vanilla already haves them, but meh) and ushankas.

Firearms:

*Rifle (Rifled Musket), English-specific weapon
*Musket, everyone haves them
*Flintlock Pistol, same as above

Misc:

*Added canned variants of food because autism
*Changed the menu music to Ride of the Valkyries and the in-game music to Fur Elise, they fit really well.
*I accidentally broke Adventure mode. Woops?
>>
>>121249328
Nations:
*France: Goblins
*United Kingdom: Humans
*Prussia: Ogres
*Austria: Trolls
*Greece: Kobolds
*Russia: Dorfs
*Ottoman Empire: Elves
>>
>>121249328
Is cannon a possibility?

Something to assist in forming lines of battle could be good too, but I'm struggling to think what form it could take given that you could already build fortifications wherever you like.
>>
>>121249593
I think cannons are pretty much impossible to do right now, I tried to fuck around with the siege weapons but you can only change the ammo as far as I know.

And Ballistas firing cannonballs is pretty dumb.
>>
File: Hold.....png (92KB, 1600x1010px) Image search: [Google]
Hold.....png
92KB, 1600x1010px
>>121249856
If you change the tiles catapults use and rename them though?
>>
>>121250135
I think that's hardcoded... I might be wrong though, I'll check around the raws and stuff.
>>
>>121249856
Ballistae can fire round shot, you know.
>>
>>121251387
True, but Ballistas still don't really fit on the Victorian era.
>>
https://github.com/Drunkard90/NapoleonicFortressMod

If anyone wants to check my progress or add anything they would like to see...
>>
>>121251916
If you can access the strings, you could rename the ballista to "cannon".
>>
>>121229225
Mine always squirm and fidget.
seems they're all spastics.
>>
>>121177116
Austria-Hungary: Bronze Colossi
>>
>>121253391
>>121249591
>>
>Drink human blood
>Drink human tears
>Try to eat human vomit
>"No, that's disgusting"

10/10
>>
File: fun.png (25KB, 1280x775px) Image search: [Google]
fun.png
25KB, 1280x775px
Kobolds can use weaponry. Great, it works. I got no idea how to fix Adventure Mode, tho.
>>
>>121214993
Really? Show me.
http://dwarffortresswiki.org/index.php/DF2014:Thought
>>
>>121254568
> Kobold 1 bayonetted Kobold 2 in the head

I hate to nitpick, but as all combat logs are present tense, that should be 'Bayonettes' or something
>>
>>121254568

Nah, no problem with nitpicking. Nitpick as much as you want.

Fixing it right now
>>
File: Clipboard03.jpg (16KB, 682x680px) Image search: [Google]
Clipboard03.jpg
16KB, 682x680px
Black is mined space, white is solid rock, red is fortifications.

Can we fire through these gaps, and will we have a narrow field of fire as a result?
>>
>>121255843
Have you thought about making the kobolds Haitian? It would fit their underdog image.
>>
Here is a small squirmish between Humans and Goblins:

https://

vid.me

/e/

RBV7

4Chan's Anti-spam thingy is annoying as fuck.

>>121256875
Well, the mod is situated in Europe, so I don't think they'll really fit.
>>
>>121257364
True. The Haitian uprising took place in the context of the Napoleonic wars(and more specificallt, the French revolution), but there's no reason for them to be be in the same context as say, the English or the Russian.

Then, I'll go back to my old thesis,namely that they would fit as Hungarians or Montenegrines.
>>
>>121257879
I already modded them as Greek because why not.

Also, question to everyone. Is anyone skilled at editing tilesets? I can try myself but I really suck and modifying a tileset to be more "modern" looking might be really cool.
>>
>>121256857
Yes and yes.
>>
>>121239145
Well, I feel retarded. as it turns out they were most likely detecting moisture and didn't want to dig where I put the stairs. Anyhow, I've learned from my many mistakes and whatnot. It's a really good feel.
>>
>>121259106
Excellent, I can work with that, and it'll look ok while hopefully providing better protection for the defenders.

Diagonals are tricky.
>>
Sorry for posting this again, but I need people to test my mod and maybe even add stuff to it because my imagination broke down.

https://github.com/Drunkard90/NapoleonicFortressMod

If you have a non-linux version of the game just copy the raws and data folder into a vanilla copy of dorf fortress.
>>
>>121258185
I've painted textures for 3-D models, but have never done tile sets. The amount of tile sets I'd have to do looks really intimidating though.
>>
>>121260808
Understandable. You can try if you want, if you can't do it there is no problem.
>>
File: Myne.png (7KB, 288x288px) Image search: [Google]
Myne.png
7KB, 288x288px
I wouldn't feel confident trying to start a tileset from scratch and achieve a certain look, but I'd be happy to help out with some of the work of cleaning up a set someone else can't finish.
>>
>>121261390
Nothing too fancy, just modify it a bit to make it look more victorian-themed.
>>
File: 600px-Newmist.jpg (47KB, 600x600px) Image search: [Google]
600px-Newmist.jpg
47KB, 600x600px
Do I need to power this set up somehow? If I just have the dwarves pump manually will they stand there pumping forever or turn it on and leave?
>>
>>121262023
It needs power.
>>
>>121262023
To answer your second question, pumping manually becomes their job, and they'll do so until they get hungry/thirsty/bored.
>>
How do I choose a 'random' embark point? I don't care about aquifers or anything, I just want a random spot in the map and just play on it, having to choose doesn't work for me, It's like when I have to pick a name for my character in other games
>>
Haven't been playing DF in something like three years. Saw Mayday hasn't been updating his tileset since mid 2014 or some shit, there a tileset based on his work by chance?

Or at the very least one similar to his.
>>
>>121264316
pick the one you're centered on by default. Just press [e] directly.

>>121264940
They all work, including Mayday.
>>
>>121264316
Make a world, start up dwarf mode, hold down the left/right/up/down arrow keys so the cursor spams around crazily, then start tapping u or j or m or l and then e occasionally until you get a workable spot.

>>121258185
Skilled? No, novice working on competent? Perhaps. Capable of doing that? Not yet.
>>
>>121265225
Pretty sure DF has had some updates since the last Mayday release though.
>>
>>121265606
That's correct. The update doesn't have anything to do with the tileset though.
Even more, you don't even have to manually install it, someone else is maintaining a prepacked version. Just check the various starter packs.
>>
>>121265795
Neat. Like I said I haven't played in a few years and noticed an update difference between the last update on his site and the official update number.

Thanks.
>>
File: tileset.png (203KB, 2062x2498px) Image search: [Google]
tileset.png
203KB, 2062x2498px
>>121266036
My pleasure. On that note, check out the tileset subforum (or at least the tilesets that are bundled with the starter pack).
There have been a couple of new, really nice tilesets. Obsidian is similar to Maday.
Duerer is great, too, but might not be your thing.

Also, take this.
>>
>ask for directions
>it's just a short walk to the northwest
>walk for day and a half
>nothing
eyy lmao
>>
>>121266923
Did you just walk straight and not look around?
Absolutely genius, anon.
>>
>>121266923
Are you a new player?

After you've learned where something is, you should be able to pinpoint it on the world map. Just open the world map/quest log, select the site you're looking for, and press 'z'.

Then travel to the same world map tile as that site. From there, you have to exit Travel mode and use your compass.
>>
File: i_don_t_get_it.png (209KB, 510x346px) Image search: [Google]
i_don_t_get_it.png
209KB, 510x346px
>>121267289
thanks desu senpai, apparently I'm too autistic to realize that I had to open the travel menu to open up the map
>>
>>121266464
Okay, so another question.

Has anybody been keeping the Cutebold graphics up to date? I know there should be a Kobold Camp mod still around, but when I stopped playing they had long ago stopped updating the original Cutebold graphic sheet.
>>
File: amazing_cutebolds.png (866KB, 512x576px) Image search: [Google]
amazing_cutebolds.png
866KB, 512x576px
>>121268045
You mean this?
>>
File: newTiles.png (50KB, 1280x775px) Image search: [Google]
newTiles.png
50KB, 1280x775px
I'm trying to make a new tileset out of Taffer.

Idk about you guys, but I like the 10x10 tileset idea (And my computer's screen makes 18x18 and 16x16 look like shit)

Do the monocles look good?
>>
File: Myne18x27.png (12KB, 288x432px) Image search: [Google]
Myne18x27.png
12KB, 288x432px
>>121265230
Incidentally, this is the sort of thing I'm capable of doing. Figured Myne18x27 would probably fit well with CLA18x27. Still cleaning up the 36x54, gotta take a break because it introduced a lot more of the annoying grey single line artifacts to find and clean up.
>>
File: vomitbridge.jpg (71KB, 1156x594px) Image search: [Google]
vomitbridge.jpg
71KB, 1156x594px
Are dwarves heightsick?
>>
Hey /dfg/, new player here

I've been following the .pdf guide in the OP and so far everything has been going smoothly, except for one thing.

In my stockpiles there's a whole bunch of corpses like lizards and hamsters. I have a refuse pile outside to which indeed the dwarves seem to bring some stuff to, but there's still a whole bunch of animal remains in the stockpiles and they generally seem to be ignored.

Is there something I might be doing wrong?
>>
>>121268758
It's cave adaptation.
>>
File: Pixel-grid_1x1.png (208B, 16x16px) Image search: [Google]
Pixel-grid_1x1.png
208B, 16x16px
>>121268664
Though looking at it I see some artifacts that didn't show up on the background, dammit GIMP, why must you tease me like this! Is there a hotkey to change the display background quickly without having to go in to edit > preferences > display > blahblahblah?

>>121268649
We have enough tiny tilesets, we have two or three versions of monoscii for gods sake, we don't need any more tiny ones.
>>
>>121268789
Are said remains above ground?
If so, hit o-r-o.
That enables refuse that is above ground to be collected.
>>
>>121268789
Are they outside?
>>
>>121268789
[o]rders -> [r]efuse -> Dwarves gather refuse from [o]utside -> Gather [v]ermin remains.
>>
>>121268789
Hit (o)rders, then under (r)efuse I think you will see that it has ignore vermin turned on?
>>
>>121268878
This fortress is like 3 months old, can they really be cave adapted? None of them have any unhappy sun-related thoughts either.
>>
>>121268392
If that's the latest he's gonna have a lot of spriting to do.
>>
>>121269170
I see your point. Wiki states they'd need to be cave adapted for 1 year before the nausea and dizziness.
Are any of them flashing with a blue x?
>>
>>121269014
>>121269034
>>121269083
>>121269143
Hot damn that's a lot more response than I expected. This general must be an exception in /vg/

The remains are underground in my stockpiles, the refuse pile is outside.
Should I still use [o][r][o][v]?
>>
>>121269170
Migrants can arrive cave adapted, I believe.
>>
>>121269847
Update, tried it and it worked.
Didn't consider it would count as 'refuse from outside'
Thanks
>>
So, /dfg/, I'm not getting any migrants at all, even first two waves didn't arrive with no message. Is my fortress doomed or natural increase will be high enough to get by? I have three males and two of them already have a lover.
>>
File: dorfzombie.jpg (478KB, 1894x1012px) Image search: [Google]
dorfzombie.jpg
478KB, 1894x1012px
>embark in terrifying land
>things are good
>one dorf gets in a fight with some spooky skelington outside
>send everyone to fight them
>they train a lot from the fight and nobody ends up as the winner
>it's actually really good they are going to be fierce warriors
>a squirrel corpse arrives on the fight and kills everyone in an instant
>your fortress crumbled
>send a new group
>one zombie dwarf from the previous embark kills everyone
>send a new group with 7 axes and set them to kill him instantly
>they all die
>send 7 macedwarfs with iron maces
>they all die instantly
the stupid zombie is camping the spot where they arrive, and the worst thing is that he's killing everyone with some trousers and a dress
>>
>>121269883
Only if they're coming from a previous player fort where they became cave adapted during gameplay. The game doesn't track cave adaptation for every histfig in the background, but it remembers the adaptation status of any of your fort members at the point that you retire/abandon.
>>
>>121255715
It was in the DF forums. Can't find it anymore.
>>
File: WhatIsThisAHighSchoolParty1.png (225KB, 1920x1080px) Image search: [Google]
WhatIsThisAHighSchoolParty1.png
225KB, 1920x1080px
>>121271695
This is da troof.

I found some migrants who were en route when I locked the pop cap down and got stranded in between forts, the other fort was the one where I had specifically turned off cleaning so the dorfs would paint everything green.
>>
>>121269847
The game is mean enough, we don't need to be mean to each other here.

[Kindly Old Woman]This... is a place... of healing.[/Kindly Old Woman]
>>
>>121269010
Put a couple of layers in the background with various contrasting colors: black, white, 50%grey, green, magenta, etc.

How the fuck can you get magenta, black, and grey pixels when you clean up a transparent png with nothing but white color?
>>
>Go through the agony of wiping out a clan of necromancers in the tower of Faithholy
>Get back to town
>Tell lord of hamlet that I killed the chief necromancer
>ask about troubles
>Huhr, we got bone-chilling horrors up in Faithholy!
Are they just going to say that forever?
>>
>>121272841
Did you kill all of the undead as well?
>>
>>121272916
No, there's like 10,000 of them, armed.

And I gotta chop the head and both hands off of each of them to kill them. It's a hassle. I probably killed 100 of them.
>>
>Try to make tileset for Napoleonic mod from scratch
>Fail horribly
>Resign and just try to modify Wanderlust to make it look Victorian
>Fail again

No one is good at this around here?
>>
>>121276152
Good at what? Modding?
Also, what exactly are you failing at? Is your vision too ambitious?
>>
>>121276152
Finish the mod first, then you can start worrying about tilesets.
>>
>>121276152
Perhaps we're not worse than you, post your work.
>>
pls start new thread, dis one soon dead
>>
>>121272841
>Are they just going to say that forever?
Yes. And iff you ask them more about Faithholy they'll probably matter-of-factly tell you that you killed some necromancers there last week. In case you forgot.
>>
>>121276365
I just want to add tophats and monocles to dwarfs like I did here >>121268649 but bigger.

I can't seem to be capable of editing Wanderlust correctly to make it look less medieval.
>>
I'm back to playing DF. I forgot how wonderful this game is, but I also forgot a couple of actions.

How do I butcher my cats?
>>
File: changess-1-12.jpg (991KB, 1000x3639px) Image search: [Google]
changess-1-12.jpg
991KB, 1000x3639px
>>121277792
Animal screen (somewhere in [z]). You can't butcher adopted cats.
Oh but you can castrate them now. Check out gelding on the wiki.

Depending on how long you were gone some other things may have changed; see pic related for the important stuff. Find out what the last version was that you played and read up on the important changes on the wiki.
Thread posts: 763
Thread images: 181


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.