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/dfg/ - Dwarf Fortress General

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Victorian edition

Previous thread >>121977801

>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

>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

Strike the earth!
>>
First for post your forts for judgement.
http://mkv25.net/dfma/
>>
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r8 my hospital, /dfg/

Each room is treated as a separate hospital zone.

Sadly there are no wells, because the only above-ground water source is in the form of murky pools, and I've yet to pierce the caverns.

For those interested, both statues in the reception area are made by the same mason, and depicts my expedition leader being losing his position as the first mayor was elected. The mason and expedition leader are on "friendly terms".
>>
>>122475072
I like the idea of a medical complex instead of the usual single room. Have you had multiple injured in multiple rooms?
>>
>>122475072
separated tables beds and benches / 10
>>
>Dorves finally arrive to the middle of a glacier
>"Okay, this doesn't seem THAT Danger-"
>2 dwarves fight with an Elephant Seal
>Both of them die
>"Well, at least they are a woodcutter and the jeweler, not really useful here"
>Planned out to dig deep, get lots of ice, build ice fortifications and make an entirely ice fortress
>You can't carve ice into doors, mechanisms and such
>Panic
>Calm down
>"Well,I can reach the rock layer and get some rock from ther-"
>There is an entire ocean under the fucking glacier
>I can't reach the rock, so I'm forced to hunt animals for their leather, meat and bones so I can make crafts and clothing to sell the merchants in exchange for wood, weapons and such.
>Build a well, everything is going pretty okay
>Run out of booze
>Panic again
>Realize my dorves aren't really giving a fuck
>"Phew, I might survive until the carav-"
>Run out of food
>PANIC
>Dwarves start to get mad, but just in time some penguins appear
>Punch the bastards to death with my makeshift militia and cook them
>My expedition leader is starting to lose it after getting bit by the penguins several times
>fast forward a year later, we got too many migrants and not enough food
>Caravan arrives
>Try to trade with them
>They don't accept my shit
>"We will leave now"
>"No wait! WE NEED FOOD AND ALCOHOL!"
>They start to leave
>Panic and send my entire fortress to fight them and steal their shit
>It works, but I lose a lot of dwarves
>cont
>>
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>>122475347
Not yet, but I might soon have, since I've got mists that make people rot on my map. Only two dorves have gotten infected so far. After their treatment, they never regained their vision, and still have several "mangled" body parts.

>>122475418
I liked the idea of having dedicated "operation rooms".

Pic is my prison on the opposite side of the corridor. Each cell will have two chains.
>>
>>122475974
>>There is an entire ocean under the fucking glacier

Are you sure that's not an aquifer?
>>
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>>122475974
>Expedition Leader gets hurt again and loses half of his friends
>He loses it completely and slaughters 3 dwarven childs.
>Things go downhill from here
>Kill him before he kills anyone else
>Food runs low again
>Not a single land animal for months, and we ran out of ammunition
>More dwarves get mad
>Riots and dwarves starving to death
>There isn't even a single vermin for them to eat
>Dwarves start to beg Armok to kill them (Pic related)
>Second caravan arrives, slaughter them too, lose a shitload more of dwarves but at least we got food
>Riots still everywhere
>Shit happens and a ceiling collapses, falling over 3 z levels
>More dead
>Riots intensify eve further
>Dead dwarves everywhere
>The ghosts from the first 2 dead dwarves start to haunt everyone, fueling the riots
>Over 2 years of barely having control over my dwarves
>Riots finally calm down
>10 dwarves left
>No food
>For some reason the well is destroyed
>They slowly die off
>Last dwarves carve the entire fortress before dying so any adventurer that comes around can see what happened there
>They finally die

>>122476234
No, it was literally an ocean.
>>
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What should I do with an immortal piece of skin? It can't harm anything, but it can't be killed by regular means either.
>>
Is there any way to make a turret?
>>
What is the current easiest way to actually get invasions? Invasions, trap design, and actually putting my clusterfuck constructions to use are really the main draw of this to me, but with invasions not really... happening, that's a bit of an issue.

Any way to fix it?
>>
>>122477770
A rotating weapon mount? You can't build rotating structures in DF. Unless you're talking about things that can simply shoot in all directions. The Masterwork mod has something like that IIRC.

Or do you mean a tower?
>>
>>122478054
Legends mode research. Embark close to enemies, make sure they have a sufficient population and aren't preoccupied with other wars.

And then you wait. It's not gonna happen in the second year.

Sieges work currently, ambushes don't.
>>
>>122478267
Basically, I like to make elaborate defenses, with ranged traps, ground traps, mines, drowning traps, and all sorts of shit. I want to be able to have whatever the closest equivalent of a trap that shoots a crapload of arrows from a wall at enemies.

How can I accomplish this? I know one of the possible ways is Minecarts, but I'm not sure how to set that up correctly. The only real thing I can think of is like, a minecart setup that somehow accelrates it around in a small circle, with one corner blocked off by a drawbridge raised to make a wall, which gets raised or lowered by a pressureplate in the entrance of the fortress. Enemy trips the plate, it lowers the bridge, the cart hurtles down the now open hallway and slams into a fortification at an appreciable fraction of lightspeed, shotgunning the contents into the room beyond, likely loaded with spears.

How could you set that up to actually work?
>>
>>122477767
M A G M A
A
G
M
A
>>
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>>122478672
Down that path lies dorfputing and there is a thread in bay12 which covers some of the fucking wizardry involved there, none of which I have a clue about how to do.

So someone posted a drawing of their goblin adventurer with bunny ears on and I realized that when I was trying to make the soldier tiles more distinct from the civvies, and had the bright idea to put vertical bars above the goblins, so the humans have horizontal ones and the elves have the squares.

Except now all I see are toothy grins and bunny ears.
>>
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>Within a few minutes after breaching the caverns, a trog family sneak into my fort, and in the aftermath, a babby ends up crushed at the bottom of a chasm.
Why can't all of them be cool like pic related?
>>
>>122477767
Drop b it in a pit and feed it goblins
>>
Can dwarfs dodge through walls? My barracks is built aboveground next to the moat and I keep finding militadwarfs drowned in it.

I've relocated the barracks just in case.
>>
I'm making a Fortress out of salt

I'm surprised the game didn't spit on my face yet by making salt dissolve with water.
>>
>>122486558
Them poor Slugmen tho...
>>
>>122486121
yes, its a bug
' as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls'
>>
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I have an idea that might help Toady attract more players to the game.

The idea is simply to implement running forum gags and references to internet culture, so called "memes", into the game. This will make the DF community feel that Toady is closer to them, as well as their internet culture.

One example is by simply changing the names of certain objects and creatures, like changing "tree frog man" into "pepe" or, to reference a dearly loved meme among the DF community: changing the name of plump helmets into "helm plumps".

I'm not just suggesting that Toady changes the names of certain objects, but I also think he might gain from adding the ability for DF to connect to a dedicated server, constantly keeping the playerbase updated with the freshes new memes constantly, by automatically scanning popular meme communities such as "9gag" and "reddit". This framework also opens up for a potential future system to replace the donation system, where the players can choose to pay Toady to instantly unlock certain features in the game.

This is not all: Toady can also make a bigger effort at being "in touch" with the playerbase, for example by using more memes in his dev log updates.

So, /dfg/, what do you think? I think this might be what's best for DF in the long run. Of course, it might not be everyone's cup of tea, but the new influx of players will surely compensate for any player that might leave the game. It will also generate more donations, making it easier for Toady to realise his project.
>>
>>122488858
>changing tree frog man into pepe

I kek'd
>>
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>>122488858
>>
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>>122488858
>>
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>>122488858
This would be a better troll if you accounted for the fact that people can already do shit like this, I mean, I've got an actual caste of dwarves called dorfs, with axedorfs, craftsdorfs, craftsdorfship, superdorfy strength, and all that jazz.
>>
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>>122488858
>attract more players to the game
>>
I got two full 10x10 plump helmet farms

Is this dorfy enough?
>>
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>>122490065
Depends how dorfy you think it is to gnaw on raw mushrooms in a damp hole in the ground, personally I think strange and decadent luxury xenophobically protected from outsiders is more dorfy.
>>
>>122490339
Well, it's efficient, I guess.
>>
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>>122490339
Mmm, yes, quite, where'd that pic come from?
>>
>Embark almost on top of a necrotower
>Get attacked by 4 zombie goblins almost as soon as I start
>Kill them all with my juggerdorf (Yes, I wasted points in weaponry)
>Year 2, never attacked again

Did I kill this guy's entire zombie army?
>>
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>>122492754
The fuck, just tripping over vaults or some shit.
>>
>>122495139
Where do you find vaults?
>>
Is there any way to make dorfs train faster?
>>
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>>122495947
Everydamnwhere apparently, but you actually gotta bump into them while running around in adventurer mode or have someone randomly mention them when you ask about the surrounding area.

So I've developed a habit of just stepping off ledges and catching myself as I slide down a wall.

Got to a weird looking temple in a city with some holes in the floor, figured I'd drop down a couple levels quicker than doing the ramp run right?

pssssshoooSPLOOSH!

Straight shot, no walls to grab, glad I'm fully armored.
>>
>>122495135
Did you kill the Necromancer?
>>
>>122496669
He was nowhere to be seen during the "siege" (If it even counts like siege)
>>
What is the best adventure mode mod?
>>
>>122497663
I built a massive cistern with a well at the top and when I designate the well as a water source it shows there are 0 tiles that can be used as a water source

The well is indeed active. Will they use it to get water anyway? It's right in the middle of my hospital so I want it to work properly
>>
>>122498243
I know you misquoted me, but I'll answer you anyways

As far as I know, wells are automatically selected as water sources, no need for making a zone.
>>
>>122498389
Neat, thanks

Yeah sometimes I overlook the code when I click to bring up the reply box
>>
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Anons, tell me about the most interesting mega beast you have seen in dwarf fortress (a screenshot/description would be nice).
>>
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>>122497663
I had a lot of fun with Dark Ages and started modding my own shit. The various wanderer type mods with the crafting stuff adds a lot of fun and flavor.
>>
Hey /dfg/

Is there any way to "hide" uncovered terrain?
I want my inner fort walls to look all fancy and smooth but not in random different colors. However if I remove and replace parts of the walls the stone behind it gets uncovered and it looks shitty.
Any fix?
>>
>>122501103
>you pinch
snibety snab :DDD
>>
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>>122501740
Dfhack terminal, type:
tiletypes
paint h 1

If you want you can just do it one tile at a time with point, or you can do blocks.

range x y z, so 3 3 2 will hide a block 3 to the right and down from the cursor, plus the z level above it.
>>
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>>122501968
I still have no clue how it is possible to grab someone by the head with one hand and snip their ears/nose/tongue/teeth off/out, but it's one of my favorite "mercy marks" besides randomly gelding some jerk.

Buncha blind toothless bandits sitting around lamenting their injuries.
>>
>Play adventure mode
>Ask someone to give me a quest
>Can't find the place where the dude I have to kill is supposed to be
>Die to bogeyman
>>
>>122502982
Travelling alone? You should know better than that.
>>
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>>122502982
>mfw boogershits
>>
>>122485434
I wish the ingame engravings looked like this.
>>
>>122503165

Never understood the boogyman. Basically makes it you have to travel in a group, or tediously always find a way to make it to a house by sundown.

Why.
>>
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WestDwarffort
>>
>>122506441
>The Good, the Bad, and the Kobold
>>
>>122505457
I can' tell you why, but there is a solution. Turn them off in advanced world gen.
>>
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>>122506871
Hathdwarfs and Mc Urists
>>
>>122502614
Dude I love your posts and how you add to this general but this texture pack hurts my eyes. Anyway, Godspeed random dwarf anon.
>>
>>122508387
Maybe it's the snow/white sand?
Every time I see that shit it fucks my eyes up, and I'll avoid looking at it.
>>
I'm starting a complete playthrough of my own mod (Yes, I know that's really sad)

Anyone interested on me posting progress as I try to bring civilization to the deserts?

Ya know, muskets and shit. I'll fix bugs and add stuff in the process of playing and you guys might end up being interested on this.
>>
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>>122508998
Drawfag here, do it!
>>
>>122508998
>(Yes, I know that's really sad)

Why would that be sad, anon?
I'm proud of anyone who does their own modding.

I'd be interested though.
>>
>>122509165
I'll finish up the layout of my fort and begin, then.
>>
>>122508998

I was just thinking having a gunpowder tech mod (that's not so convoluted) would be nice to play. What all are planning on adding to it?

Also yes Urist, post dat progress.
>>
>>122509296
>>122509165
>>122509254

Thanks for the support.

I'll just tell you something: I won't be using the bowyer, mostly because bone and wooden muskets make no sense and I can't find a way to remove it.

Also, expect me to make a lot of mistakes, I'm not an expert at dorf.
>>
>>122509254
Perhaps he's labouring under the /v/ delusion that being autistic as fuck and going all out to create something you want to make is a bad thing because of reasons.

Those poor stupid bastards, breaks my heart to seem them trying to apply B^U to every comic they see, as if you can improve everything by tearing it down to brass tacks.

>>122509726
>expect me to make a lot of mistakes, I'm not an expert at dorf.

Thank fuck for that, STRIKE THE EARTH!
>>
>>122509845
Agreed mistakes are interesting and make the best stories. Despite what /v/ believes. The point is to enjoy yourself. So fuck the haters.
>>
>>122509726
Could you still have them in the bowyer, but add a metal requirement to them? Unless your okay with adding a custom workshop, which is just fine too.

I liked the stuff in masterwork with the humans having gunpowder stuff but it takes...a lot of fucking resources to get there. Maybe I'm just a pleb.
>>
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>>122510009
Nope, you can't do that with the bowyer

I already tried with a custom workshop, but it makes it impossible for other races to spawn and use firearms

Also, first update, the fort's basics are already here. Still need to haul a shitload of rock, build the surface fort, get metals to make my first muskets and do some other stuff. I fear my grazing animals will probably die because loldesert, so I might just butcher them.
>>
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>>122509845
oh, look, it's the painstakingly well planned colonialist fort again

do you have highly functioning autism, or do you have to take medications?(I'm not bullying; it's an honest question)
>>
More DF reaction images please
>>
>>122510298

>>122510009
Me here, What else are planning on adding to the mod aside from muskets? Was it kind of difficult to make?
>>
>>122510351
Not that I'm aware of, I was late in development through missing a lot of school early in my life, so I understand what autists have to go through dealing with the rest of us. I was tested for Dyslexia at college, but I didn't pass the test. It was apparently a close thing however.

I like all the things 4chan has come to associate with autism, I love when people get caught up in the worlds they're making, especially when they go beyond what any sane person would and it starts getting awkward for everyone. The same way I came to like all the stuff they called neckbeard back in the day, although that seems to have merged with fedora now, which seems to have very few positive traits.
>>
>>122510689
Well, you can check the mod here

http://www.bay12forums.com/smf/index.php?topic=153919.0

It's not difficult to add them, it's difficult to balance it and actually completely change the entire setting of dorf fort to Victorian era.

Dorfs got Monocles, Tophats, bowlerhats, vests, bayonets, sabres, etc.
>>
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Alright, the underground part is done, but I suck at designing aboveground stuff.

Anyone got any cool idea?
>>
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>>122510446
>>
>>122511216
Try to make a nice castle that looks like worldgen created it over your fort.
>>
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>>122511221
>the dangers of only giving your dorves water
>>
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>>122511454
what a horrid tale
>>
To starter pack or not starter pack?
>>
>>122511942

It's convenient for sure.
>>
>>122511942
Might as well learn to do the bits you want from the pack yourself, it's called the lazy noob pack for a reason.
>>
>>122510837
Please share that build
>>
>>122511942
That's a call for you to make. if the idea of DF really interests you and you're pretty committed to figuring it out you probably don't need it; if you're just curious and dabbling to see if it hooks you, it might help make things less obtuse.
personally I've never used it, the only external applications I use are legends viewer (regularly) and dfhack (very rarely, just to clean things up to improve FPS a little)
>>
>>122512349
I'm already familiar with Dwarf Fortress. I just haven't played in ~ 1 year.
>>
>>122512301
http://www.mediafire.com/view/drahdz1ws4itjai/Chance.csv

It's not properly centered, IIRC it's a tile or two higher than it ought to be.

Please do an export when you're done, I got bored with it so I'll probably not produce a smoothed image of it myself. Nothing wrong with the design (Significantly, so far...), I just had grander plans floating around.
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>>122510446
Dwarf expresses anger.
>>
>>122512616
Probably not worth it then, just keep the wiki open
>>
>>122512760
There is a feature I know a previous LNP had where, in the bottom right, there was a small interface showing you the current happiness level of all the dwarves in your fort. E.G
0/0/3/14/23/6

What is that from? Is it LNP only?

That, a nice tileset and Dwarf Therapist is all I need.
>>
>>122513054
That's from some Dfhack script/plugin/function/whatever.
>>
>>122513054
Dwarf Monitor I think it's called.
>>
>>122513645
Thanks. Since it requires DFhack I'll just get the LNP.
>>
>>122513825
You know that DFhack has nothing to do with the LNP, right? Just saying.
>>
>>122513925
I know. Just easier this way.
>>
Issues with puppies
>>
>>122513985
DFhack is really easy to install man.
To each his own though.
>>
Blunt weapons are so powerful now

One strike in the arm makes anyone fall in pain 90% of the time

Then do a heavy to the head to blow apart their head
>>
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>>122508737
>>122508387
Yeah, the snow is a pain no matter what, I like the really harsh default colors too, which doesn't help.

It's literally just an upscaled curses_640x300 with the jagged edges cut off. I was trying to put curves in but I ended up loving how the diagonals looked.

Was it the shading itself or the specific letter style?

As an example, here's a version with the shading and translucent ground tiles off.
>>
Why are my dwarves ignoring stockpiles? Everytime I tell them to make rock pots, instead of picking the rocks near the workshops, they'll go all the way down to the mines, get it, and take 5 minutes coming back.

Is there a way to fix this?
>>
>>122514919
Dwarves always grab the longest material for the job first then they will grab shit near the workshop after the first job is compete.
>>
>>122514919
Link the stockpiles to the individual workshops, and the dwarves will refuse to use any stones but the ones in the pile.
>>
>>122505457
>>122506916
>not being stronk enough to fight off a group of boogymen
its always so satisfying because they used to kick the shit out of me too
>>
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Basic aboveground fort done. I'll build farms and stuff around it and then make a second wall to protect them.
>>
>>122515191
Boogymen are just annoying even if I am super strong. I leave them off for the less of a hassle of traveling
>>
>>122514294
Add sneaking into the mix and you've got a brutally effective adventurer.
it's kind of gruesome when you're taking on giants or ettins though, usually you'll knock them to the ground with 2-3 hits, but then need dozens of bone-crunching heavy attacks to the head or lungs to kill them
>>
>>122509845

I want you to know that your forts are pretty
>>
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>>122515392

>Smash someones legs so they collapse onto the ground in pain

>Smash their head with my war hammer blowing apart their heads

Feels do satisfying
>>
>>122515260
Alright, the aboveground's defenses are almost completely finished

I got a shitload of microline blocks and I got no idea what to do with them

Shall I build a Microline Piramid or something or just wait and sell the stuf?
>>
>>122515260
Looks cozy.
>>
>>122517410
build a meme tower
>>
Is there an overview of what's going to come in the next update somewhere? I don't want to read up on all the blog posts
>>
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>>122519608
*lights the update-list-anon-signal*

*a minecart full of caged goblins smashes into a wall behind me, launching the goblins through a magma-mist generator into a nearby forest, setting it ablaze*

...that, wasn't the update-list-anon-signal, I have no idea why that happened.
>>
Damn. Forgot how many pointless DFHack crap LNP comes with that I am never going to use. Manual install time.
>>
>>122518667
>built entirely out of microcline blocks with a 3x3 staircase up the centre
>first floor: naked elf prisoners in cages/sex prison
>second floor: FB-powered gas chamber
>third floor: groups of invincible reanimated bits of hair and skin

tell me the rest anon, that's not a tower yet
>>
Do any of you guys have any experience equipping dwarfs in fortress mode with weapons left at an embark site by an adventure mode character? I just raided vault 111 for a heap of weapons and sheilds but they wont come up in the "equip specific blank" menu unless someone else has it equipped. They picked up mastercrafted weapons and shields with individual choice on but I can't figure out to replace their caps with masks. I set one to replace clothing and stationed him but he stood there naked with no mask.
Also having a similar problem with a necromancer book on the map. I think I remember moving one to the top of a tower once in a previous version but the dwarfs won't dump it. thanks for help
>>
>>122523183
Mark it for dumping and put the dump zone where you want the items to be, then unforbid them, once a dorf has handled them again they'll work right.

You get the same problem sometimes if you dfhack gear into existence where it won't show up to be issued in a uniform until it has been handled by a dorf in the first place.
>>
is there a way to melt ice in a glacier area?
>>
>>122513054
>>122512616
I have been playing DF on and off for a few years now and I don't ever not use the Starter Pack. It just makes things a lot easier so you can get right into the game.

This is especially helpful if you drop the game and pick it up again frequently and don't want to go and download and work with all the latest versions of mods and things, just a simple download and install then you can start playing
>>
>>122525418
Magma?
>>
>>122525351
Aha thank you very much
>>
Is there any advantage for a new player to play Masterworks?

I'm +- new to the game but I'd like to have less pelt and wood types in my inventory.

Does it ruin the original game in any way if I only play as a dwarf?
>>
>>122531608
>not wanting to differentiate between willow and oak for hauling and shield-making purposes
smdh
>>
>>122531810
;_;
>>
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Newest Fort design. I had too much fun making it and not sure if I'lll actually make it ingame.

What do you all think? Anything I should change/add?
>>
>>122533281
Guess I should have added that it will indeed be all above ground.
>>
>>122533281
I'd decrease farm size by 75% and put a statue garden or something there instead
and personally I'd move the SOFTWARE UPDATE AVAILABLE chamber a little to the right, too
>>
>>122533509
I am angry that you beat me to this joke, but I love you for doing it, anon.
>>
>>122533509

Ah yes that does need to be centered more.

Thanks for the laff tho
>>
>>122533281
what are those octagons? towers?
>>
>>122537525
Waddling zones for dwarves who become morbidly obese after eating the colossal amounts of food he's apparently planning to grow
>>
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>>122508387
Hmmm, was playing around with outlining methods in prep for AV allowing us to change tilesets, I think I like it but I'm not sure if it would be better or worse for the folks that didn't like how it was before.
>>
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>been trying to make a Dorf Fort world for some 5 hours now
>usually 150-250 civs with 100k max pop
>every single fucking time the world crashes when I end the aging/creation process and get ready to use it
>none of the worlds have survived past year 200-250 before crashing either

This is making me ANGRY
>>
>>122539613
I gen smaller worlds with 7 civs each for 100-150 years and I never get crashes. hope this helps
>>
>>122539978
B-BUT MUH BIG WORLDS WITH LOADSA POPS FOR LOADSA SIEGINS

I'll probably keep trying until I die of a stress induced heart attack
>>
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>>122540604
You don't need a big world for that.

Cathelms has been under siege almost constantly for 13 years, between zombies and occasional goblins and it's on a 33x33 map, not even in the middle, it's way up on the northern glaciers.

Raise the number of civs really high, I think Cathelms was generated with 150 or something?

Pow, towers everywhere.
>>
>>122539613
> 150 to 250 civs

> 250 civs

remove the 0 for something that won't crash your non-supercomputer, dude.
>>
>>122539613
The fuck do you want that many civs for? That's an absurd amount.
>>
How the fuck do I get my militia to go to the hospital? Literally all of their spines are rotting due to Forgotten beast secretions and all that they want to do is continue training and eat. Turning the squad to inactive just causes them to go about their jolly day. Is spinal rot just not lethal or something?
>>
>>122543890
>>122543741
>>122542686
welp guess it's time to tone everything down a bit

But it bothers me that I can't crate xboxhueg worlds with pop densities similar to india
>>
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>what kobold lovers don't want you to know
>>
>>122546352
Perfect
>>
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>>122543741
What crashes it is the actual world size, a 33x33 with a hundred civs gens no prob.
>>
>>122537525
>>122537748

Heh, you guys are great. Yea I plan on making them towers with fortifications to shoot from.
>>
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>>122533281
>gulag bedrooms
>not 2x2 bedrooms
why
>>
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>>122548601
>2x2 bedrooms
>not max size rooms for vampire discovery/super high room value

So I cracked open another section of cavern to get some more room for my grazers.

I'm uh, walling it back up before I discover what the fuck happened here.

Maybe once I raise the pop cap up and set up a military I'll crack it back open again, for now just having where I can dig safely revealed is fine.
>>
Everyone in my fort is "corpulent" at best, and "belarded with great hanging sacks of fat" at worst. Is this genetic? They are also pale pink.
>>
any of you anons have a good way to reliably gen a world with all the dorfs extinct?

been trying for days to get the perfect one.
>>
>>122549552
clarification: extinct extinct, first two migrant waves only, no dork caravans, etc
>>
>>122549552
tiny worlds anon, ez.
there will be only one dwarven civ, and if they get fucked up early by whatever beast before they expand, they die.
you can also put it to 1000 years and see how the goblins dominate with wars too
>>
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>'Urist, why did the plump helmet cross the road?'
>'Microcline'
>>
>>122550927
that works somewhat but usually there will be enough stragglers around to send caravans and migrants..

also means lack of diversity in other civs beasts etc.
>>
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Does anyone here understand how to design multi-level designations for Quickfort? I only want to make a 3 tile wide path spiral down around a 3x3 pillar, but having only used Paintfort/Chromafort to feed Quickfort, I can't wrap my head around how or where to place the commands to change level.

>>122512738
Are you getting along ok with this? I wasn't sure if the spreadsheet was what you were after, so I was hoping you'd reply if that wasn't what you'd asked for.
>>
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>New codex, The Harmonious Giant Dingo: "What if the rise of the giant dingo Touchbow as an enemy of the dwarves had unfolded differently?"

It seems surprisingly sensible for a genned text, although the title is probably just created from a string similar to how the book titles are.
>>
>>122555560
Haven't played DF in a while, are there actual books or something now? What is this?
>>
Question regarding fishing:
Do dorfs have to be close to the water, or can they fish from a few z-levels up too?

I got a river in a small canyon and I wonder if I have to dig out a space lower or if I can just fish 2 z-levels above it.
>>
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>>122555971
There are books, but they're mostly histories and autobiographies, with the odd secret of life and death manual thrown in.

These are new books; Speculative fictions.
>>
>>122548601

I could give it a try, I mainly do it because easy to make and seems efficient to me.
>>
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>>122533509
>>122536685
>mfw I'm hours too late for a joke
>>
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>>122548601

Well I managed to fix 11 rooms in both designs, But I guess this goes down to personal preference. Although seeing how I normally do the 1x3 bed rooms this might be a nice change from the usual.
>>
>>122557103
What is it you're using to design this?

I always end up giving my dwarves big bedrooms because I want places for them to store stuff in addition to empty spots on the floor so I can tell who is hoarding trash and needs sorting out.
>>
>>122557167
It's called Grid Cartographer 3. Came up in my search for something I could use to plan forts because if I don't shit just gets messy. Gotta have order in the chaos that Armok creates.
>>
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>>122557103
>tfw you can't deselect anon's blueprint
>>
>>122557285
Bugger, I was hoping it was something that tied into Quickfort.

Looks nice though, must feel good to plan in.
>>
https://www.youtube.com/watch?v=iaN13gn-2zg

Why did they edit this interview to make it sound so awkward?
>>
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>mason crafts both a statue of a human killing an alligator, and an elf being eaten by one

Oh, I know how to decorate my trade depot entrance now...
>>
Never seen anything quite like this before, it's all scalding badlands.
>>
>>122557554

That would be something nice, because if that's quickfort, that shit is uggo as hell.

I enjoy building above ground forts, so I works out for my purposes.
>>
>>122558542
No, that's just GIMP. Quickfort is a utility that takes spreadsheets and turns them into macroes for DF.

So I'll take that ugly image, feed it to Picturefort which will spit out a spreadsheet I hand over to Quickfort, which will then do all the tedious buttonpressing for me.

The hideous colours are so that I can make three designs from the one image, the first pass to dig it all out, the second to place the furniture, the third to designate rooms from the beds. I am lazy.
>>
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>>122558672

That's quite impressive it can do all that actually. Down to even designating rooms.

Dorfs surely are masters of the world.
>>
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>>122559095
It's even better with the right plugins for DFHack, building planner lets you order furniture you've not made yet and workflow lets you place an order to maintain a specific number of items in the stockpiles.

So I can dig it all out, order ALL of the furnishing made, tell the dwarves to make sure there's a few beds, armour stands and whatnot in the stockpiles at all times, and they'll finish the whole place off without making loads of excess or having to work out how much of everything I actually need beforehand.

Or at least it would, if Quickfort wasn't refusing to play nicely with me when placing furniture. I've reduced the macro repeat speed to 50ms and it's still fucking up with the building planner disabled, can't work out what I'm doing wrong.
>>
Anyone of you stout fuckers use Masterworks ?
I've been using it since i started DF, i took a very long break though but now i'm ready to start back
The thing is, my version of masterworks gave me no bituminous coal.
Like ever.
I would raze entire forests to craft platemails. It worked i guess.
>>
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>>122559472
>I've been using it since i started DF

Which is why you don't know that bituminous coal is rare as fuck in DF and think it's a problem in Masterwork.

I'm not one to hate on the mod because I've not tried it yet, but FFS play the vanilla game before you mod it you moron.
>>
>>122559472

I've been playing V.6.0, haven't found any bituminous coal, but I don't really need to look for any. Humans can make batches of coal and Dorfs, well I think they have an option to increase coal output from trees too but I'm not sure for them.
>>
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>>122559619
If you've played a bunch of vanilla DF I think you might like Masterwork.

It can get a little...tedious in some of the resource requirements for certain buildings, depending on what race you choose to play. But I think it's a nice refreshing change of play.

You will have to use the .34v of DF tho just cause the creator hasn't been able to work much on the newer version. (This little tidbit incase anyone else might like to try it)
>>
>>122555995
pls respond
>>
>>122559472
>playing mastershit
"menaces with spikes of bloat"
>>
>>122560093
I think i did it several times and i remember like 3 of my dorfs falling down then stumbling several Z levels with broken limbs and taking something like an hour to die in agony
>>
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>>122559881
When I get tired of DF I go play something else, I'm not interested in adding more to the clusterfuck that DF already is.

I like exploring the simulation Toady wants to make, I'm not interested in the games other people want to turn it into unless they're pursuing an autistic vision (Like Napolanon here) or exploring a facet of the simulated world (Like Kobold Camp).

And you'll get a poor reception trying to promote it here anyway, though I doubt many people share my odd reasoning that leads me to dislike Masterwork.

>>122560093
Fishing zones can only be set next to bodies of water.
>>
>>122560216
>>122560240
So it's a bad idea.
Alright, thanks.
>>
>>122560240

Well, I wouldn't say it's attempting to make it a different game, just expanding on what's already there. Digging a little deeper into the gameplay if you will.

But each their own. I won't say it's the greatest mod out there, but it is fun in it's own right.
>>
>>122560113

Heh, I thought this was just a silly maymay at first, but MW does indeed have a lot of stuff. Most of it is useful though I feel.
>>
>>122560565
That's why I don't like it, it's got ideas to bring but not any overarching design, so you just get a bunch of 'ooh, neat' ideas and nothing to tie it all together.
>>
>>122560676

Ah I can see what you mean here. Hoping with the newer version the creator cleans it up, still adds the fun without all the..not too needed extra.
>>
>>122561392
He can't very well remove any features now, what if he took out that thing you loved?
>>
Anyone here tried cataclysm: dark days ahead? How does it compare?
>>
>>122562614
It's pretty cool. Hard to compare it to DF since they're completely different games though.
Go to the roguelike thread, they post about it quite often.
>>
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Anyone happen to have any dwarven reaction images engraved in their forts, like: >>122559619 ?
>>
>>122560240
>Napolanon

...how the fuck did we not think of this beforehand?

Did someone say that and I just missed it?

Was it too obvious so nobody said it?

What the fuck.

So I was fucking around more with my graphics and whatnot to try and get the fiddly little details (like the @ monocle) to show up right.

Then while I was trying to figure out how to get a cool expression with the human soldier mouths a little voice in my head said "Cop Moustaches."

I shrugged it off, but it kept saying it.

I have no idea what I'm doing, but I kinda like the muttonchops one actually.
>>
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>>122564873
I suspect it's more likely no one wanted to be the one wielding the brand, the names we pick tend to stick pretty good, given how we value not having them.

Sorry if you don't like it Napolanon, just don't get a Napoleon complex about it!
>>
>>122533281
That off center Trade Depot makes me want to jump out a window. Otherwise, trolls will destroy/10.
>>
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>>122565214
Perhaps, but it is a kinda awesome name for the mod.
>>
>>122565257
There's nothing an aurtist appreciates more than impassioned feedback from his audience.

>>122565506
Looks nice, you need a little more detail to the human faces to keep them consistent with the detailed dorf faces.

I'd suggest a little highlighting on the mustache to give it depth, or some grey/miscoloured hairs in the 'tache to show it's grain.
>>
>>122565603
Ty, I've been trying to figure out how add more detail, I'll try the highlighting.

The dorfs are easier cause I knew how to draw them and the tile already looks like them. Trying to fit the humans into the U and the one with the dots is trickier.
>>
>>122565257

If I could have it centered, I'd be too happy, but sadly It'd take a whole redesign I think to accommodate it.

I'll have my marksdwarves take care of any troll usurpers.
>>
Can we, like, invent a new Dwarf Fortress related meme, and then try to introduce it to other boards?
>>
>>122558394
Strike the earth!
>>
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>>122567840
>invent a new Dwarf Fortress related meme

Sounds reasonable, if a little suspect.

>and then try to introduce it to other boards

What the fuck have you been smoking?
>>
How many files do you have in your Dwarf Fortress related OC/reaction pic folder?

I have 425. Most of it seems to be Timbukdrew stuff.
>>
>>122567840
You don't just fucking invent memes son, you let them happen. Same with the memes spreading to other places.
>>
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>>122568147
1,427

But a lot of that is going to be me saving screenshots and trying to put awful jokes to them, I'd imagine there's 5% of it actually worth saving.
>>
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>>122568380
>reg
By the way, do anyone else think that Reg and Holt is starting to look like a buddy cop pair?
>>
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>gen world
>32 kobold civs
>>
>>122569403
>dwarf:4740
>kobold:4534

I'd use this one but

>goblin:16240

NOT ENOUGH
>>
>>122569403
Are they on the mainland, or are they hidden away on some cave-filled islands?
>>
>>122565603
Holy shit that fort...REEEEEEEEEEE
And for the record "trolls will destroy" was not a pejorative.
>>
>>122567840
Just go to other discussions and randomly drop, "It was inevitable."
>>
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>>122570193
This is the correct answer.
>>
Hmm, I've mentioned earlier that there are mists in my map that makes creatures fall asleep and rot, and even after recovering, will remain blind. However I'm now noticing something new. I accidentally sent out like ten dorves to construct a wall, all of whom got caught up in the mist, and are now being treated in the hospital.

However, shortly after the incident, some of my dorves fell unconscious just when they were about to eat. They didn't even make it into the dining hall, but rather, fell asleep right in the middle of the food stockpile. They, too,are now being treated. They didn't start rotting however.

What the fuck is happening to them? Is this a separate syndrome, or is it the same disease that gets different symptoms depending on whether they come in contact with the mist or not?
>>
>>122570764
Found the problem. Some of my plants were contaminated, and whenever a dorf tried to pick them up, he fell asleep and was brought to the hospital. Only one barrel was affected, so I tossed it in the trash.

The dorves who got infected from touching the contaminated vegetables only fell asleep, and weren't afflicted with any of the other symptoms. After resting up in the hospital, they went back to work.
>>
>>122570193
>>122570705
To be honest, there seems to be a DF memer on /an/. He described some animal in thread, and added "beware its x" in the end. I also saw the characteristic catsposion image from bay12 posted in one of the theads.
>>
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>>122572198
>memer

That's a little harsh isn't it? It's nice to drop the odd subtle reference here and there for a small minority that'll get it.

I'm just checking I'm not a memer...
>>
>>122568147
1.671 Files, 115 Folders
Only a fraction of that is OC though.
>>
>>122560240
>Pursuing an autistic vision (Like Napolanon here)
T-thanks anon
>>
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>>122574389
You are very welcome bro.
>>
Go away, page 9.
>>
Does Quickfort have an issue with placing furniture at the moment, or am I doing something wrong?

I don't particularly relish the idea of furnishing this place >>122557554 by hand.
>>
>The thing is, my version of masterworks gave me no bituminous coal.

It has nothing to do with Masterwork. Sometimes you get it, sometimes you don't.
>>
I just read some of the early examples of procedurally generated musical forms Toady ran across, and I must say I'm impressed with the detail. It's really pretty insane. I mean christ someone with a bit of music theory knowledge could turn it into actual music.

http://www.bay12games.com/dwarves/early_musical_forms.html
>>
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I'm designing a fort

Is this gud?

1-Dining Room
2-Kitchen
3-Emergency Plump Helmet Farm (The rest will be a few floors above, on the sand/clay layer)
4-Workshops and storage area
5-Barracks
6-Hospital, includes patient rooms, a few surgery rooms, storage area and the CMD's office along with a staff room
7-Dorms, can be extended upwards.
8-Armory
9-Offices (Bigger ones are for the mayor and any noble that I didn't kill yet, can be extended leftwards)
10- Statue Garden
11-Food Storage
>>
>>122582048
It'd be more gud if you didn't upload a thumbnail
>>
>>122582220
1px = 1 tile. anon, it's called scaling.
>>
>>122582281
it's called i can't read the numbers for shit, although that's probably mostly white text on a bright green background
>>
>>122582281
Blow it way the fuck up, browsers can only enlarge it so far and we're not saving it and loading it in an image editor.
>>
>>122582574
Are you blind?
>>
>>122582048
Let me put my ant goggles on then take a look...
>>
>>122582681
Not that guy but I can barely read the numbers on the green parts.
>>
>>122582681
Yes. This is why I play df with a text to speech utility.
>>
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>>
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>>122583301
Looks fine to me, I'd delay making the statue garden until you're ok with constant partying on the fort though.
>>
>>122582671
Speak for yourself, anon.

I often post my own designs this way, and I have no problem downloading other peoples' designs.
>>
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>>122584167
>Speak for yourself, anon.

I was rather arrogantly speaking on behalf of those too lazy to speak for themselves, because I'm a nice guy like that.
>>
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how bad an idea is this? I've expanded the embark to the entire tile, so I have almost the entire island, all coasts but the west, and a significant chunk of ocean to play with. will I get invaders or caravans?
>>
>>122586713

you can see what populations can show up in the embark sceen, if there are just dwarves you are only going to get dwarf caravans showing up, and maybe kobolds.
>>
>>122586713
Unless the embark is totally surrounded by water, you'll get caravans from your own civ.

You won't get any humans, elves or goblins, though.
>>
>>122586968
it is totally surrounded by water.
>>
>>122582729
kek
>>
>>122587164
I'm talking about the embark. Since the island overlaps two "embark squares", there is no way for you to embark and be totally surrounded by water. It doesn't matter if the whole thing is technically an island, if there's land at the edge of your embark(which there will be to the west, in your case) caravans will come, but only from your home civ.
>>
>>122587402
I forgot to add: such a large embark area is not advised, as it will likely crash the game, and possibly harm your computer in the process.

Even if you manage to get it going, it will definitely run slow as fuck.
>>
>>122587638
yeah, I've done it before. it's stupid but FUN to have a vast river running through your huge embark bogging you down to <1 FPS. no invaders isn't fun though, so I'm going with a different one anyway. on the coast, maybe a third of the tile, two rivers and an ocean bay. we'll see what happens
>>
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>>122565603
Bah, trying to add detail to the moustaches and shit just ended up fucking them up so I reverted to a workable version for the time being.
>>
>>122588045

you can just dig down and make your fort in the caverns. It's almost the same thing.
>>
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>>122588141
The gobbos are looking cool as shit though.
>>
>haven't played in like a year
>boot up newest version
>stepladder? the fuck would I need that for?
>drop it and use the points for a mace
am I going to regret that
>>
>>122589018
Probably not, since they are easily made. Picking fruit can be useful though, especially if you are low on alcohol.
>>
>>122583301
What is every number supposed to be?
>>
>>122588919
Looks more like a classic cutebold, to be honest.

If it was used for 'bolds, it would be perfect.
>>
>figurine of Koren Metalsoacker

Where can I see/read who is this guy/god/king??
>>
>>122589343
>>122582048
>>
>>122590878
Legends Mode.
>>
>>122591335
thanks
>>
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>>
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>animals can have sexual orientations
>slaughter all gays for refusal to bring
Inclusiveness!
>>
>>122594205
refusal to breed I mean
>>
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>>122594205
>Inclusiveness!

I think you've misunderstood the meaning of that word.
>>
>>122475072
Sadly there are no wells, because the only above-ground water source is in the form of murky pools

Fun fact: using a pump to drain murky water into a dorf-made cistern will filter the water and make it safe to drink
>>
Is it possible savely pump water downward?

I want to use water from the river above my fort without flooding my fort.
>>
Game keeps crashing and I keep losing multiple hours of progress, anybody got a way to save without quiting?
>>
>>122496147
>>122495975
one way to scan for vaults is to enlarge your embark area like crazy and look for places where you can't embark, and no reason is given.

Question: can you melt down divine metals so you can forge other divine gear?
>>
>Start first evil embark
>Decide to slaughter my starting animals
>Forget skin and slaughtered parts can come back from the dead
>Everyone gets fucked up by living hair
>The rest are fucked up by an undead mantis

I didn't even last half an hour

I was not prepared for this ammount of !!FUN!!
>>
>>122596308
floodgate plus lever. what are you using it for? one time flood or regular flow?
>>
New player here

How do I change my stockpiles definitions if I can't directly select it because it's filled with stuff?
>>
>>122597137
I want to provide my hospital with a good water source, and the nearest is the river above me.
>>
>>122597164
Not sure what you're getting at here.
The stockpile being filled shouldn't matter.

Press [q] and move the yellow X cursor over the stockpile. In the menu you should now see a couple of options. Press [s] to permit/forbid items.
>>
>>122597094
yeah the difficulty curve is completely fucked atm

everything is p easy or at least mostly manageable then you have undead which are completely absurdly broken
>>
>>122597763
>Press [s] to permit/forbid items.
Oh, that's it, that's exactly it.

Thank you.
>>
>>122595034
constructions that let you gather rain when
>>
>>122598219
Note that items that aren't permitted on the stockpile aren't removed by default unless there is some other place to put them (a different stockpile or someone using the material to craft something)
>>
>>122598447
Yep I knew that already.
Is it stupid to have a big stockpile indoors while beginning the game and the making new ones more specific over time?
>>
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>Start mod
>Everything is cool
>Really optimistic about it
>Add a lot of shit
>Start to run out of ideas
>Finally run out of them
>Try to mod stuff
>Realize everything is hardcoded
>mfw
>>
>>122597601
I've built a cistern before, just have a floodgate you can open for a short period and close once it's full. it was a bigger pain in the ass tiling it in the sand layer so it wouldn't just soak into the ground.
>>
>>122598652
What exactly where you trying to mod that you need to change stuff that's hardcoded?
>>
>>122598753
Firearms

I can't remove the bowyer's workshop because it's impossible to modify base-game workshops without using dfhack, and I don't want to make an overlycomplicated thing.

*sigh*

I guess I'll add more weaponry variety.
>>
>>122598610
Not imo, as you don't have much space for many stockpiles anyway early on.
>>
>>122598753
Not him but I bet he hoped to fuck around with sites.
>>
>>122596882
seasonal autosaves.
>>
>>122598847
Wouldn't you make firearms at a forge anyway?

Firearms existing shouldn't prevent you from building other ranged weapons either.
>>
>>122599041
The problem is, making a custom workshop for them makes it impossible for other races to have and use them on world generation, so I'm forced to have them be made on the metalsmith's workshop.
>>
>>122599154
>so I'm forced to have them be made on the metalsmith's workshop.
Once again I don't see anything wrong with this.

>making a custom workshop for them makes it impossible for other races to have and use them on world generation
Unless you add the workshop and reaction to the other entities as well.
>>
>>122599041

Also, I might be wrong, but crossbows and bows were never used in the 19th century

>>122599272
You sure? Because I'm pretty sure it only lets you build said weapons in fortress mode (Or adventure mode if you wish to mod it in).
>>
>>122599374
Couldn't you just add foreign to bows/xbows for all races and then they wouldn't use them?
>>
>>122599550
I just outright removed them from the game, the same with shields.
>>
>>122599642
Bucklers weren't used in the 19th century?
>>
>>122599814
They weren't really widely used.

I actually removed them mostly to avoid the typical "Uristov McStalinov blocks the Iron Musketball with his Iron Shield!" and make the game slightly harder
>>
>>122599374
>Also, I might be wrong, but crossbows and bows were never used in the 19th century
Well, if you're talking about Napoleonic-style battles then no, but that had more to do with mass conscription than anything.

>You sure? Because I'm pretty sure it only lets you build said weapons in fortress mode (Or adventure mode if you wish to mod it in)
I'm not really sure what you mean. Adding any weapon, modded or not, to an entity ought to allow them to "produce", stock and use that weapon. If it doesn't work I'd look at other possible causes (does that entity actually have access to appropriate metal and so on)
>>
>>122600224
>Start writting a long-as-fuck explanation of why it doesn't work
>Get an idea to fix it mid-writting

HOLY SHIT, THANKS ANON, I'M FUCKING RETARDED AND MISSED AN OBVIOUS FIX. (Which I hope works also for adv-mode dorves...)
>>
>>122600550
Please share it if it solves the problem, it might help future modders.
>>
>>122600629
Will do!

I'll write my long as fuck explanation of why it doesn't work anyways for future reference.


When you make and add a weapon as usable for an entity, it automatically becomes available at the metalsmith, carpenter's workshop (in case of melee) and bowyer (In case of ranged).

The problem is that, when you are adding extravagant weaponry such as rifles, muskets and pistols, it makes no sense to have them made out of bone.

So I tried to add a custom reaction linked to a custom workshop and add it to every playable race, but there was a problem when I started adventure mode. No one had firearms, literally not a single entity with firearms. So I deduced it probably was because reactions only apply to your dwarf fortress and your adventurer (If it's available for adventure mode)
>>
>>122599019
Thanks
>>
>>122600224
Muskets had nothing to do with consription. They had everything to do with higher accuracy and power. Yes they were easier to use. But the intensified training of line-infantry made training infantry with muskets actually harder.

Bows and Crossbows are also harder to combine with a close-range weapon. A bayonet on a crossbow could work but would be too short of a range to be a lot of effect.
>>
>>122601383
If you're using DFHack, you can tell it to 'quicksave' whenever you like without quitting too.
>>
>>122601758
Ah yes thanks
>>
>>122600969
>When you make and add a weapon as usable for an entity, it automatically becomes available at the metalsmith, carpenter's workshop (in case of melee) and bowyer (In case of ranged).
Oh, I see what you mean now. Ranged weapons added to the entity raw seem hardcoded to be made of either metal at the metalsmith's or bone/wood at the bowyer's, yeah.
Melee weapons shouldn't be made out of wood unless you copy elves or you create a training version of them though, that's why you can't make wooden whips.

I see Masterwork got around the bone rifle problem by not making rifles available to entities but creating and permitting custom reactions to make rifles instead, but as you suspected, I'm afraid it won't be recognized as an available weapon for the entity outside of fortress mode.
>>
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>>
>>122607838
Is the rain supposed to be moving? It isn't for me. I like the drawing though.
>>
Is there any way I can select which farm plots the farmers should work?

What I want is that my high skilled farmer works on one specific plot, so the lower skilled ones don't get in his way.

Any way to it?
>>
>Start Kobold camp
>Make basic fort
>Get some bows and shit
>3 Alligators sneak into the camp and kill everyone

Mother of kek
>>
>>122610916
does it feel different playing with a kobold fort?
>>
>>122596951
I would assume so, if only because they do show up in the metalsmith's forge list. My guess is retire an adventurer at your fort with the metal items. It would be a huge pain though probably.
>>
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>>122589473
It's the same size/shape as a g though.
>>
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>forgot the axe
fuck my life
>driftwood everywhere
>can't pick it up
>>
Hey /dfg/, is it possible to disengage from combat and loot an unconscious enemy? I'm playing adventure mode. I want to loot this guy and not kill him, but every time I walk into the tile I just take another stab.
>>
>>122616832
alt-move, maybe? whatever the key for "move carefully" is usually the answer to these things. took me ages to figure out that's how you go through a floor hatch
>>
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>>122616832
If what you're after is in the guy's inventory, you need to wrestle it off him. If it's dropped on the floor you can dodge in the direction of the guy and pick it up while standing over him.
>>
>>122616981
It didn't work, but thanks for letting me know how to get into a floor hatch. I also tried [S] and creeping but nope. I just killed the poor bastard and butchered him.
>>122617365
So I wrestle the individual objects? I'll try that next time I come across someone.
>>
I want to have fun with adventure mode but I always get slaughtered. I want to cheat my way to victory.

Any recommendations?
>>
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>>122617365
Attack > Wrestle > Grab item with hand > Walk past them > You'll maintain possession

You can also use interact with item to gain possession but it takes more steps than just moving does.

More fun still, you can run up and aim a grab at an enemy, then instead of stepping time forward just aim a jump through them.

If they're knocked out that is all you need, if they aren't you can aim another grab (upper right arm > upper body > LARIAT BITCHES!) and when you confirm the second grab you complete the jump and prevent them from dodging.

POW!

>>122596951
Save this in df/hack/scripts as revealsites.lua:

local hid = df.global.world.world_data.sites
for k, v in ipairs(hid) do
hid[k].flags.Undiscovered=false
hid[k].flags[8]=true
end

It'll show EVERYTHING if you run it on the embark screen, or everything within your visible section of the travel map in adventurer mode.

Never did figure out how to expand the revealed part of the travel map, hmmm.

Incidentally I assume you can melt the divine metals down if you have them, hence the manager options "forge a twisted metal breastplate" and so forth.

>>122598652
I know that feel bro, thankfully most of the adventurer mode reactions are hacks anyways so you don't gotta worry about making bone rifles unless you specifically add that as a reaction.
>>
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>>122618313
Yeah, jump-kicking your enemies is pretty much the best damn thing.

>dark fortress
>jump-kick goblin into prison cell
>pull lever.
>the door locks
>"Help! Save me!"
>...
>but nobody came.
>>
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>>122619241
I was running around with a demon I bound to my service with invoke.lua, he was a big purple skink or some shit, poisonous, all that noise.

Opened a lever to rescue a kid and a goblin goes running out, as it went past me I hacked it in the lower body and sent it flying into the hallway towards my demonbro.

He bites the head off in mid-air, head lands on one side of him, body lands on the other.
>>
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well time to play a succubus fortress, the civilization that I picked is getting completely rekt in wars against elves since their demon leader died in the year 80
after that shitty leaders that didn't last a year gained the power until the 115 where the leader is actually a succubis member of the elven civilization (because the fortress was conquered, i think? it's kinda weird)
in my hands fall the destiny of this civilization who's crumbling on losing their own existence
>>
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>>122622236
embarked in some shitty badlands near the city where our leader lives, the ratio of male and female of the first 7 is 6/1 (shouldn't it be the other way around?)
I have some weird horse called 'nightmare' which sounds pretty cool and a demon frog who doesn't sound as cool
I'm trying to think what music should I listen while playing
>>
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This is probably the cruelest thing I did.

I broke every single limb she had by repeatedly kicking the shit out of her and waiting for her bleeding to stop if she started bleeding.

All of her limbs are broken and she's probably on a coma by now.

Mercy kill?

Mercy kill?
>>
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What is the best tool to plot big fortress blueprints that can make circle shapes easily? tried Grid Cartographer posted on the thread but didn't made the cut

In theory after i get a plot i should be able to use it with PictureFort, right?
>>
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>>122589473
Got me thinking about how I could do the same letter shape > racial tile thing for kobolds.

Couldn't figure out what to do with the feet of the k though, I tried to draw feet like it is running or something but it didn't work for shit.

Just removed the outline from them and left the faint grey there, which kinda accidentally gives a hint of feet as though it is getting ready to turn and run, so that's neat.
>>
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>>122625127
GIMP?

>>122630293
>>
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>>122632776
Another koboldbump!

Testing the different colored professions just in case.
>>
>>a section of the cavern has collapsed!<<
>wut
>nobody was even digging
>notice it's zoomed me 60 z levels underground
>my fortress is only like 8 deep tops, still working on the entrance
some trogg just drop something on his own dumb head or what?
>>
>>122638543
Tree growth maybe, thawed ice, magma tube overflowing into some water.
>>
>Various tweaks with grumpy ignored residents, music descriptions vs. harmony, spectator text, and written content. With an impressive enough performance/reputation, your adventurer can petition to be an official performer for a town (the same as the dwarf mode occupation), which doesn't mean much but gives you permission to sleep in villages and a merchant discount in market locations (also extended to hearthpeople). Along with the tavern discounts for various reputations, it'll have to do for now in the absence of a meaningful economy. Four more things to go.

Get hype
>>
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>>122609331
No, the Anon that drew these always used gifs for some reason, I wouldn't be suprised if there's an animated version out there though.

>>122615003
Hugely, they're weak, they're stupid and they're frequently at the mercy of local wildlife like elves, because they live outside and make most of their stuff out of wood.

Not being able to dig down makes defending yourself much harder, still easily exploited, but it takes a while to get enough wood together to build your palisade.

>>122617983
Find some safe wildlife and wrestle it.

>>122625127
Second GIMP, or any paint program that has a circular brush tool.

>>122642359
>Four more things to go.

Please Toady, I don't think I'm going to live more than 5 more decades, and I'd like a couple of decades to play the game when it's done.
>>
>>122643239
>mercy of local wildlife like elves

kek
>>
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For the record, I did try to find a way to make cutebold alt tiles that stick to the letter-shape theme, but no luck. That was before I decided to just make the feet of the k mostly transparent though.

T.T
>>
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>>
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How much money do I have to donate for beekeeping to bee expanded

dude bzzt lmao
>>
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>>122646437
They're looking good, but there's something a bit, fussy, about them? Can't quite find the word for what I mean, there's a precision to what you're doing that doesn't look so good when you're working with such low resolutions.

It might be worth knocking a few pixels off corners if you agree. In general you shouldn't be looking to keep them so precise and neat, a bit of messiness is good for DF's look as long as it doesn't interfere with the readability of the tiles.
>>
>>122648628
Well, they're natively 32x48 and I'm playing around with the black surround in anticipation of being able to use them in AV at some point, though I am not sure if I will keep the outlines vs the unlined ones which I'll update next to the newer faces.
>>
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>>122648628
>>
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>>122642359
>Four more things to go.

This is it! Before december-

> He'll want to do a week or two of dedicated bug-testing to flatten the crashes and shit
FFFFFUUUUUCCCCCKKKKK
>>
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>>122648597
I know it stings, but you'll just hive to bee patient, honey. There's pollenty more for Toady to get to, so mind your beeswax.
>>
>>122642359

oh, and in case anyone wanted to know what 4 things were left immediately, it's presumably:

> clean up conflicts with meetings/witness reports and the new time-off mechanics
> rumor display (maps perhaps, though if that falls through we might skip)
> more distinctions in individual composition as opposed to form (it'll still be very sparse for now)
> test passing incident rumors by song, in particular changing non-art reputations by lyrical content
>>
>>122648597
Nothing, someone already did pay money to have it included in the first place.
It might be expanded eventually though.
>>
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looks surpisingly cosy, but I still can't wait until Japa makes smooth and possibly engraved rock show up properly
>>
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>>122488858
>memes

am i cool yet guys?
>>
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>>122653312
I've been combing this post and I am royally jelly of your punning abilities, though it stings to admit it, you did better than I would have, so I'll just buzz off now.
>>
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The new AV release inspired me to dig up this old thing. I've posted some pics of it in the general before.

Windows are showing properly now. Sadly, however, they aren't shown in fp mode when the camera is on a floor lower than them - perhaps to optimise performance.
>>
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>>122654446
It is for the best -- any more beeposting might affect the thread... quite antennabrously
>>
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Four (4) things left
>>
Hey /dfg/

Do animals that need to be outside NOT die when they're in cages?
>>
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>>122655531
I have no clue what antennabrously is supposed to mean. T.T

>>122648628
Less fussy this way huh?
>>
>>122657328
Yes. IIRC hunger ticker stops, pregnancy ticker continues, but pregnancy doesn't happen until creature is released.
More info should be on the cage page.
>>
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>>122657670
tenebrously.
it was a stretch.
>>
Does anyone loves cheepicus 8x8 as much as i do?
>>
>>122653559
>>122654876
What is this? I'm not exactly up to date with DF stuff.
Is this like stonesense but in 3d?
>>
>>122659882
Japa's latest visualizer effort. Armok Vision.

Japa is the guy that created stonesense (and isoworld) if you didn't know.
>>
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>>122610674
Not that I'm aware of. I usually control that from farming labors but as you know that can't help with specific plot assignment.
>>
>>122661636
February it is
>>
>>122662318
February 2018 I assume you mean.
>>
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>>122661995
Burrows.
>>
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>>122661636
>>
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>>122663178
>not naming the file thus_spake_toadathustra.png
>>
>>122663392
Do you think Neitzsche would have played Dorf Fort? I think he would have. That and other games like Aurora maybe
>>
>>122663834
That reminded me of one night, the woman had hurt her neck due to getting really into rune factory 3 I think, so she had been playing the same position for hours.

Wound up needing a muscle relaxer so she could sleep, and as it was kicking in she's laying there on the bed while I'm surfing the net, right?

She looks over at me out of nowhere and says "yanno... Nietzsche wasn't such a bad guy"... I was very amused to say the least.

I think later that evening she woke up a bit and Army of Darkness was on, she started watching some and commented that it was "fun for the whole family"... she's a hoot.
>>
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>>122670354
pls give me the settings
>>
>>122670354
I've been trying to create a world with a volcano on a haunted glacier. I can't even seem to get one. How'd you get so many?
>>
>>122663834
From what I've read from him I highly doubt it.
>>
>>122672337
Why? I haven't actually read most of his works, just little bits of Zarathustra when I was in HS
>>
> reading books

What are you, Necros?
>>
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>build big staircase pillar at the center of the fort, built with drawbridges to the 4 surrounding quarters
>have it balance on a support, making it collapse in a worse-case situation
>forgotten beast appears, but I can wall off my entrance to the caverns

>months later
>construction of the pillar still underway, about to link up the drawbridges with levers
>2 corpses drained of blood
>scouting the recent migrants I find the likely suspect, who is oddly a Great Swordswoman from the start
>lock her up in the lever room

>get messages that tasks are cancelled due to Forgotten Beast
>mfw
>turns out that at the bottom of the big staircase pillar, there was a single Downward Stair built rather than an engraving
>this was also connected the beforementioned cavern
>this fucker apparently had wings, of which I didn't take note.
>many dwarves were gathering the stones still around this pillar

>send military force
>FB sends all the dwarves still on the staircase flying and falling off the pillar
>surroundings littered with corpses and passed-out dwarves
>these fuckers all decided to drop their weapons apparently, and start punching the Beast

>quickly burrow all civilians in one of the quarters and wall it off as I can't raise a drawbridge
>most make it
>military squad wiped out

>unleash the vampire
>starts going full Bruce Lee on the Forgotten Beast

>FB is extremely wounded, due to the many fights he had down in the caverns, the beatings from the military squad, and the various slashes from pickaxes
>vampire is still going at it, but has no unarmed combat skills. Is a great dodger
>The Pillar, the greatest defence in Dwarven history turned into it's bane, now the site of a legendary fight

>place your bets, people.



A gigantic one-eyed toad. It has thin wings of stretched skin and it squirms and fidgets. Its flax skin is warty. Beware its poisonous gas!
>>
>>122672478
In my opinion, playing vg, even if it's DF, would totally be against his vision of a "ubermensch".
I might be wrong on this regard, but I highly doubt it.
>>
>>122672763
Holy shit, according to Dwarf Therapist the vampire has 4360 kills. The game itself says she has no kills though.

Pic related is the FB's status on the moment I paused. The vampire and FB have been fighting for about 10 secs
Again, place your bets.


By the way, do cave-ins also kill FBs? Should the vampire fail, I'd need to send in a mechanic to sneakily link the Support to a lever and then wait till the FB is inside the stairs.
>>
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>>122673251
Forgot pic
>>
is this game good yet?
>>
>>122673537
It's always been good dumby
>>
>>122673537
Are you a faggot who only gets enjoyment from sieges? Then yes, it probably isn't that good to you due to the lower frequency of them.
Otherwise, Dwarf Fortress has always been good.
>>
>>122673251
I want the FB to win.
>>
>>122670543
>>122671271
http://pastebin.com/KTQtuNgb

World-painter makes sense to me now.
>>
>>122673401
>poisonous gas

I doubt that vampire is going to win. Even if he does, he'll probably succumb to whatever syndrome that gas gives later.
>>
>>122515392
>>122516250
we must all channel the essence of Obok Meatgod now
>>
>>122673976
lmao

2necro
>>
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>>122671271
>>122670543
It tends to have clumps of spiky mountains with exposed volcano tubes.

If the northern glacier isn't purple then cancel that gen and start again, if you want you can try to make sure there is a tower or two up north by year 30 for extra fun by year 100 or so.

The northern glacier is more heavily weighted for spiky volcano tubes and evil, the southern one tends to be more friendly but occasionally has patches of evil on it.
>>
>>122673882
anon pls

>>122673996
According to the [r]eports, the FB is spewing "boiling extract".
Do gasses always give syndromes?
>>
>>122676751
>Do gasses always give syndromes?

No I don't think so. The syndrome might not necessarily be lethal anyway, but you never know. How is fight going though?
>>
>>122676916
The dwarves are victorious.
One of the near-dead soldiers climbed up the stairs, steel axe in hand, and assisted the vampire. The FB finally succumbed, though I think that's more because of the fact that all of his insides were punched punctured. No one got the kill, apparently.

Is there any better way to check who killed what?

Holy shit I am lucky. Apparently the wall that I ordered to be built was just outside the burrow and the dwarves couldn't get there. Had the FB won he could just've walked to the others
>>
FOUR MORE THINGS TO DO
BRAISE THE TOAD
>>
>>122677367
>Is there any better way to check who killed what?

Dwarf Therapist I suppose or legends mode. It probably bled out, which is why there is no obvious killer.
>>
>>122677754
I found the guy who killed him, a soldier who I didn't see during the fight.
According to Dwarf Therapist he has no kills though.
>>
>>122678189
This may seem really obvious, but did you make sure to read your dwarves again?
>>
>>122678272
Yeah, and it's properly adjusting all the other things (dwarves who died are gone, health status, etc)
>>
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The dwarven society is going, ok...

It's tricky trying to force the migrants into such a narrowly defined society, but I'm learning from the problems I'm encountering as I go and I'm confident about starting over when the new version hits.

Since everyone is going to be working in and owning a single workshop, it's going to be nice having everyone without a custom profession so their 'natural talents' can shine through once they've learned the skills associated with their fate. But obviously custom professions make it much easier to sort migrants, so I'm going to make a custom profession for each workshop so that dwarves who've not learned their place can apprentice in the job to start out.

Since 'Apprentice Craftsdwarf' is going to be a rather large and cumbersome title, does anyone have any pretentious or autistic ideas about how to name these roles?
>>
>>122679837
Craftsdorf -> Craftslord
Armorydorf -> Armorylord
Fishdorf -> Fishlord
Mechadorf -> Mechalord
Meatdorf -> Kittenslayer
Leatherdorf -> Leathermaster
Weaverdorf -> Pantydropper
>>
>>122680721
Alternately: Fishdorf -> Arthur Curry
>>
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>>122680721
You misunderstand, they're only going to carry the profession name until they become labeled for the profession by the game, when I'll remove the profession name from then and leave it to nature.

Those names are also a bit fancy for some poor bastard who's going to have to live in a tannery and tan a hide once in a blue moon.

>>122681034
>the spinning reference passes over the human's head
>>
>>122672763
So after evaluating the damage:

Casualties:
-11 dorfs
-a bunch of underground monsters
-2 doors
-one shitty mandate I couldn't complete

The 3 dorfs, including the vampire, that finished the Beast off are in heavy treatment and some wounds are infected, so who knows if they'll add up to the bodycount.

And now there's a goblin siege and my booze ran out. I can't fight the goblins and the caravan will be missed.
>>
>>122681207
Aquaman, and you said autistic, I went full autist and misunderstood your intent.
>>
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>>122683395
I dropped the word pretentious in there too, I could have been clearer, the word 'autism' is bandied around so much that it's got too many meanings.
>>
>>122638543
this just happened again. actually looked this time and it had put me at z16. whatever, go about my business, then it zaps me there again with two ambush warnings in a row. strange. currently the lowest level of my fort is z92.
>>
why is this game only fun for 15 minutes then shit for the other 780 hours?
>>
>>122688145
oh shit. it happened a third time, then I got a thief warning. this one was actually on the surface, but when it sent me there the first thing I noticed was a tunnel tube blowdart and a nearby mangled crundle skeleton. I have no idea what's going on. could the caverns have a surface connection naturally occurring? do other races dig now?
>>
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>>122688493
Could be several things, today I'm going to blame Elves turning the calm and peace loving subterranean mushrooms against us.

Do you have DFHack? Are you willing to use the reveal command to have a look if so?
>>
>>122688692
I haven't set any of that up for this version yet, I'm not even using therapist at the moment. it could also be because I abandoned fort and reclaimed it when everything went to shit thanks to my failure to bring a fucking axe. that might explain stuff getting scattered on the surface, but not the random underground alerts.

also the thief had a partner, two fucking kobolds running together. never seen that before.
>>
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Finally got my justice system working. Here are some poor sods who just didn't give a fuck about the mayor's infantile mandates.
>>
>>122690132
By the way, has anyone confirmed that creatures that fall of ledges while restrained get strangled, or is it merely a rumour?
>>
>hunter out shooting a wild boar sow
>runs out of bolts, starts bashing it to death with the crossbow
>gets too tired and decides to withdraw, even though it's almost dead
>gets ambushed by the male wild boar
>runs away and hides in the carpentry station
>>
Make two different branches for Victorian Mod, one for Adventure Mode and the other for Fort Mode.

Y/N?
>>
>>122700439
What are the reasons in favour of doing so?
>>
>>122700518

I can concentrate on adding features that make Fort Mode better without caring about fucking up Adventure mode and viceversa
>>
>>122700604

If you feel it's for the best do it.
>>
>>122700604
Sounds like it'd really help your progress, you could always have a stab at unifying them again once they've reached a level that sates your autism. Don't take that word the wrong way, I love that you're doing this and I want to see you sate that weird little part of yourself.
>>
>>122672763
>tfw the vampire finally succumbed to his wounds

You'll forever be remembered, even if you killed two small children.
>>
page 10 begone yada
>>
>>122706000
He felt pleasure after witnessing a fine Trips.
>>
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>>122706278
I could not disagree more.

*emotes uncontrollably*
>>
I finally added a gunsmith and bullet mint into the mod. So far you only need a log and some iron/steel to have guns in your fort, and all races (Aside from dwarves, unfortunatedly) can come to your fortress (as caravan or invasion) with firearms for you to steal/buy!
>>
>>122706993
Also, I'm thinking about removing [WOOD_WEAPON] and [WOOD_ARMOR] from elves so it fits better with the victorian theme.
>>
>>122707401
Unless you make the elves into Zulus.
>>
>>122707812
They already are ottomans.
>>
>>122707884
Makes sense, scale mail it is then.
>>
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>>122700439
Nah, I'll check over your fortress stuff and make sure it doesn't break anything in adventurer mode.

As long as you leave the reactions in place and don't kill any of the indiv_controllable/adventure_tier:x entries it shouldn't mess with it.
>>
>>122710570
Meant the [ADVENTURE_MODE:ENABLED] reactions, which can of course be changed, but that is all you need to make them able to do things like the bayonet add/remove trick.
>>
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>>122710570
Bampu.
>>
can crossbow bolts knock creatures back? my entrance is a large circular shaft with a wide corkscrew ramp running down into it, with an open hole in the center. watching the dorfs I realize that of course everything takes the shortest path, so they all stick to the inner edge when moving up or down it.
so if I were to put my archer fortifications directly above the path on the outside edge rather than across the shaft, would there be a chance of blasting invaders into the pit?
>>
>>122720185
Not enough momentum, but they can jump away from them and dodge into the pit.

You could also use spike traps for that effect, or minecart shotguns to knock people away like that.
>>
I have a failed mood running around throwing his clothes everywhere, my militia can't attack him though. do I have to wait for him to go hostile to somebody now?

>>122721484
good to know. actually my forts are already made, so I was just wondering if I had wasted potential fun.
>>
Something I noticed, just want to be sure of.

If I have a dorf on a ballista that's 'ready to fire', will he just stay there and not get food/drink at all or will he eventually go eat/drink/sleep and come back to the ballista on his own?
>>
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>>122722816
They will quit damn near anything to go eat at some point, I think you can pretty much kill military with station orders if they run out of supplies but if they can crawl back to the foodstocks they will if they have to.
>>
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>Started playing a few weeks ago
>Most of my forts died because of over population
>Limit it to 50 people
>Going well, only problem is that I have almost 20 children
>Make a burrow for them
>Once they're all inside, build a wall in front of the door
>Not long after, they're pretty much all dead
>Migrant wave of 10 dwarves
>6 are children

This game is just evil.
>>
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>>122724169
>kills kids through starvation rather than atomsmashing
>calls the game evil
>>
>>122598345
But you can -- Ponds/pits will refill with rainfall after you pump the water out. You can fill multiple cisterns this way
>>
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Not only the most worthless artifact, he thought it was good enough to be named after himself.

Nice one.
>>
>>122732072
I thought only naturally occuring murky pools did that?
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>>122732420
It belongs in a museum!
>>
>>122739915
I like that. hopefully with the addition of libraries museums won't be long to follow, I'd like somewhere to display pivotal moments of fort and civ history where dwarves would actually appreciate their meaning
>>
>>122598345
I was thinking about this just a day or two ago myself, and I haven't been here in a while. Odd.
>>122732072
I had the same undestanding as >>122732442
I guess I'll be testing it soon.
>>
>game running all day
>crashes, losing everything
I came back to this game with a resolve not to savescum, and my virtue has been immediately punished.
>>
>>122743251

Savescumming in df is mandatory for long-term enjoyment.
>>
>>122743251
I refuse to savescum, but I still keep dozens of backups in case something breaks.
>>
>>122743251
>>122743658
>>122743952
Reloading when the game crashes is not savescumming.

Personally, I just make sure to quit and reload the game whenever I achieve something, in order to make sure it gets saved.

Also, unless you use silly third party utilities, build in trees, or play on ridiculously large embarks, the game isn't that likely to crash.

I've had it stop responding a few times, but after waiting a minute or to, it starts working again, meaning it's probably a performance issue.
>>
>>122743658
>>122743952
I'll consider regular quit and restart saves fair game, that way I can't just fuck around without consequence, but I won't lose hours or days of progress.

>>122744819
yeah, that.
>>
>>122679837
Damn nigga

What do you do if you plan all that shit out and it turns out you hit a subterranian cavern?
>>
>>122746590
He probably used reveal beforehand.
Also, if he dug down far enough, he'd know where it is and could plan accordingly.
>>
>>122747118
This.

Can't elaborate. too angry.
>>
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Well, if you want to relieve some stress, mangling elves is always therapeutic.
>>
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>>122748209
Therapeutic for us that is... not the elves.
>>
How can you tell what a lever is linked to after you've linked it?
>>
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>>122752765
>shift+p
>wait for the magma
>>
>>122752765
You remember.
If you forget. >>122752828
>>
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>>122752765
Place a note on it.

It's also clever to put levers in places relevant to their function.

Here, have a shitty(and misinformative) artifact.
>>
>>122752765
Try to attach it to the thing you suspect it's attached to.

With DFHack, you can rename buildings, which will greatly simplify remembering what the lever does.
>>
Question regarding flooding:

I have a plan that involves making very fancy waterfalls around my main stairway.

Right underneath this stairway is a bigass cavern with water underneath it. This underground lake goes on off-screen.

If I were to dump a lot of water into the cavern, would it eventually flood or would the water justg go off-screen?

I plan to make the waterfall with the above-ground river, so the water is endless.

Also, another question:
Exactly what is it that creates the "waterfall" happy thought? Is it the falling water being nearby, on every z-level? Is it the mist that is generated? Do the dwarves have to move through the mist?
>>
>>122759212
>If I were to dump a lot of water into the cavern, would it eventually flood or would the water justg go off-screen?
Both. It'll fill up while you're using the waterfall, and slowly go back to normal whn you turn it off.

>Exactly what is it that creates the "waterfall" happy thought? Is it the falling water being nearby, on every z-level? Is it the mist that is generated? Do the dwarves have to move through the mist?

I think it's just the mist.
>>
I'm clinically heavily autistic and can't play games that have no ending for various reasons. Are there any mods that could help me out?
>>
Update when
>>
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>>122760382
You're best off taking a challenge.
>>
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>>122760382
Are you able to cause yourself to lose?
>>
>>122760623
I said autism but it's more a case of advanced disruptive behavior that goes well beyond autism. It's not possible for me to play this without any sort of ending.
>>122760830
I can lose without any problems but it gets dangerous if I can't win.
>>
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>>122761052
You can never win DF, it's not hard to build a successful fortress that will endure until you get sick of it and cause it's destruction or retirement.

There is no win state, and I've not heard of any mods that would add one, unless you facy playing an adventurer until he dies of old age and call that winning you're out of luck with DF I think.

Which is a pity (for me at least), because it'd be fascinating to see what you'd resort to when you're stuck with a fortress that's eliminated every danger that could cause it's extinction.
>>
>>122761209
A game like this is pure heroin for me. I guess I will need to wait till it's finished and hope something like an ending will be implemented.
>>
when's the next patch coming out senpai ?
>>
>>122759212
I do this every fort. The water will just flow off screen and you shouldn't need to worry about your cavern filling up. It will also spread out and evaporate. YMMV of course.

Second, "Sprayed by mist from a waterfall, which dwarves find relaxing." - Wiki
>>
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>>122761360
Don't count on it, the game is intended to be a fantasy simulator that will endlessly spit out unique narratives. I get the impression Toady doesn't really care for "Everyone lived happily ever after, you win!" as an interesting and unique narrative.

So what is it you're concerned about, you've aroused my curiosity now; what will happen when you're 25 years into a fortress and nothing is a danger to it any more?

>>122761594
You can also carve a fortification at the edge of the map, if you want a drain at a specific level or location, water will pour through it freely.
>>
>>122761360
>wait till it's finished
anon this is a permanent beta game, like space station 13
it will never be 'released'
>>
>>122761685
I will not stop playing, forever. Or at least I will never play another game again. To make ease with my mind I need to know I beat the game.

Having a nearly perfect forrest that is 25 years in without problems may or may not be enough to ease my mind. I can't take any chances with this.
>>
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>>122761935
The game is so easy to beat, we have to make it harder for ourselves, or start making crazy shit just for the sake of it.

It's much more a simulator than a game, I don't know how that's going to interact with your issues, if beating the game is what you'll focus on.
>>
>>122761935
Use the game to work on you. Maybe this is the game that breaks your cycle and allows you to enjoy games less pragmatically.
>>
>>122762268
I don't know either. It seems shallow but if I could add in an ending screen everytime you reach at least a certain year before dying I think it would be enough for me to enjoy the game.
>>
>>122762510
Christ you weren't kidding

You are literally autism
>>
>>122762268
What`s the difference between orange magma and deep red magma?
>>
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>>122763149
Deep red magma is a pool of it on the floor below, the orange magma is a wall of it on your current floor that probably extends upwards.
>>
>>122763007
I didn't add clinically for nothing. It's even worse than just mere autism. I can't leave a bathroom without polishing my nails for example.
>>
>>122763347
Do you take meds?
>>
>>122763465
Yes but only if there is no way to reason with my mind anymore.
>>
>>122763347
Damn son, I thought you were kidding

That sounds like some pretty severe OCD or something. You could try setting goals for yourself that you can stop playing and consider the playthrough beaten if it helps.
>>
>>122763586
You sound like a pretty interesting dude, I'd hate to go without seeing what your autism looks like in game.

Can we keep him /dfg/? I've got no idea how to go about triggering a win state for this guy, but I would dearly love to help him hang around.

>>122763736
He's going to need a hard trigger put into the game, it sounds like he's not going to be able to tell himself "It's the year 3001, that's my win state" and stop playing.
>>
>>122763736
>>122763942
I'm probably just gonna go with my idea to add a custom ending screen if some certain conditions are met. I don't think it will be too hard to mod something like this into the game.
>>
>tfw 3rd cavern layer is 30 z levels high
>4th year of fortress and fps dipping down to 40

Y u do dis
>>
>>122764292
Maybe a population-linked ending? DF tends to process really slowly with a large number of dwarves anyway, so calling game over if you hit, say, 200 pop wouldn't be unreasonable anyway.
>>
>>122765086
That sounds reasonable enough.
>>
>>122765086
>>122765443
Well if he's ok with calling his own ending, why not tie it to year instead?

Gen a world to the year 1000, and call it a win state when you hit 1024 or whatever?
>>
>>122765751
I just thought having a high pop would be a (very very rough) measure of success, I mean there's a chance you survive for 24 years but only have 5 dwarves left due to FBs tearing everyone apart and tantrums

but no doubt that would work too
>>
>>122766732
Yeah. Also, a fort with a vamp or werebeast walled in somewhere is guaranteed to keep running forever.
>>
>>122766976
We're going to struggle to give him a challenge with rigid win conditions, since we can't give him any wiggle room in his personal interpretation of them, I suspect.

DF is too easy to game to have challenging win conditions.
>>
>>122765086
how big has been your max population /dfg?
>>
>>122767463
170 roughly, it was pretty bad.

This project didn't help my framerate much either.
>>
>>122767463
180 or so
wouldn't be hard at all to go higher in terms of food/booze/clothing/housing, I just set the cap to try to preserve FPS so I could play the fort longer
>>
>>122767463
86-94

This is year five, and my fps is still ok.
>>
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http://www.mediafire.com/download/i4nrnallber2ycs/582_dwarf_fortress.rar

Just in case anyone is curious about large populations. It's a grim hole in the ground, but it's got an impressive population and a reasonable framerate.
>>
>>122767463
~60 with a cap at 80. Trying to get some sieges.
>>
>>122769485
I find the migrant tend to slow as you approach your pop cap, usually when I set it to 80 exactly I'll get to ~75 and then they trickle in really slowly. if you want sieges sooner you might be better off setting the cap to 85 or 90
>>
>>122770102
Thanks for the tip.
>>
>>122770307
I could be imagining it, I don't know, it just seems that way
>>
>get a sudden message of a dwarf's death
>wtf? What happened? Nothing here in the combat logs

So I go check legends - this guy just dropped dead of old age in the middle of hauling something out of a barracks. No one even seems upset. Just like oh yeah, Alben? Dude was old as fuck. That's the first time that's happened to me
>>
>>122771803
That reminds me of the time I tried to show Adventure Mode to a friend of mine. I go out into the wilderness to show him combat and a Necromancer is chillin' at the edge of the map. We start moving towards each other for battle and about half way he drops dead. Go to see that he dies of old age on his way to fight me. Needless to say my friend has been hooked ever since.
>>
Victorianon here (I liked that nickname)

Small update coming soon if anyone still cares. It's a small update to clothing, specifically Elven (Ottoman) and Dwarven (Russian) clothing, so you can now see elves going around in Ottoman clothing with weird names, the same for dwarves but with Russian clothing.
>>
>>122772995
>Victorianon here (I liked that nickname)
nope, ur Napoleanon
>>
>>122773710
k bby i luv u
>>
So if I wanted to start herds for leather, what'd be good steps? I've seen turkeys suggested, but you have to keep the eggs locked away or none of them will hatch. What about keeping one laying/ageing pasture and one breeding pasture?
>>
I want to experiment with metals for Victorian Mod.

Anyone got any ideas for new metals to add? Fake metals that were believed to exist in the 19th century are acceptable if there are any.
>>
>>122775254
Pigs, can't milk turkeys.
>>
>>122775469
Don't know about new metals but I'd make it so that helmets (and maybe breastplates) can be made out of brass, lead for shot, iron for cannonballs.
>>
Does anyone else do a vegetarian fort? I don't raise animals and only pen the pets of my dwarf brahs.
>>
>>122776143
lead and iron musketballs are already in and cannons can't be made as far as I know.

Brass as an usable metal, on the other hand...
>>
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>>122762432
This.

I'm not as ocd as EndAnon but I am a Legendary +5 Sperglord and I used to get un-fucking-believably angry at games. Broken knuckles punching the floor, bruised my legs to shit beating on my thighs, destroyed numerous games, controllers, etc.

This is the game that fixed that and helped me grow the fuck up.

Dying due to stupid mistakes I made, my own stupidity, things out of my control, accepting it and hitting "Save and Exit" or "Finish" and going back to "Start" again really is fun.

The win condition is beating the interface and being able to see what is happening, and do what you want for the most part.

If you're there already, Congratulations!

If not, keep at it, you'll get to it eventually.

>>122772995
Victorianon or Napolanon were both awesome, and clearly refer to the same anon (almost said dorf, hah) and good, sounds like I need to see if I can figure out how to draw an ushankas.

Though my next project is, now that I just figured out how to get my custom files installed as proper x11 cursors, I'm gonna make one with dorfs!
>>
>>122775254
I am a fan of llamas and alpacas. You can milk them, shear them, and when butchered provide good meat and leather.
>>
>>122776487
>>122775576
You think the milk is worth it? Pigs don't graze, which is nice, but don't turkeys breed faster? Llamas and alpacas do have wool, but I figured that if I wanted wool I'd go for sheep.
>>
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>>122776192
My dwarves are mostly veggie, but we keep livestock in case of lean times, and slaughter any migrant animals because they're useless layabouts.

Why not go further, Vegan Fort?
>>
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>>122776693
>You think the milk is worth it?

Aye, what of it?
>>
>>122776693
Milk is a good source of extra food if you use it for cheese. It's not really a necessity though. I suggested llamas and alpacas also because it only takes a year for them to grow up and because they don't need that big of a pasture either. They are just a versatile creature when it comes to the materials they produce.
>>
>>122776762
I've toyed with modding it so dorfs get all sustenance from booze ([NO_EAT]), elves are pure cannibalistic carnivores ([NO_DRINK]), while goblins do need to eat to help control populations in adventurer mode.
>>
>>122776762
I do that with migrant animals as well. It helps with the mood/bone needs as well. I just killed a FB and they butchered that so I have a ton of that meat. I'll think about veganizing my dwarf brahs...
>>
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Hey guys, I'm about to play DF for the first time in a while. Haven't played a ton of DF.40, but I played the hell out of .34. Any huge new changes I should be aware of, other than BIG TREES?
>>
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>>122777721
Jumping, climbing, combat/movement speed aren't linked anymore, the world keeps progressing as your fort goes along, stress/eustress instead of happiness, tons of emotions (119?) instead of the old system, lots of old fort defenses are obsolete due to climbing/jumping, stepladders, fruit can sustain a fort by itself, lots more.
>>
>>122777721
Gay marriage.
>>
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>>122779231
The little shits are lucky if I notice what gender they are, not impressed by them rubbing beards with the wrong dwarf.
>>
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>>122779379
Dwarf The Rapist shows you their orientation, so if you want to make a pure christian fortress then you know what to do.
Also your animals can be gay/asexual too so don't be suprised if your pigs refuse to breed.
>>
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>>122779941
As long as my stud releases spores, he can stick his curly little dick wherever he wants.
>>
>>122779941
>spiritual bond

God dammit Urist, it's called quantum entanglement. We've been over this.
>>
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>>122780124
Nope, a gay animal will not breed, also they no longer release spores afaik, they need to be next to eachother, but I may be drunk and wrong.
>>
>>122780338
You're not wrong. Reproduction via spores is no longer a thing.
>>
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My arena is finally finished. Now I know where to send any troublemakers.
>>
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>>122780416
Another 'bug' I'm going to miss now it's gone forever.
>>
>>122781352
Oh man. That reminds me of the earlier versions of .40 where birds couldn't path properly with the multi-tile trees so they'd just fly right into them and explode apart.
>>
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>>122779098
>>122779231
Thanks guys. Hopefully I don't get overwhelmed with new shit
>>
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>>122784185
There's not too much, and the game is easier than ever before at the moment.

Which I don't mind too badly, as long as it doesn't stay this way too long, I'd hate to see tantrum spirals banished to the 'Fixed' list.
>>
>>122781554
that reminds me, did he ever nail down the subterranean infant armies bug?
>>
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>>122474686
>oh hey, you wanted to try that game out for a long time, let's get into it
>Getting_Started_with_Dwarf_Fortress.pdf
>236 pages
>getting started
>>
>>122787194
>Reading bullshit PDFs on the internet

Just read the quickstart guide on the wiki
>>
>>122787352
>>122787194
>reading shit
just go die over and over until you figure it out, there's a short help guide in the game itself.
>>
>>122787194
>he actually thinks the tyson book is required to play the game, rather than a silly curiosity
>>
>>122787194
Beats the filth out of an 80 hour video tutorial.

>>122787442
>just go die over and over until you figure it out

This is the best way, grueling though it can be, all you need to do is not get discouraged and keep trying new solutions.
>>
>>122787194
You need a baptism by Captnduck.
https://www.youtube.com/watch?v=koZUS2h-Yzc&list=PL1277124A5EE12F05
You'll go for the tutorial, but you'll stay for the comfy DF music and accent.
>>
>>122787692
>Beats the filth out of an 80 hour video tutorial.

Which you don't have to use either.
Those tutorials are hardly that long anyway. That seems like such an exaggeration. Maybe a whole series could end up being that long but an hour or so is enough to explain the basics.
>>
>>122780752
why didn't you haul those rocks out?
>>
>>122788020
Do people actually bother with that? I have a few guys shitting blocks, and assume that the turn will come for those stones eventually.
>>
>>122788205
doing a quick d-b-dump helps things get tidy, and if you have like 20 idle dudes lying around it's done lickety split.
>>
>>122787959
>That seems like such an exaggeration.

Not enough of one, you know how slowly some of these people will go through things, and then they get distracted with being an epic LP youtube personality.

I'd rather read through things at my own pace personally, I abhor this trend towards slow as fuck video tutorials for everything. Not that I used either, Mayday's graphics pack and no internet connection was all I used.

>>122788205
>Do people actually bother with that?

I'm in the habit of setting up a minecart quantum dump these days, so they're not moved all that quickly but they'll end up next to the mason sooner or later.
>>
>>122788304
If I order my militia to stand at the bottom of the dump pit, will they get trained by the falling rocks?
>>
>>122788498
If they don't die then yeah, totally! I once killed an ice forgotten beast by dropping a bunch of worn-out clothes down a hole and onto its head.
>>
>>122474686
Does Dwarf Fortress offer music now or why am I not seeing recommended ambient music for DF in the OP pasta?
>>
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>>122788665
Dwarf Fortress has always had music.

I suspect there's no suggested music in the Op because we're all faggots with horrible taste in music, and have politely decided not to bother inflicting it upon others.

https://www.youtube.com/watch?v=71gI8xMfJO0
>>
>>122788665
>needing anything other than the game music
there's two whole tracks anon, including one for gameplay.

>>122788635
>>122788498
yeah is weight still wonky? I've had dorfs killed under falling wool mittens.
>>
Am I the only one who automatically identifies any MaxTM post even when none of us is namefagging?
>>
>>122789204
Who is MaxTM? Some bay12forums fag?
>>
>>122788958
>not listening to michael jackson while playing DF
>>
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>>122788635
>>122788958
What did I expect?

I'm lucky everyone survived.
>>
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Do the stepladders in Myne look out of place, or is it just me?

I think it's their graceful thin lines, compared to the fat blocky everything else.
>>
>>122789204
Nope. He has a particular way of naming screenshots, he uses those weird tilesets(which he also started a thread about on the forums), and he often does cool shit with dfhack.

>>122789258
He also keeps doing this when he realises that his secret identity is in danger.

He has also admitted that he owns multiple fedoras.
>>
>>122789680
>He also keeps doing this when he realises that his secret identity is in danger.

Doing what? Asking who he is? I'm asking an honest question and you're going full conspiracy theorist on me. I have no idea who that guy is. I've seen him mentioned before this instance like one time.
>>
>>122789316
I prefer Dubliners.

Cajun music also fits DF pretty well.
>>
Am I the only one who thinks Putnam is an asshole?
>>
>>122790446
I don't know very much about bay12 culture. Would you mind explaining? I know he's some kind of modder.
>>
>Check Wiki guide on FPS
>Do everything it says, reaching the point of disabling temperature and weather for sciense
>Download modest mod accelerated
>FPS still goes down to 30 after the second migger wave and even further down as they keep on coming

help, I want to play dorf at work with my laptop
>>
NAPOLEANON!!

I admire your effort, but I must still inform you that you are a faggot for editing your raws in excel. They became a clusterfuck when I tried loading them in notepad, and in the end, I had to edit them in OpenOffice calc, which I'm not used to.

Why? Because you've never bothered adding [ADVENTURE_TIER:x] to your civs.
>>
>>122793249
>excel
I'm editing them in Xubuntu's notepad, anon.
>>
>>122793001
What's your embark size, general fortress layout, population and do you have much flowing water on site?
>>
>>122793498
3x3
I try to keep it all compact but comfy on a single z level (except for farms, which are on clay)
FPS goes to shit at around 35-40 dwarves
A brook
>>
>>122793001
>Download modest mod accelerated

Has there ever been tangible evidence that it reduces frames by taking away the variation of materials? All I've seen has been anecdotal.
>>
>>122793354
>>122793249

Also, I'm checking around and the [ADVENTURE_TIER:x] tokens are there.

You sure you downloaded the latest version?
>>
>>122793607
Do you have wide hallways and lots of mining operations?
>>
>>122793801
only 4 main 3 tile wide hallways and a lot of 2 tile wide ones. Currently no large mining operations, I got too many rocks and ores around.
>>
>>122793889
Upload your fort.
http://mkv25.net/dfma/
>>
>>122794525
I abandoned it a few mintues ago out of frustration

sorry
>>
>>122793761
>>122793354
>>122793249

Plz respond, I want to fix any mistake I made
>>
>>122795590
Well, the mistake was probably on my part, sorry.

I simply missed the tokens.
>>
maces or war hammers?
>>
>>122797737
Hammers.
>>
>>122798013
any reason besides it looks cool ?
>>
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So yeah, I had an idea, not sure why it hasn't been done yet, and I think I'll need to add a translucent background to some of them, but it's cooler than I thought it would be.

>>122789204
>.> I have one that I wear if it is cold but not cold enough for my beardhead thing, I mean he has, I mean, fuck!

>>122789258
>>122789816
^This amuses me.
>>
>>122798247
Lots of testing by dorf fort players has shown hammers to be probably the best all round weapon.
>>
>>122798437
Hey Max, do you have the small version of your Curses+1 tileset around?
>>
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>>122798606
I have no idea what you're talking about, but is this what you're talking about?

Wait, I just realized I need to name the hand to ptrhand or some shit don't I? damn xorg and all the silly shit included.
>>
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I added a lot of crap today and fixed the gunsmithing reactions on Victorian Mod.

My autism is happy
>>
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>>122798247
Smaller impact area, meaning higher force applied.
>>
>>122798438
I thought the best weapon against living creatures in non-evil climates was the axe?
>>
>>122799271
I think the axe is the best bladed weapon, but hammers are the best overall, as long as they're made of a suitably dense material.
>>
>>122798437
>^This amuses me.

Why is that?
>>
>>122797737
A mixture of both. Maces for the higher area which leads to faster pulping and hammers for their greater armor penetration.
>>
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>>122800101
Because it is confusing as fuck to everyone else who doesn't know there isn't a (You) by those post numbers.
>>
>engravings all over my walls of elves killing goblins during various campaigns across the southern glacier
that's cool and all, but why elves, ugh.

is it possible to come across these sieges taking place in adventure mode? that would be pretty rad
>>
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>>122801410
Just look for a few asterisks that keep dancing around the same general spot and drop out of travel mode before bumping into them, then get closer on foot.
>>
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>>
>>122802743
neat
>>
>>122801410
I've only gotten into one once.

It was when I heard that some goblin was marching upon a human city. So I went there and waited.

I've forgotten exactly how it played out, but I think it was something really disappointing, like the gobbos just climbing over the castle wall without any humans giving a fuck, then entering the hall and subsequently running away from the unarmed lord.
>>
>>122762268
>It's much more a simulator than a game
What? How is DF not a pure hearted game?
>>
>>122803051
Because the simulation always takes priority over gameplay.
>>
>forgotten beast appears
>ohshit
>alert all the dwarves to move to savety while walling off the mines
>wall is done
>check units
>Forgotten Beast wandered off the map and left

Well that was anticlimatic
Is it likely to return? Will I get another pop-up?
>>
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it's been a while, is it normal for a lone gob to get this level of fanfare? ...and he's marked as friendly.
>>
>>122803248
This is wrong. Also simulation aspects don't make it a simulator, it's still a pure hearted game.
>>
>>122803332
I don't think they just leave, it's probably wandered into a part of the caverns you haven't revealed yet.

It'll pop back up from time to time.
>>
>>122803580
Ah, that's possible.
>>
>>122803693
I had a FB that couldn't get into my fort from it's cavern, I just let it roam around fighting random wildlife for a while until eventually a Blind Cave Ogre finished it off.
>>
how can a play as a fort that does nothing but kill elves and sell their body parts of money?
>>
>>122803568
>pure hearted

What the fuck does that even mean?

You're welcome to disagree, but it'd be nice if you had something to say about it other than telling me I'm wrong.
>>
>>122803402
*she.
>dwarf cancelled drink: interrupted by goblin
she's just swimming in the bay.

time to set up dat militia anyway
>>
>>122803847
You'd need to mod elves to be butcherable and I guess change dorf ethics to allow the butchering of sentients.

Then just go live near some elves I guess.
>>
>>122803992
Keep an eye out for the next full moon.
>>
>>122803402
I think that happens if a werebeast shows up but doesn't get detected until after it's reverted back into its non-beast form.
>>
>>122803878
You can call any game some form of simulator, that doesn't make it true.

Nothing can describe DF better than pure hearted game because it's pure gameplay. Also where is the simulation aspect above the gameplay in any way?
>>
>>122804020
how do i get people to buy the elf meat though wont they know its sentient meat?
>>
>>122804165
>Also where is the simulation aspect above the gameplay in any way?
It's pretty simple: whenever someone calls DF a simulator, they imply that it's boring.

Remember that "game" means "fun", and "simulator" means "chore" for most people, and the terms are loaded wih these meanings when applied to DF, too.
>>
>>122804675
Dunno, you could maybe sell them elf bone crafts.
>>
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>>122804165
It's possible to settle in range of a goblin, human and elf civ, and not get any sieges of any sort because your nations are at peace. The simulation is inhibiting one of the primary sources of Fun for a large portion of the player base.

Tracking irrelevant details like the types of leather is another, it would be far simpler sorting through your stockpiles if you only had the one type, but the gameplay there has to take a back seat to the simulation keeping track of precisely what leather you've made your shoes from. Gameplay wise it'd make far more sense if your stocks just showed that you've got 5 leather shoes.

'Gameplay' is a tricky term to use for discussion though, everyone seems to have a different definition for it. I don;t have a great one myself, but the input you apply to DF is frequently tedious (Making 80 bedrooms for example), developers usually aim to improve this 'gameplay' by simplifying it significantly so that the player is doing less boring work to make the game seem more fun. See the 'Awesome button' approach to Mass Effect.

>>122804724
>they imply that it's boring

Fuck off, simulators are fucking brilliant when they're done well, don't put your pleb implications in my mouth.

Pervert.
>>
>>122805339
All you named belongs to the gameplay. It defines how the game plays. It's just one aspect of the gameplay. Gameplay doesn't imply simplicity at all.

That other anon is kinda right. Simulator is kinda used overwhelmingly as a negative term for a subgenre of boring games or joke games, it definitely doesn't stand as its own thing as long as the product is still a video game and not a literal simulator, be it a some sort of mechanical construct or a program.

Whole argument is just a misunderstanding. I'm not saying I'm right or you're wrong, I'm just saying the simulator is the gameplay itself, and it's very fun and addicting.
>>
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>>122806604
That's why 'Gameplay' is a horrible weasel word, it means far too many things to be a useful term of discussion.

I'm not at all critical of DF when I say the simulation takes priority over the 'bookread', I much prefer a game to favour the mechanics of the world over a simplified 'foodeat' that's ostensibly for the player's enjoyment.

Except the leather, that shit's annoying for me when I'm trying to clean up after a siege. (I know there are mods for it, but Toady's vision man! I can't break away from that.)
>>
>>122807141
So when you breach the super fun stuff does the tide of bone and blood ever stop or does it just keep coming till your fortress dies?
>>
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>>122807451
People have built fortresses down there.
>>
Is the starter pack a good idea? It comes with a shitload of utilities.
>>
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>>122807807
Pic related is exactly what will happen.

(by the way, what the fuck is wrong with the captchas? they told me to select the flowers, but there were no flowers, so I selected bowls with candy instead, and it worked)
>>
>>122807451
A big fucking wave spawns when you breach but it is possible to survive it.

Clowns will still wander in from the edges of the map, however these won't necessarily path up to your fort and will just mill around down there unless offered a target.
>>
>>122808110
I'm kekking hard at this. Gonna go completely vanilla except for enhanced ascii then.
>>
why cant a settle at the top of a mountain and dig into it from the peak or near the peak isn't that what dorfs do make glorious mountain forts?
>>
>>122808110
but wont that happen even if you dont use the starter pack?
>>
>>122808110
that's bullshit, therapist and some simple tilesets like JLA or the one that squares up the acsii is just fine. I have no idea what twbt is though
>>
>>122809013
>Dwarf The Rapist
>Not dfhack's job managing tool
>>
>>122808274
>why can't I
because you're bad? nothing is stopping you but your mountain peak is just gonna be a flat plain because mountains are bigger than a tile.
>>
>>122809171
you cant embark on red shit dumdum it says cant embark there
>>
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>>122809013
CLA is god indeed.
>>
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Any more based art like this that captures the feeling of the game?
>>
Requesting that story about some dwarf getting his skin replaced by some kind of metal or other strong material and becoming an extremely powerful terminator like warrior.
>>
>>122809394
>>122808370
If you have dfhack, you can use 'embark anywhere' to embark anywhere. read the thread on bay12 or wherever so you don't fuck stuff up, like embarking on a site.

On a related note, I know dfhack has extensive documentation but my autism wants proper man pages in the program
>>
I feel like embarking near 5 necrotowers for my second fortress was a mistake, now I have only two industries - food one and cage production. Too much fun for me. Two legendary carpenters just keep producing masterpiece wooden cages.
Oh, and can I sell caged undeads? It would be fucking hilarious to sell undead elves, raised by a dwarf, back to elves. I even would bother producing some copper cages for this shit.
>>
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>>
So I didn't realize I had to clean up my corpses so dwarves didn't constantly get horrified by them

But even since they've stopped getting horrified their stress is still climbing and there's nothing I can do that seems to help

At this point I might as well just dig too greedily and end it all
>>
>>122817518
Are there still body parts lying around? a severed goblin ear stuck up in the branches of a tree is enough to horrify someone who walks past it
>>
>>122817797
they get horrified by goblin bits? that doesn't seem very dorfy. that ought to brighten their day.
>>
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>>122818549
they're fragile little creatures sometimes. most of this was from walking past a couple noses, heads, and hands stuck up in trees that I didn't notice in my cleanup
>>
>>122824002
alright, I have to ask how you got all that stuff stuck up in the trees in the first place. catapult induced goresplosions? were they already up there and got sniped?
>>
>>122824297
It just seems to happen when creatures get maimed by sharp weapons. Noses, ears, necks etc. will fly comically large distances, mostly upwards but a few squares laterally as well. If you have squad full of non-blunt weapon users take on a goblin invasion, you'll probably see body parts flying all over the place
>>
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>>122824876
ah yes, I have seen that happen. as well as similar things.

I forgot how ridiculous combat could be; I spent too long cheesing ranged.
>>
is picking fruit a different designation from gather [p]lants? I can't figure out how to make it happen, now I have my all important stepladder.
>>
>>122827435
I don't know the details of how it works exactly, but if you have an active "gather/pick fruit" zone with fruit trees in it, you should get fruit.
>>
>>122827435
You set a zone for picking fruit.
>>
>>122828316
>>122828305
cheers
>>
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This guy's likeness just showed up on the back of a coin I had minted. ladies and gentlemen, we have a spy in our midst
>>
>migrant wave doubles my population
>at least half of them have competent to professional level weapons training
I'll be naming this squad the Daesh Dodgers.
>>
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>>122814771
I think they run the risk of just buying the cage and freeing the undead, as I recall.
>>
How do I get my planter to build his farmer's workshop? The labor is enabled, I have the materials, and he has a clear path to the designation. I don't know what's wrong.
>>
>>122831826
Planters have the farming skill enabled, which isn't a skill that uses the farmer's workshop

Enable Plant Processing
>>
>>122832021
okay thanks
>>
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THIS IS MY WORLD NOW

I DON'T KNOW HOW TO STOP IT

BUT EVERYONE'S GETTING MAD

MY CARPENTER WAS HAMMERED TO DEATH FOR THE CRIME OF ASSAULTING FOUR DWARVES

THE GUILTY PAY THE PRICE

DEUS VULT
>>
>>122832930
maybe report it as a bug?
>>
>>122833345
I guess I should

I just now fucking atom-smashed all the corpses so if that doesn't do it then I'll report it
>>
>>122833345
Nah, that's a feature, I think.
4 solutions I know of-
>find a way to hide or destroy the bodies using machines
>find a way to hide or destroy the bodies using your military
>embark somewhere you won't get big sieges
>deal with a tantrum-y fort
>>
>>122833729
There really should be some incentive for cleaning up corpses after a big battle; it's kinda ridiculous how you usually just keep them in a big pile by your gate.

But the way the game pressures you to clean up is dumb. Your dwarves shouldn't constantly get terrified by seeing the same dead goblins over and over. Maybe just have full corpses create miasma even outdoors?
>>
>>122833973
Well I like to let merchants come right into my fort and if I leave the bodies out they'll get spooked, so that's a bit of incentive I guess.

But overall I agree. I think a happy medium would be some sort of wagon tool that could be used by a dwarf or two to collect all of the corpses in question quickly, although I guess it's unrealistic to hope for anything like that anytime soon. It would be nice to have 2-3 designated "nasty stuff" hauler dwarves, maybe former militiamen who are already hard as nails, but to do that right now would mean that cleaning up after a siege would take ages
>>
>>122834459
Do you actually still get big sieges in v40?

Biggest I've had is only like 20 gobs.
>>
any of you silly anons know how to induce dwarves to breed?

playing no migrant challenge atm and while I got the two compatible breeding pairs married within a year, after 3 years there's been only one birth. does it work the same as any other animal?
>>
>>122834840
Yeah. If you embark right next to a well-populated dark fort you'll get big invasions, sometimes 50+ with multiple troll squads, and repeated twice per year. no mounts or weaponmasters though.

>>122834970
just wait, I think. getting them married is the tough part
>>
>>122833643
Ok Atom-smashing seems to have fixed it as stress levels are finally falling
>>
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>>122808110
>settings>quotes and replying>use legacy captcha

Don't tell the /v/tards, it amuses me to watch them struggle to pick out all the sandwiches.
>>
Some anon said that Dwarf Fortress is easy. What did he mean by this?
>>
>>122837986

Once you understand the basic concept surviving is not difficult.
>>
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>>122811679
Depends what you think the feeling of the game is.
>>
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>>122812912
It's pretty much all bollocks, FYI.
>>
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>>122837986
>>
>>122837986
he means the learning curve fucked by the godawful interface and the bugs you have to learn to work around
>>
Why are zombies fucking ninjas since that update.
I though pulping woulf make fighting zombies easier, but instead it mostly just reduce the number of corpses that can be reanimated in the first place.
What's more, zombies wreck my shit instantly ob the first hit.
I got destroyed by a zombie squirrel, and elven soldier zombie could get past up to 8 weapon trap with 10 serrated disc each, deflecting 30 attacks at once at each step with their weapon and dodging everything until the trap get a lucky hit, cutting a leg, greatly reducing their agility (Still able to deflect like 20 attacks at once though).
While dodging they sometime jump back so they have to go through it again, sometime they keeping jumping over the traps for like 5min.
Ninjas I tell you.
>>
>>122839003
What do you mean? Was the DF shilling real all along?
>>
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>>122841530
>shilling

I don't know whether I hope you're misusing that word intentionally or if you've not got the faintest idea what it means.

Everyone wants to be known for telling a good story, too few people care how true the stories they tell are. DF is ripe territory for the unscrupulous, when even the veteran neckbeards have to debate how possible something might be.
>>
>>122841885
Where is your evidence for ruining that story though?
>>
>>122842025
Dwarves will die without their organs, losing skin makes them more susceptible to infection, sutures and other medical attachments aren't even considered by combat mechanics.

I don't doubt what the player saw, but there's a fucktonne of embellishment going on, the core events he describes when you strip away all those embellishments are more easily attributed to an incredibly skilled dwarf in combat than due to the attentions of a medical team.
>>
>>122841885
>the worst part about this was that the dwarf grew incrementally stronger over time due to the mechanics of the game

While this is partially true, there most certainly is a cap on the amount.

>A final reclaim attempt was done... Four legendary swordsman in steel armour

You can't raise a dwarf's skill to legendary in embark unless you used cheat engine or something like that.

>He was knocked unconscious temporarily, only to rise again

Highly doubt this, especially if the other dwarves had weapons. Falling unconscious is a death sentence. The AI will almost always target their head.


By the way, I do understand you posted this as an example of exaggeration in stories. I just wanted to point out some of the flaws in it.
>>
>tfw there will never be a dwarf fortress hack with a Dungeon Keeper 2 like interface
>>
>painstakingly connect wall grates to lever while my dorfs wait impatiently
>triumphantly throw the lever
>nothing happens
uh wall grates are supposed to open are they not
>>
>>122845191
Visually I believe they don't. But they do let water through while 'opened'
>>
>>122845310
they definitely disappeared into a wall or floor before, and they're supposed to let light, water etc through even when closed. I think my mistake was having them side by side, instead of having a wall on either side of each. so much for my dream of a 4 tile wide portcullis gate I can drop and shoot through. :/
>>
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>>122844202
>I just wanted to point out some of the flaws in it.

Your contributions are appreciated, together we can nitpick much more effectively!
>>
>>122803402
>Esme Buhissok
>A medium-sized humanoid driven to cruelty by its evil nature

Someone make this nerd an MGSV trailer title card
>>
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that's going to come in handy!
>>
>>122846384
>A cruel wanderer with a lust for revenge

[insert lensflare here]
>>
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>>122837912
Hell, I can't use the other captcha with my userstyle, just shows up as grey for whatever reason so I just found the legacy captcha while I was poking around trying to fix it without disabling it globally.
>>
>no water on map
>keep digging
>finally find some... on z level -50
>fortress is on z level 2
god this is going to be painful
is there any easy way to find an underground pool in the dirt other than digging everywhere?
my map is already clogged with tunnels going everywhere to find the aforementioned water
>>
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>>122847162
You only need a shaft down to it for a well. Dig a 1x2 or larger updown staircase to the water and designate the one right under your well spot to be removed, the other staircase keeps them from standing on it while removing it and killing themselves.

Build a grate at the bottom, well at the top, you're done.
>>
>>122848127
yeah but then id either have to build my hospital 50 levels below where everything is or just shit a well down there and have people leg it down and back up to give one wounded guy a drink

guess i could just make a pond but id need multiple dorks to prevent evaporation, though that way i wouldnt have a handy cistern for fun projects
>>
>>122848364
But your guys drink from the top of the well. Doesn't matter if it's 50z levels high
>>
>>122848492
WHAT
wells dont care how deep below the water is?
fugg thought it needed to be one level below it

though since the water source is in the caverns i dont think a grate would be enough

and wouldnt i need to get the water past the grate? wiki says it blocks wells
>>
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Gather around stubble'd ones, it's been a long time since I regaled you with the story of the best Captain of The Guard who ever lived.

It was an unexceptional fortress, perhaps wider and shallower than average, but lacking any noteworthy features. A wide and winding entry hall guarded by dogs and traps was considered enough to secure the gates, a fortress so young and modest had little to fear from serious attack so the gates remained wide to welcome migrants to swell the labour pool.

Cog Cattenled was one such migrant, we may never know what led her to this place, but I like to imagine it was from an earnest wish to enforce true egalitarian justice to the inhabitants of this lazy and carefree little hole. Fate had other plans for her and her fellow migrants however, they were ambushed at the mouth of the entrance by a goblin band. No defenders sallied forth to drive them away, the migrants were left to defend themselves as best they could.

Of the handful who came, only one survived without significant injury, Cattenled had an arm torn off with such force that her spine was damaged. With no knowledge of the hospital update this was potentially a lethal injury, even if she recovered, she would be disabled for life.

She was taken to a bedroom and laid to rest.
>>
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Seasons passed; Cog Cattenled rested, ministered by her fellow dwarves, life went on in the fortress as it became grander and richer. It seemed that she would remain in this coma for the rest of her natural life, I did not begrudge her the food and water required to keep her alive, but it seemed to me she could still be a force for good in the fortress.

I promoted her to Captain of The Guard, it was now her duty to ensure that punishments were carried out fortress wide. The mayor was informed that the complete mechanisms of justice were in place: we had the chains, we had a Captain of The Guard, and we had him ensuring there was a steady supply of criminals through a process of mandate violation. The seeds of prosperity had been sewn, and in time, they erupted into years of peace and production for the fortress under the vigilant slumber of Cog Cattenled.

To reward her devotion to duty, it was decided that the rich veins of gold would be plumbed, Cog had an appreciation for the valuable metal and we used it to floor and furnish her room. We never knew if she would be able to appreciate the gesture, we did it out of gratitude for the years of peace she presided over as she selflessly guarded a long list of pending punishments. The mayor had an irrational fondness for some trinket or other that no one cared to indulge him in, and he took out his frustrations at random through the fully functional process of law we had provided him, it seemed to placate his urges.

A silver spike was created.
>>
>>122848492
>>122849164
It will take longer to use them, though, since the bucket will need to be raised and lowered through all those levels.

Still, it beats having everyone go down to get water.
>>
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Cog Cattenled awoke with a vision and took on the single-minded mantle we are all so familiar with, a burning need to bring to our world an artifact she had witnessed from the other place, a need that will be sated or destroy the dwarf visited upon. She immediately left her bed, collapsed onto the gold block floor and started making her way towards the workshop area with determination.

A week later, she had reached the foot of the bed, and passed onto another section of the lovingly assembled gold block floor. The mind is an unwilling beholder to the vision of the artifact, but the body is a mound of limp flesh being dragged along with only one functional arm. We watched her progress with great sorrow, daring not to interfere with the vision, while also completely ignorant of her intended destination and powerless to assist.

Some months later she had reached the narrow confines of the hallway to her bedroom, those of you who have witnessed these moods will know what came next. Unable to complete the artifact she flew into a berzerk rage and immediately fell into a furious coma on the floor. Dwarves who had been heading to their slumber fled in terror at her unconscious wrath, but a young dwarf had been trapped in the confines of the narrow hallway, fearing for his life at the sight of this prone, crippled dwarf, he immediately set upon her and strangled her to death in self-defense.

We lost the calm judicious guidance that had seen our fort prosper, and the fort fell into lawlessness.
>>
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I took matters into my own hands, knowing that the mayor would do so if I did not, I refused to allow vengeance replace justice and set about establishing a fair and just rule of law as best I could for the sake of the fortress. Knowing that the child's actions would be harshly judged by the workers of the fortress, who Cog Cattenled had so diligently protected, I took him under my wing and got to know him and had him placed in protective custody.

He expressed a fear of being judged and watched by the fortress, said it was something that had been with him as long as he could remember, he felt that people were always watching him even before this unfortunate event. I also knew that he was far too young to face even a fair judgement from an angry population, so agreements were made for equitable treatment of him until he reached an age when he could be tried justly. I ordered the workers of the fortress to begin production of the material and construction of his protective confinement, a clear glass bedroom as the centrepiece of the new statue garden. So the population would know he was alive and well, that he had not escaped justice after damaging the rule of law, I'm sure you understand.

Fine though the accommodation was, I had concerns that it would be too spartan for such a young dwarf at a vulnerable stage of development. I saw fit to have Berim Tusung mounted in the cell for him to admire, I thought it would be good for him to grow up with an appreciation for the finer things in life. But sometimes I wonder if a part of me had a more sinister motive, to make him witness the artifice fruits of a process he had interfered with.

Mindful of his safety and security, I ordered that the lever attached to Berim Tusung could only be pulled by his own mother.
>>
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I considered hers to be the safest hand to place his life in, given the anger I sensed toward him around the fortress. I was correct, up until a point, that point was reached during a grand party attended by all of the productive members of the fortress. It had been a fine celebration, we milled aimlessly around the statue garden making new friends and strengthening the bonds of the fortress, such was our revelry that we did not notice that there was a dwarf missing.

The child came of age during that party, we turned to toast him with our empty hands and dry beards, that how we all came to be witnesses of the miscarriage of justice visited upon the fortress. The child's mother had apparently been waiting, she rushed into the garden and began pulling the lever repeatedly. I panicked and unlocked the door to his confinement, thinking to release him from the dangerous room, as soon as I did he started to flee for freedom from this confinement and I realised my mistake. The statue garden was full of the workers of the fortress, the very people I had promised to protect from the judgmental wrath of the mayor and his insane mandates, since the Captain of The Guard had done years before.

I could not let him be lost in the midst of this angry mob, I rushed to his aid and locked the door to his jeweled room, keeping him safe from the revelry of the mob outside. Tragically, he did not see what I had done in time, and rushed to press on the clear glass portal where he found himself confined once more. Worse still, this was the very tile I had seen fit to affix Berim Tsung, thinking to teach him the true meaning of dwarven craftsdwarfship. I do not know to this day what drove his mother's actions, she pulled that lever as though commanded to do so on repeat.

A silver spike with silver studs that menaces with spikes of copper is slow to kill, but after we wrested control of the lever from his mother, it was decorated with hanging rings of dwarven corpse.
>>
>>122850419
but grates block wells

and as soon as a flying FB boogies into the caverns id have to keep it locked forever

>>122850385
i laughed.
>>
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>forgotten beast slips through into my fort
>kills some dwarves, manage to lock it inside one part of the fort
>forgot this part was connected to a river cliff
>FB escapes to the surface
>starts burning down the lush forest

Fuck, at least the caravan made it into the fort just in time.
With a bit of luck I can make them do some damage to him once they leave.
>>
>>122852003
>get spammed "Something has collapsed on the surface!" every time a tree burns down
>there are hundreds of trees
>the game pauses every time

JUST
>>
How to get into this game? I remember before this version I used the quickstart guide but it wasn't enough and I had some serious trouble beyond the basics. Shit got really inefficient and I needed like an hour to figure out how to deal with the trader.

This time I'd like to prepare a little more in depth. What would you recommend.
>>
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>>122852083
DF/data/announcements.txt

Have a look for collapses and modify the alerts it does to suit you.

That sounds like it's going to need to be tweaked though, Toady can't very well leave people ignorant of collapses, or interrupt you constantly during a forest fire.

>>122850854
>i laughed.

Any criticism? I don't really write much, I wanted to have some fun with my embellishments.
>>
>>122852174
Honestly, I feel it's best to simply dive blind after learning the very basics. Then find fixes or improvements when you need to.

Keeps it fresh and more fun.
>>
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>>122852174
>What would you recommend.

Make your mistakes and attempt to live with them, discard your dreams of playing the game well for your first few fortresses.

You're doing much better than you think, just stick with it and avoid using guides until you're really stuck on something.
>>
>>122852185
not really, though by the end i got confused by what exactly you were doing in game.
>>
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>>122852278
>>122852249
>the first few hours of anything new, be it some new skill you want to learn or something other complex you need to figure out
I know it's always best to jump straight into the cold water and not to waste time on researching shit too much, but damn, I'm just fucking tired and want to have fun. Just wish I was more intelligent at this point to keep this shit to a minium.
>>
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>>122852465
I was writing with that in mind, I wanted to distance the story from myself as the player with this telling, to keep it all in setting. I feel sure the greentext version of the story is pretty dull given how much of the events are my own doing.

>>122852523
>Just wish I was more intelligent at this point

That's the nature of the beast at this stage, you have trouble just reading the game still, so getting to grips with solving the problems you're presented with seems that much harder. I recommend frequent breaks for your brain to recover, play something mindless for a bit while you absorb the lessons you've learned so far.

You're not at all stupid to feel this way, we all went through the same process. And now we kinda miss it, given how easy the learning curve is once you're over the wall at the start.

Have you tried adventure mode? Might be a nice change of pace if you'd rather not take a break to play something else, it's certainly a lot simpler, and you'll still be learning about DF in the process.
>>
I'm a stupid noob and need help. I've gotten pretty good at getting my farms set up and having healthy-ish industries.

My absolute worst though is meat. I've read the wiki and still don't fully get it. So can someone help by explaining the best way to get a meat industry going? I want to learn how to get them breeding and how to keep them organized so I don't just have tons of animals running around my meeting hall.
>>
>>122853236
You can use a pasture zone to contain the animals wherever you wish, breeding is something you'll have to leave to them once you've got males and females.

What kind of organization did you have in mind?
>>
Damn, whats that mod that lets you see multiple z layers at the same time?
>>
>>122853236
or you can just use turkeys
turkeys produce eggs withiout a male, and an insane amount of new turkeys with a male

you can also keep them inside.
>>
Can I play the game like Harvest Moon? Just minding the farms and the animals?
>>
>>122853778
It know it relies upon Text Will Be Text, so you're going to get more crashes with it, but I think it's just Multi Level view or something.
>>
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Looking through my Legends, I came across this. Is this kind of thing normal? Do vampires really just go on a murder spree if they're found out? Or did it take that many kills before the dwarven CSI finally connected the dots?

Other highlights include a goblin warlord that killed and ate over a hundred and twenty sentients plus a hundred odd livestock, and then was himself killed and eaten by an elf. This game is fucking brütal.
>>
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Oh boy, can't wait for my extravagant bracelet.
>>
>Toady is making a 64 bit DF
So, what would this improve, exacly? I am not well versed with computers, so I would like o know.
>>
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>>122853901
If you wall off the surface you wouldn't have much else to concern you.

It'd be terribly dull for most of us though, crops take care of themselves and animals only need selection for slaughter.

>>122854136
It's pretty staggeringly bloody in places, when vampires were first added they'd have a trophy from every kill. People were reporting killing vampires and them dropping hundreds or thousands of human hair rings and such.

>>122854246
The game will be able to address more memory at once, at present it's only able to use a maximum of 3 gig of RAM, IIRC. So it'll perform a bit better on large areas and such, but generally we're not anticipating any shocking improvements in performance.
>>
>>122853602
Well pastures are a bit strange to me. I zoned one on the surface and that didn't seem to work and I didn't bother zoning one underground since there was nothing for them to eat.

Ideally I'd want an underground place for my animals to live happily until I can slaughter them.

>>122853881
Do they have any special requirements to keep them inside?

Also, do they breed in cages? I assume not but it'd be pretty convenient.
>>
>>122855092
>and that didn't seem to work

Did you assign the animals to it?
>>
>>122855092
they breed in nestboxes a constructable building which only take one log or stone at a craftdorks workshop.

if you assign them to a pasture (preferably under the nestbox) they'll stay there forever..
>>
>>122855335
Is that something I have to do? Well I feel pretty stupid. Thank you!

>>122855517

Perfect! I was thinking I'd just trap them in a room and hope for the best but that didn't seem like such a good idea.
>>
>>122855662
yeah theyre p much perfect, i usually just dump them next to my farms and forget about them

word to the wise though, to get more turkeys you need to have a male turkey (a gobbler) fertilize the eggs i.e pen/pasture it alongside all the nestboxes with hens. he'll patrol up and down the pen and fertilize the eggs.

HOWEVER you have to forbid (mark an item to be not touched, you'll get the hang of it) the eggs as soon as the hen lays them otherwise your dorfs will grab them and not allow them to be fertilized

theres prolly a better way to do it but i dont know how. even if you just get the hens though you can just leave them forever and have a nice steady stream of eggs for meals.
>>
>>122856428
stick em in a room and forbid the door?
>>
>>122856428
>theres prolly a better way to do it

Arrange it so that you don't have any stockpiles to store eggs.
>>
>>122853901
You might be forced into some type of defense if you want to stay trading with neighboring Civs which would keep the farming comfy. Eventually a flying building destroyer might show up and be a real bummer.
>>
>>122854202
Damnit how do I get that screen for workshops again?
>>
>>122853901
Yes, if you dick with worldgen and choose your embark site carefully.
If you create a world with very few (or no?) semi-/megabeasts and embark on an island far from the mainland, the only threats you're likely to face are wild animals and FBs. if you stay out of the caverns you won't get any FBs, and wild animals aren't a real threat if you avoid evil areas.
be warned that it gets pretty dull, there isn't enough variety in farm play to keep it interesting for very long
>>
>>122860978
t, view building contents.
>>
>>122861234
Beautiful; Thank you.
>>
File: WorkingDorfCursors.png (274KB, 1920x1080px) Image search: [Google]
WorkingDorfCursors.png
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Anybody got any experience with X11 cursors or just offhand happens to know what the name of the little grabbing hand is?

I thought fleur would replace it, I've tried a grabbing hand, plus, cross, openhand/closedhand/hand1/hand2, move/left_ptr_move, and so far I can't figure out why it is still using the default cursor there.

>>122850854
| Staircase down
V
...

--- water level ---
----------------> # fortification
# <- grate --> [ ] <- open
[ ] <- open -> [ ]
[____________] <- open

Dig the u-bend first, have the grate installed so the water will end up above it.

Have the fortification carved into a smoothed wall and drain into the opening, then build a wall on the fort side (have a suspended wall in place if you want) and it should work. Put in a backup just in case building destroyers can take out a grate from right below, I forget if they can or not, but generally it'll keep it accessible and safe enough.

You could put a drawbridge down in the u-bend and raise it with some water trapped on the well side if you wanted, with a bit of planning you could have a rather large cistern there too.
>>
File: sinister.gif (136KB, 1771x918px) Image search: [Google]
sinister.gif
136KB, 1771x918px
bout to embark on this sinister glacier, any tips before the butthole puckering begins?
>>
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>>122862042
>what the name of the little grabbing hand is?

https://www.youtube.com/watch?v=1_rD1LeECDE
>>
>>122862042
>katana

nothing personal kid
>>
How do I mine down so there's no roof? I want to make a big empty pit
>>
>>122864435
Channeling
>>
>>122864435
d > h
>>
>>122862196
>.gif
>Spend minutes looking into the image

IT WILL EVENTUALLY MOVE, I KNOW IT.
>>
File: fleur.png (3KB, 48x48px) Image search: [Google]
fleur.png
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>>122864289
It isn't actually a usable set, I've been installing a ton trying to find one that has source which clarifies why that cursor isn't getting assigned properly.

I notice most of the comix/oxygen/etc ones are just packaged as the cursors while the random one-offs like the katana, uh... some starcraft thing, the CR one in the screenshot, and some other random ones all tend to have the .conf files. Unfortunately I still can't track down exactly why it isn't working completely. I thought it would be the fleur cursor there but no luck yet.

>>122862196
That's uh... useful?

>>122862180
Lube.
>>
>>122850679
kek
>>
>>122852465
He got pissed that the kid killed the Captain so he walled him into a glass room with a spike trap set to a lever which he commanded the child's mother to pull once he wasn't a kid anymore
>>
File: 1258581470987.gif (7KB, 436x482px) Image search: [Google]
1258581470987.gif
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>>122867314
I told you the greentext version of the story was rubbish.
>>
>>122862180
aaaaand i spawned not 15 tiles from 8 undead icewolves. gg. guess i'll have another go
>>
>>122868062
Yeah, that happens more often than you might think.
>>
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>>122868425
I remember when I did that and we arrived a handful of tiles from a stream full of skeletal carp and hippoe.

We survived about a month because the farmer/cook was a REALLY good runner.
>>
>>122868425
>>122868592
also something odd, as i spawned in and checked the units there were two human "prisoners" milling about. didn't screenshot it, any ideas?
>>
>>122867629
Yeah, the whole story was really nicely done and a funnier way of telling a significant event in your fort than a simple greentext would've been in this case.

Don't have any real complaints about it moshi moshi desu desu, thanks for contributing friend
>>
>>122868062
This time I spawned, an undead dog from my last attempt ran in, killed a yak before we put it down with minor injuries and then the yak's corpse did everyone in before we could carve out anything safe. Fuck the undead. I think I'm gonna play adventure mode now.
>>
File: 1281050813401.gif (4KB, 288x378px) Image search: [Google]
1281050813401.gif
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>>122869674
FYI, I'm not screencapping it myself and I've already discarded the txt file on my end, so save it if you like it, I already pleasure myself in here too often.

I've told it a few times now, I'll no doubt tell it again in the future, but not quite the same way again, keeps things more interesting for me.
>>
Victorianon/Napoleanon here

Got a long weekend, no work until the 24th and a lot of time in my hands.

Anyone wishes to see anything specific? I was going to remove some extremely fantastic creatures from the game (Dragons, for example).

No fun allowed in the Victorian era.
>>
>>122872732
How racist and bad would it be to add the Wandering Jew to my mod?

It was a really popular myth back on the 19th century and it's not hitler-level antisemitic (But people automatically think anything related to jews that isn't 100% good is antisemitism so yeah)
>>
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>>122872732
Yeah, dragons with no shields suuuuuuuuuucks.

I do prefer keeping steampunk shit out of it, but a bronze colossus could be converted into a clockwork golem pretty easily and kinda fit.

Hmmm, could you add mad scientists with a victorian theme? Just brainstorming.
>>
>>122872732
Forgive me if something similar is already in, but I'd go for a Prussian-style Orc race or something.
>>
>>122873612
Ogres are Prussians and Trolls are Austrians.

I can change the Ogres into Orcs if you all agree, though.
>>
>>122873697
Ogres fit, it just seems a bit weird having them not be an actual civ.
>>
>>122873317
What would he do?
>>
>>122873915
Walk around like a normal creature, maybe steal your shit because he's jewish.

Seriously, tho. He'd just wander around your map and do nothing useful because flavour.

You can always genocide them of course
>>
>>122874007
So like certain animal people in your caverns?
>>
I'm pulling together a small list of creatures I'll add in the next big release of Victorian Mod (Which hopefuly will come out this monday)

*Baba Yaga
*Wandering Jew
*Several household spirits (Vermin) that will appear on evil or good climates according to their folklore (If they are assholes they will appear in evil climates and viceversa)
*Black Dog
*Changeling (Basically a baby that roams around every so and then and looks human but can kick your ass)
*Wild man
*Nachzehrer (If I manage to find a way to find a way to turn people who die into vampires or something, this one isn't a 100% possibility of being added)
*Weisse Frauen (White woman)
*Fallen Angels
*Some cryptids
*Creatures believed to live in the Americas (Because why not)
>>
>>122875148
>*Wandering Jew
Wandering jew is pretty close to how kobolds work in the game.

>*Baba Yaga
Baba Yaga is the night trolls.

>*Wild man
The role of the wild men is played by trogs and animal people.

>*Weisse Frauen
Isn't that just a ghost? We have those, already.

>Nachzehrer
Actually, when Toady added the other night creatures, there were also plans for a creature like this, although it would arise after extraordinarily gruesome murders, and hunt down whoever killed them.
>>
>>122875760
I might rename trogs, yeah. But I was thinking about removing animal people, I was going to experiment with playing without them.
>>
>>122876067
Sounds good. "Troglodyte" is really stupid name for them to have anyway, since it, as it is portrayed in video games, is a remnant from DnD neckbeards making up stupid shit. While they are usually portrayed as "meme cavemen", the word really means just "cave dweller", and would apply just as good to the dorves.

Renaming them to "wild men", and having them roam the surface, would be an improvement.
>>
>>122875760
>>*Wild man
Make them gypsies.
>>
>>122874007
>>122874491
Sounds like gremlins, if they're still in?
>>
>>122876530
We already have a generalised "nomadic tribe" entity, which originates from refugees, who gets treated like bandits by villagers.

Few players actually pay attention this, though. That's the reason that most "bandits" won't attack you(As long as you only approach them in their camp. Their patrols are always hostile), and that some people get upset when you kill them.

In any case, the nomads already work pretty well as roma.
>>
>>122876409
Or turn them into Zulus.
>>
>>122877061
> We already have a generalised "nomadic tribe" entity, which originates from refugees, who gets treated like bandits by villagers.

*insert snarky socio-political commentary here*
>>
I have never had a use for a Quern because I had no idea what that even is, and now I have an artifact one. time for... powders?
>>
>>122877118
The elves would be more fitting, here. But Napoleanon said that he'd stick to European stuff.
>>
>>122877168
I was trying so hard to hold my tongue last night while playing in the same room as my wife, while my fortress was overwhelmed with way more migrants than I had infrastructure for, a strong third of which had unusually high level weapon skills. in the end I failed to keep it to my self
>>
>>122877462
Elves are already Ottoman, I just think Zulus are kinda ballin' so I keep suggesting them.
>>
>>122873317
>How racist and bad would it be to add the Wandering Jew to my mod?

Ask yourself, do you really care?
>>
>>122873317
How about instead of calling him the Wandering Jew, call him the Wandering Merchant?
>>
>>122878110
The whole myth revolves around the Wandering Jew being one of the jews that helped on the killing of Jesus, and he got cursed by god for being an asshole.
>>
>>122878000
>>122878110
I get annoyed with the endless antisemitism the same way I get annoyed with any of the background noise of 4chan.

Call him the Wandering Jew, or whatever the most original approximation is, everyone else will just have to put up with the historical authenticity.
>>
>>122878351
This x1000
>>
>>122878351
My post was more in the sense of "do what YOU want", but if you want to make it about >muh antisemitism, then whatever floats your boat.
>>
>>122879105
>>122879105
>>122879105
Thread posts: 755
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