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/dfg/ - Dwarf Fortress General

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"Somehow there was a civil discussion about antisemitism in the last thread" edition

Previous thread >>122474686

>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!
>>
>>122879105
I still get a kick out of that picture that I used for the OP.
>>
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>>122879196
Animate it.
>>
Can miasma ignite if exposed to hot enough temperatures?
>>
>>122845452
update for anyone who might be curious/want to do the same, my dream is not dead! Vertical bars can be freestanding, or at least don't require a wall on either side to be operated via level; you can make a several tile row of them that will all simultaneously slam shut while still allowing your dorfs to shoot through it, or let water/magma/probably kobolds and whatever else through.
>>
How do i make this shitty game fun to play? After the initial year everything is a cakewalk and forgotten beast fall to single squads of dwarves. Usually i only one dwarf find it first and takes it to town on his own.
>>
>>122884709
If you only get enjoyment out of killing things in this game, Dwarf Fortress is not for you. This is not a game where you get instant gratification, either.
>>
>>122884709
Embark on savage glacier without a pick. Try to survive through your first year.
>>
That was boring af, but I finally removed all animal people, giant animals and anything that didn't fit victorian mod.

Man, my autism is getting out of control

Send help
>>
>>122886572
>Send help
Mate I know neither your meds or your adress
>>
>>122887847
1300 Dickwaffle Avenue

Fast
>>
>>122888023
>Fast
Is that codeword for Speed? Cause you didn't tell me the meds yknow
>>
newfaggot here.
wtf is potash?
>>
>>122852185

I don't seem to have an announcements.txt, but rather an announcements folder with some stuff in it that I can't open. Nothing seems to be about collapses either.
>>
HELP
E
L
P
>>
>>122889604
You should be fine. They might make a swipe at a dwarf or two then leave.
>>
>>122889785
how do I kill them?
>>
>>122889549
Nevermind, it was in data/init/
I'm a dummy dum-dum with no patience who can't wipe his own ass.
>>
>>122889265
An ingredient for making non-coloured glass. It is made from ordinary ash.
>>
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>>122889940
Why would you?
>>
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Is there an updated version of those pictures where it tells the new features? I last played when this was 34.11
>>
>>122891296
>the blueness of balls
it's perfect

I think the dwarf clock guy had a new image in the previous thread, perhaps someone will post it, or if the thread is still there you might find it.

personally I like reading toady's creepy and terrifying updates on his site, but that doesn't tell you what's in the current version, just what's in his private unreleased one.
>>
>>122886572
Still say it would be nice if you could replace necromancers and zombies with mad scientists and experimental horrors.
>>
>>122892516
I'll see what I can do.
>>
>>122884962
I get my enjoyment out of defending my fortress that i created with my own two hands against the civilizations that challenge me. Not to eternally yawn while growing another patch of farm or making a worthless giant gold statue that no one will see any ways and even if they do it'll be a passing by "cool" for all the effort it took to make.
>>
>>122893526
>I get my enjoyment out of defending my fortress that i created with my own two hands against the civilizations that challenge me.

Yeah, and you can do this. I'm doing it in the current version right now.
>>
>>122889265
Also did you assign your bookkeeper like i told you to back on the /v/ thread in you know where?
>>
>>122893641
How? I can only get sieges by painstakingly spending hours generating worlds and embarking next to fortresses with 1000+ goblins in them. Whenever i do get sieges it's usually only a few recruits.
By the time i'll ever get a decent siege all of my miltary dwarves will be capable of soloing dragons
>>
>break cavern layer like 5 Zs below fort
>game crashes later
>go to pop caves again
>delving eternally
did I just miss it, or do caves generate randomly or something?
>>
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I dunno what happened, but I'm all of a sudden feeling really sympathetic towards my dwarves. Usually I kill them off in terrible ways, but I want these guys to live and I don't know why.
Like, I made my blacksmith create a platinum statue, and it's a statue of my dwarves travelling to my fortress. That's adorable. I don't wanna throw them down holes anymore.
>>
>>122884709
>>122893526
>>122894030
Maybe you should quit being a bitchy cunt and realise that DF isn't a war game
>>
>>122894030
>By the time i'll ever get a decent siege all of my miltary dwarves will be capable of soloing dragons

Why don't you balance it yourself then? Having dwarves training nearly all the time isn't very realistic anyway.
>>
How can I make creatures immortal?

I mean, like necromancers, they live forever unless brutally killed.

Need it for the Domovye.
>>
>>122896768
Like anyone will actually die of old before FPS death
>>
So far I got the Domovoi and the Brownie into the game, doing this is quite harder than expected but I can do it

right?
>>
Who wants to see a Leshy fucking up a Brownie?
>>
>>122892819
If I'm not mistaken, I think this should work: http://pastebin.com/2aaDRUpG

They can laugh maniacally and make experimental creatures utter eerie groans and rise, but only out of corpses which are fit for resurrection (so no animated heads/hands rolling around), the creatures flash the mechanism C tile, the mad scientists flash the capital S, they have boosted mental attributes, the creatures shouldn't be mindless murderfuckbots (WOE IS ME, OH TO BE WROUGHT INTO SUCH AN UNHOLY EXISTENCE hopefully) but they are still nasty, though beheading should drop them.

The scientists can also do flee/torment interactions when near water or plants to brew concoctions or extract medicines. Need to add those to plant_standard.txt as well, right now it just adds spatter_powder/spatter_liquid at the location, which could then be collected by an adventurer.

Since the ai won't do that they also grant effects, the concoctions boost speed a lot, some strength/agility, and give noexert, then wear off in 500 ticks, not sure what the best length there will be.

The medicine gives a massive boost to recuperation, a bit of endurance, and the various nopain/fever/paralyze tags for 500 ticks.

If I'm right they should show up in towers populated with experimental creatures, and I made an objects/text/secret_stars.txt which can be tweaked of course.

Once I get the full set collected and test it to make sure they show up in world-gen I'll push them to github.
>>
>>122903097
Woah anon, you are fucking awesome

Want me to add you to the credits? Give me a name or something
>>
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>>122897310
I made a simple Antman civ to play as a while ago. I don't remember clearly how long they live, but I think it's 4-6 years, and it provided a pretty big challenge.

My militia, who despite their decent equipment were much weaker than dwarven soldiers, lost it's most experienced members every year. Not only the militia, of course: every year(at the arrival of spring, if I remember right), about 40 antmen dropped dead at the same time.

Eventually, the fort succumbed to demons. Despite their weakness, the last surviving antman, who was also a militia member, managed to kill five demons, including a fire breathing bastard who had been responsible for killing most of my citizens. In order to save her life, I then chose to abandon the fort. When I checked in the legends after that, it said that she had become a refugee, and escaped to some abandoned mountain hall.

It was a pretty fulfilling end to that fort, to be honest.

Pic related: it's the antmen's big megaproject, a huge tower made out of gold. Sadly, it wasn't finished.
>>
>>122904042
cool story bro.
but ugly tower.
>>
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>>122905190
It was supposed to be about twice as high.The unfinished superstructure was supposed to be a smaller version of the big building.

Here's an earlier pic of it, plus some antmen at work.
>>
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>>122903207
There's no need for that for reasons which will soon become clear, but yeah, I'll bump it over to github once I make sure the items work right.
>>
So far I added:

2 basic creatures for the Good biome (Ruskie and English folklore)
The Leshy, which is basically a giant with hoofs and horns and who won't automatically attack you, the ghoul, a tough motherfucker that will fuck your shit up unless you fuck him up really hard (Might be too OP, but it's !!FUN!! anyways) and the Hell Hound, which is basically a dog that attacks anything it sees, easy to kill when alone but dangerous when in groups (Generally groups of 5 or 6)
>>
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>>122894030
difficulty curve is completely fucked at the moment. mostly because the combat system is broken as all hell. you have megabeasts falling to lucky shots while the undead can be name switched to asexual space marines that reproduce when divided with a slashing weapon and it would fit perfectly.

speaking of, i decided to in my latest game use only siege engines for defense. got a almost perfectly flat map for them. do civilians running away from a frightening sight raise their discipline? can i expect them to (eventually) stand their ground and use the engines? or do i have to shape the terrain into a perfect killzone
>>
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>>122906975
>>
>>122912506
They should only be able to use that interaction on corpses they can touch, in my opinion.
>>
>>122913045
I can dig it, I'm trying to find a way to make it so you can smear the medicine/concoction stuff on something, right now it is just faked where you can use it on yourself when fleeing or use it on others to heal/help them flee, so the creatures are much more dangerous with the scientist around than not... wee.

Also heads and hands and such can't be reanimated.
>>
>>122913539
Suggestion: Some medicine stuff that basically lets you go full Dr Jekyll.

I am not a modder and have no idea if this would work, but it can't be too dissimilar to how werebeasts work, surely.
>>
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>>122913659
That is what I tried to do!

I've got them in where there is a concoction drink and a medicine plant, the concoction gives the same speed boost as the Roc balm of speed thing I use, but only for 500 ticks (might wanna shorten that) along with noexert, so you can zoom around at superspeed for a while.

The medicine boosts your healing stupid high and should kill any fevers/pain/paralyzed type effects.

Didn't go for the full buff caps and left them temporary but they should be suitably hard to get.

Taking out a tower of possibly buffed experimental creatures to get a slab/book and become a mad scientist is good enough to let you do the interactions often enough to keep the effect up I think.
>>
>>122895175
So what is it? A world simulator ?
>>122895310
What do you suggest i do because gimping myself isn't very fun. unless i follow strict rules like this anon said >>122907349
Maybe i'll defend myself with only animals
>>
>>122921886
yeah atm im only using animals and siege engines

fits with the no migrant theme though since these worthless fucks have been idle for YEARS and still haven't shat a kid (been married since the first year) im running out of things to do.

highlights include nearly killing a FB with 50 pitted dogs into the caverns. (if i hadnt gotten lazy and trained them all for war they'd have won easily)
>>
>>122921886
So at first you complain that the game is too easy, I offer a solution to make it a bit harder (which people do all the time in other forms anyway), and you disregard it because it'd be making it harder?
>>
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I uh... I was trying to figure out what was keeping the mad scientists from showing up so I just made goblins/humans/dorfs/elves use regional pantheons and gave them max ages (250/270, 60/120, 250/270, 750/1000) but that didn't do it, then I realized I had copied over the wrong interaction_science and fixed that.

First world I made went a little crazy.
>>
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>>122923132
Hmmm, removing guns and using the custom workshop keeps them from showing up anywhere in the world, from what I can see.

Also, the experimental creatures are nicely dangerous, easier to cut apart than zombies, but just as strong, and I think if there is a scientist around you gotta pulp the body to keep it down.

Since I died I ghosted in and read the slab, turned into a mad scientist myself, grabbed my clothes and animated my body. Some of the creatures still had aggro on me, but as none are living my own creatures don't help me with them, though they do casually chitchat while I'm fighting.
>>
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Added guns back in for dorfs because this is too fun.
>>
>>122884709
you don't have to play the newest version
>>
https://www.youtube.com/watch?v=2xoCnLIzu9o
>There aren't my DF analyses
>>
where will go my dwarfs to eat if they have food in their backpacks?
if they are on patrol far away from the dinning room, and then break to eat , will they walk to the dinning room?
>>
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...so I animated a mummy before he could get up himself, grabbed a bunch of skeletons, saw an asterisk in a town, found a human rifleman... and then see "the goblin experimental creature pushes the human experimental creature"... I don't have any goblins.
>>
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>>122936924
No mad scientist around, might be a roaming squad or something?

Either way... I'm a little out of control.
>>
>>122936067
Pretty sure they eat it right there.
>>
>>122939702
cool a picnic near the river, with lunchbox, apples and whatnot.
>>
how do you disarm caged prisoners?
>>
>>122942941
make a garbage dump zone
select the cage for dumping
manually select the cages and unselect the D
dwarves should remove all all the prisoners gear
>>
>>122934778
>3x3 up/down staircase

Can I trust a word this muppet says?
>>
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>hammerers
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save from page 10
>>
What's the profession of the guy who lives at the farmer's workshop?

The people working the fields don't get homes like the workshop owners do.
>>
>>122948287

>tfw reading the wiki page about his cat.

Never daww'd so hard in a long while.
>>
>>122948336

Dat hierarchy., but the jobs are Plant processing, Milking,Cheese making,Spinner,Shearer

http://dwarffortresswiki.org/index.php/DF2014:Farmer%27s_workshop

Also wiki is there for stuff like this senpai.
>>
>>122948674
I'm more asking what to name him, I'm working through the list on the wiki now.

Gone with Farmer for the time being, going to have to find a better name for the haulers now.
>>
>>122886572
>giant animals
>didn't fit victorian mod
what
>>
>>122948856
Are you going to assign separate jobs for each Farmworker? Like one guy's sole job is Spinning? Then you could work from there, like Plant worker to the guy who turns pig tails into thread.

Sorry I'm not much help
>>
>>122949153
No, I'm giving ownership of a workshop to each dwarf, so they're responsible for all the jobs there.

The beekeeper has agreed to do double duty on the quern, which is good because we don't have any bees.
>>
>>122949367
I suppose the default 'Farmhand/worker' would do for those people. Keep the Farmers as Farmers.
>>
>>122944760
Nigga, did you see is 8x8 entrance traps?
>>
>>122950916
I saw his waterfall next to the 3x3 staircase.
>>
Is is possible to have a farm only output to a certain stockpile or no because of how gathering the plants work?
>>
>>122952101
You should be able to set this directly in the stockpile iirc, there is the option to gatehr only from selected fields/workshops.
>>
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(Should have added this to my previous question but I just thought of it right when I hit post)

I'm thinking of turning this into a water fall mist maker, Does water falling on grates create mist? Would it be alright using fortifications to let the mist through? Drainage is something else I'm concerned about, although I could just dig down to the cave and drain it there.
>>
>>122952194
Some good news, I'll see if it works then and report back when I get it set up. Thanks.
>>
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>>122944760
He sounds like a pretty inexperienced player, and his fort is a visual(as well as practical) abomination.

>>122950916
Holy shit. I bet he doesn't into militias. This is the stuff of hilarious bug reports:
>"It says caravan can't reach depot fuk u toad"

Not hating, by the way. I've been there, too.
>>
>>122952894
whats wrong with 3x3 staircases?

share your pro dork fortress design tips btw
>>
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>>122953517
https://youtu.be/2xoCnLIzu9o?t=881
>>
>>122953517
FPS drop with no benefits. 2x3 is enough even for 150 pop if you have proper fortress design. And looks more like square
>>
>>122953925

What about 2 stair cases in a 2x2 box?

x-
-x?
>>
Is it just me or do Human caravans never arrive. What is their requirement?
>>
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>>122953517
I find the mere thought of a "central staircase" underwelming. I like the idea of a huge, sprawling fort, which would take a long time to fully explore in adventure mode.

In my current fort, everything is disposed not around staicases, but around square shaped "shafts" surrounded by a three tile wide ledge with a single staircase i each corner. One of these shafts contains workshop modules, another contains dwellings, another contains burials.
>>
>>122954619
cool design and philosophy but im too autistic about "efficiency" to do that

i get headaches from stones lying around
>>
>>122954456
Embark with a human town nearby. Wait till summer.
>>122954094
Only if you build a flat fortress or going to keep your pop under 30. Or expand it later into 3x3
x-x
-x-
x-x
>>
>>122921886
>last thread people talk about how /v/shitters always use 'dimulation' as a bad word
>this thread /v/shitter does exactly that
>>
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Just how many specific descriptions of "fatness"/"fitness" has Toady thought of in the game? This one's a first for me, and I guess it actually accounts for a change that has happened since the guy migrated to my fort.
>>
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My hammerer just executed my best cook for his inability to create enough toy boats or whatever for the mayor.

I imagine she whispered "Pshh, nuthin personel kid" before she dealt the killing blow.
>>
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>>122950916
DON'T DO THIS GUYS
>>
"When's the fucking update, toady"
>>
>>122959573
End of the month/beginning of next month.

Toady's been explicit about this.
>>
>>122959858
"Thank you, anon. I'll be back when the update hits"
>>
>>122959858
ehh... from what i can see the update is mostly setting fluff and mixing legends into fortress mode with NPCs

or have i missed something actually exciting
>>
>>122960281
We'll have better, more interactive temples, taverns, singing and dancing, rock bands, librariers and scholars, multiculturalism, and writing poetry.
>>
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>>122960281
Dancing, toys, knowledge base, multi-material artifacts, decorating artifacts, bringing stuff from adventurer mode like roaming visitors and adventurers and such into your fort, shrines to be desecrated, libraries to be stocked, sliders for adventurer creation options, and a ton of no doubt hilarious bugs once the gamekilling ones are sorted.

>Fixed an issue where dancers occasionally collide in mid-air and the movement code sets their velocity to -30000 x/y/z, causing them to slam into the ground and explode.
>>
If I posted a random save/region would you guys ascend the fort/region to greatness?

It's probably the most generic and boring start to anything but from boring comes greatness!
>>
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Does the Dwarf Fortress community have it's own jargons?
>>
>>122960550
>>122960672
... and what about fortress mode?

i doubt the random visitors/artifacts will have much of an impact.

not to mention the combat and sieges are completely fucked.
>>
>>122961042
Scholars, libraries, taverns and non-dwarf immigrants will all be a part of fort mode. They will definitly have an impact.
>>
>>122960672
>>Fixed an issue where dancers occasionally collide in mid-air and the movement code sets their velocity to -30000 x/y/z, causing them to slam into the ground and explode.
Related:
https://youtu.be/6yV6i5htPsU?t=1m26s
>>
>>122960746
>dorfs
>pull the lever
>magma (whether above or below ground)

>>122961042
Pretending fortress mode is a thing by itself is probably why you don't get sieges.

Understanding how the worlds work as an adventurer makes it easy to see where you should embark for fun.

Only adventurer sliders is specifically adventure mode, the rest of the stuff I said was both.

You doubt being able to have people petition to join your fort, to work as performers, to come kill shit in your caverns, to hang out and make dorfs happy in your bar, and so forth will have much of an impact?
>>
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>posting random DF screenshots that I never had change to post anywhere.
>>
>>122961495
Yes i should meticulously study the horrid legends screen (or use a third party utility, or banal shit boring adventure mode) to scout out potential worlds BEFORE embarking.

I already spend too much cherrypicking world gen as is.

I hardly need more population, the shit in the caverns is easy enough to kill as is, my dorfs 'happiness' is tedious enough already to micromanage, and if the "performing" and other path finding sinks don't turn out to kill FPS I will be amazed.

All the while unresolved issues and bugs pile up, forgotten. Yes I will probably larp and have fun with all the new features but it isn't really what the game needs.
>>
>>122961495
>>122962391

Since you guys are super into it, how can I generate the funnest possible world and ensure I'll have the most fun on it?

I mean fun in the literal sense not the "shit that'll kill me a thousand times over" sense. The latter works too I suppose but I'd prefer the former.
>>
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I started fort as Masterwork necromancers in city sewers. A heck load of fun, but my computer could not handle all the units on the map.
>>
>>122962482
depends on what you find fun. what do you find enjoyable in dork fortress?
>>
>>122962581
Crying on 4chan about how it isn't catered exactly to my tastes.
>>
>>122962581
I mean I'm relatively new so I just like surviving. Generally though that means just playing until I have too many mouths to feed or I dig into a forgotten beast.

I want to know what kind of places to look for where it feels like I always have a threat looming overhead.

I don't want to feel safe. I want to feel like I don't know if my fortress will still be standing next spring.
>>
>>122962760
gonna have to mod the tokens in the human entry in standard_creature raw for that one :^)

I'll concede I can't expect my taste of managing a dwarf fortress to be catered to

>>122962874
first off don't spoil everything with the wiki, just play the game. generate a default world but crank the savagery and beasts all the way up, and embark on a biome with 'untamed wilds.'

make sure you embark next to multiple civs, especially one outright hostile one (gobs/ tower) or maybe both since gobs are woefully under powered.

And most importantly, just experiment with different things and don't power game.
>>
>>122963348
And if nothing of that works, just mod your game.

Learn some modding, it's not that hard, and add anything you would like to see in the game.

In my opinion modding the game by yourself makes it way better because you get a feeling of "I made this creature I just killed".
>>
>>122964890
How easy is it to mod? I want to play as a race of asexual cat girls
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>>122965098
take the time to learn about the games files and you can do that.
>>
>>122965098
Well, it's pretty easy.

Just copy the humans creature file, add cat ears and tail, remove the male caste, rename them to "catgirls" and find a way to make them reproduce asexually.

Then, just make an entity for them and make them [CIV_PLAYABLE]
>>
>>122965098
eh there's already humaniod jaguar/tiger etc

it would be easy enough to cosmetically switch them out with the dwarfs though it would still be the same exact game only with a different sprite
>>
>>122965098
Your race will die out straight away in worldgen but heck, do what you want.
>>
Gib ideas for creatures for Victorian Mod plox
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>>122965932
Push-me-pull-you.
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>>122965932
multiple breeds of horse, just basic stuff like shire horse or draft horse along with maybe 'wild horse' and other lesser breeds.
>>
http://mkv25.net/dfma/map-12554-quakefenced
Further along.
>>
>>122912506
What tileset is that?
>>
>>122965932
How about instead of Vampires you have Jack the Rippers. "Ursit McPoorluck has been found stabbed in the guts!"
>>
>>122968652
What about having both?
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Dorf fortress stopped being fun some three years ago. Now its just a feature creep shitfest of crappy code, failed expectations, and autist circle-jerking.

Fuck all of you, fuck Toady, and fuck everything else, too.
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>>122968973
fite me irl bruv
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>>122968973
Here, have a (You), you deserve it for the effort.
>>
>>122968734
What if Jack the Ripper was a Vampire and he used knife wounds to cover his tracks (instead of teeth puncture wounds)?
>>
Alright, renamed and modified a crapload of non-evil/good aboveground plants that don't exist in real life. So now the aboveground areas are almost like real life, but when you dig deep enough you will uncover an entirely new and different world (Cave biome) Jules Verne style.
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>>122970701
>>
Steam FB chillin'.
>>
>want my militia to wear bone and shell armour
>go under Materials
>a thousand options for leather of every animal, hides and silks from every possible permutation of forgotten beast, wool of creatures I've never even heard of in years of playing this game
>no option for bone or shell
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pls no die
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>>122980342
I've read on the wiki that specifying colour->white will make them use bone gear, but haven't tested it. Not sure about shell
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>>122984929
that's what I'm doing now, the shell I assume is green given the colour of the icon, but they could be some stupid things like gray and fucking teal or something
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>>122984302
I had a mayor who was molested by giant spiders or something. the mason was not on good terms with her and made several statues of her surrounded by them, one of which she put in her room, another in the meeting hall.
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>>122967853
I've got some smaller versions floating around, plus some without the shading, for niggers.

>>122970701
Was removing muskets from dorfs deliberate so the workshops would show up right?

Other races have them but not dorfs for some reason.
>>
>>122979112
Then isn't it a water FB, anon? Get your story straight.
>>
>>
>Baby is born fully cave-adapted
>Her mother is a fisher, so she goes outside often
>Whole fortress is covered in vomit
How do I clean this mess up? Can I make mother drop the baby into magma lake?
>>
>>122988776
If you make the mother wear a decent armor, I guess you can send her through a danger room, which while it keeps the mother relatively safe, should destroy the baby.
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>>122988776
[DFHack]# clean all
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>archers chasing some shitty human that wandered in
>bolt flies past him, flashing red and yellow
>realize it's the autumn leaves fluttering as the bolt whooshes by
>they chase human into a pond
>think my game is frozen as he's not moving
>realize he's beginning to transform underwater
>suddenly the water around him begins clouding with blood; the militia has finally caught up
>at the very moment of his death, deep in the fort a moody dwarf finishes a rock salt crown

this game really is beautiful sometimes
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>>122990005
For awful values of beautiful, yes.
>>
>>122989280
I have no militia, no armor and no traps aside cage ones. Waiting some time till she will have no issues with sun and flooding whole fortress will be easier cause everything is ready. I'm thinking of rebuilding fortress flloding sistem to work with magma. Do magma remove vomit and blood?
>>122989930
Thanks for the tip, but I do consider doing this as a cheat.
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>>122990703
>Do magma remove vomit and blood?
It do.

If you're in certain areas though, it just comes back.

As for cheating, eh, I consider save-scumming over your own mistakes a cheat, but advocate all sorts of craziness with dfhack, so what can ya do?
>>
>>122991573
>Ctrl+SemicoShift+Ctrl+d
lmao
>>
>>122991998
That's two different ones, I have no clue off the top of my head what ctrl+semicolon does actually.

I play a lot of adventurer mode so my keybinds are tuned for it, which means the numpad keys are all movement/page flipping/looking around.

Shift+d is gui/gm-editor and defaults to opening df.global so I can explore the structures better, forget what the other one was, but I just rebound the less commonly encountered fort ones in favor of keeping my adventurer mode binds intact.

I also have a sad.

Cathelms is 15 years old now. We got a Grizzly Bear from the first elves we told to fuck off.

I let it roam the meeting areas and hang out during the parties as the unofficial mascot along with the only eagle to survive more than a month here (the rest exploding on impact with the glacier) and I can't even bury him properly since he wasn't a pet.

It just died of old age. T.T
>>
>>122992525
>That's two different ones
brb, I'm off to promote this fresh new DF meme on the other boards
>Ctrl+SemicoShift+Ctrl+d
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>>122993421
I do find it hilarious, but the reason being I honestly never noticed it looked like one massive keybind with a key that doesn't exist and the same key twice.

>the fuck is a Semico
>>
>>122994648
Semicolon
>anon
>>
I think anyone who is for allowing syrian refugees into their countries have never played dwarf fortress.
>>
>>122994648
Doesn't Control Semicolon bring up tutorial movies or something?
>>
>>122994648
Who's doing the policing down there?
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>>122994808
Yeah, I know it is a Semicolon, but it looks like SemicoShift or just Semico+Shift or something sillly like that, never noticed until the other anon pointed it out.

>>122995112
Possibly, I remapped all the conflicts I've found so far.

The forgotten beast which was killing my crundle population got taken out by a blind cave ogre which I never noticed is actually terrifying.

>huge white monster
>huge mouth full of teeth
>two fingers and toes per hand and foot
>damn near a Zug
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>>122995624
>*gug
>been a while

>>122995619
The forgotten beast whatshisname who got killed by Pantcages the Gug.
>>
>>122996087

He just wanted a hug..but ended up squeezing a little too hard. He's practically harmless I tell ya.
>>
>>122996210
>armless
Armless ye say?
Are ye daft?

The damn things got too many o' them, if'n ye ask me!
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>>122996504
That's it, fuck you blind cave ogres, I'm putting in Gugs now.
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>>122996504

B-but I said harmless. ;_;
>>
>>122968973
agreed
>>
>>122988325
>dwarves have to go through other people's rooms to get to their own

Shit
>>
>>122998812
Except they don't.

I'm not that anon, but it seems like he gives his workshop dwarves their own multi room housing units, with one room dedicated to their workshop.
>>
>>122986224
Yeah, I was forced to do it for the gunsmiths, sorry.
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>>122999140
I think I need to break up the houses better, perhaps a narrow break between each unit.

Be nice when shops are back so I can put residential, commercial and industrial areas.
>>
I added a "flesh" ore that can be turned into blocks or smelted into armor.

My dorves are runing around wearing flesh armor.
>>
>>122990005
>beginning to transform underwater
Hate to spoil your story with nitpicking, but he wasn't beginning to transform. Werebeast transformations are instantaneous and don't have any kind of time lapse; one tick you're a normal humanoid and the next tick you're bloodthirsty animal hybrid. The reason he stopped moving was an old pathing bug that causes some creatures to stop pathing entirely when they become submerged (most often seen with FBs in cavern lakes). Still a neat event in your fort, though.
>>
>>123005356
yeah, I think what actually happened was that he became enraged? I noticed it in the logs after, and it coincides with the flashing red ! so I can only assume that's what caused that.
>>
Is there anyone I could mod honey so that it could be used to disinfect?
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>>122999793
Hmmm, doesn't that keep them from training with them properly? I know you can't start as a musketeer that way.

I was playing with the idea and did a couple tweaks to the CLA_mythical that I've been meaning to do for a while now*, and in the process added a Gug.

http://pastebin.com/v7rZXG4j

*The sasquatch is the creepiest damn tile ever but they're so rare in the worlds I make, while I was copying over the arms for the Gug I added them to the Yeti and Troll, then tweaked the troll tusks some which accidentally made them resemble a moustache, but I am ok with that.
>>
>>123003074
>flesh ore
We call them goblins.
>>
>>123006221
Well, you could mod a reaction that creates soap from honey, for sure.

You could also try adding the [SOAP] tag to honey but I'm afraid it will lead to all sorts of bugs.
>>
>>123007598
As far as I know the CROSSBOW (or in this case musketeer) skill gets trained as long as the dwarf is using a weapon that requires said skill (In this case, muskets/rifles/wathever)

Also, nice
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>>122922857
>Game not hard enough? play it with one hand
I just decided not to have them train at all with a barrack. They'll train with live specimen or die
>>122956048
That's the joke. that's why i spoiled it
>>122922442
I remember caging an uncountable amount of war dogs into a cage and realsing them when goblins invaded. They never stood a chance. Then i released a single squad of dwarves and massacred them.
>>
>>123014003
>Game not hard enough? play it with one hand

That is not even close to the same thing as inventing new ways to challenge yourself using the game's own mechanics.
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>>123012768
Hmmm, annoying that the only way to do that is to make you pick fort or adventurer mode though.
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>>123015445
So I was bummed to learn you can't have an interaction trigger a martial trance, but I know enough to fake one.

While playing around with it I realized that the mad scientist self-buff abilities need a max target line... several of these experimental creatures are buffed up and moving fast enough to make shit dangerous, and if you check you'll see I'm running around at 7.0 speed myself.

There was a Troll mad scientist at this tower but when I got close shit went down and they chased him down/killed him outside, he removed the hands of this Lark Joinhail guy before killing him, then his animated body came after me fast enough to almost catch up before I blew his brains out with a piece of yeti meat I hucked at him.

Victoranon had a fun idea for a more vanilla power level type game and I went and did this to it.

Though, it is really fun!

Gonna be horrifying to have these creatures chasing you at 5.0~6.0 speed though.
>>
Dwarf Fortress General is dead? Ahhhhhhh! No!
>>
>>123021617
It is for the best.
>>
>>123021617
what is dead can never die


I just appointed my very first guard captain, never done justice before. I lovingly laid out the guard schedules, down to which dorfs I wanted standing at the front gates. I figured, I'll figure out prison later, I only have a mayor and the mandates aren't too bad, I'll have some leeyway. the second I unpaused, the newly minted captain stormed into the fort, grabbed some shmuck who had broken one bylaw or another months ago, and started beating the shit out of him. so that was a fun wakeup call.
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>>123017779
Oh dear.
>>
I gotta be like 8 years in now, and no sieges yet. the hell. I have 99 population, I know other civs have access; I get human elf and dwarf traders, and I've had a few kobolds and even a gob werething wander in, so I know they're around. is my wealth not enough? I have three mood artifacts worth 48,000 together, plus the usual bins full of gems and finished goods.
I built an entrance I was looking forward to defending, but nobody wants to play ;_;
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Access isn't the same as "more convenient and appealing than these other targets somewhere else" sadly.

I just sat up on a nearby hillside sniping goblins while my creatures ran rampant among them.
>>
>>123023709
>that name
does this mod turn gobs into frenchmen?
>>
>>123023885
Glory to Napolanon, it does!
>>
I've got a whole bunch of yarn and a loom, but I keep getting job cancel messages. Says I need a collected yarn thread, but I'm staring at a bin full of them.
>>
>>123024402
that's hilarious. also I think I like your OP as fuck mad scientist better than a vanilla power level thing, but shouldn't the scientist himself be a frail little shit, and his creations be ridiculously strong? and would it be possible to have a chance of them losing control of their own experiments ie being hostile to all including them? just seems to fit the theme
>>
>>123025041
I am pretty fragile by comparison, and I'm still balancing the buff abilities.

It is terrifying but awesome having them running around buffing their creatures instead of sitting back raising corpses like a necromancer does.

This game was a test of whether I could put in a trance type self-trigger ability, and yes, yes I can. I do need to make it more sensible values but at least I figured out how to keep npcs from spamming it constantly.

Even without the buffs your creatures tend to make a great sniper screen since some of them are usually slow and linger nearby while the faster ones rush out after your targets.
>>
today I learned that even if your cistern is far below your well, so long as the well is below the cistern's water source, eventually is will overflow and flood your meeting hall. das a lotta mud.
>>
>>123026184
viper
floodgates my man
>>
>>123027815
they are there, I was just letting it get nice and full, and ironically I didn't notice the hall flooding because I was busy trying to make the idiots connect the overflow runoff floodgate to the lever for situations just like this. they had a clear path and I couldn't figure out why they kept suspending the job. I think they were knee deep in water.
>>
>>123028270
yeah you cant trust the useless fucks to do anything right

try using burrows, its a bit tedious but it works well
>>
>Too dumb to ever be a polymath like Toady
>>
>>123024501
>bin full of them
theres your problem. i always disallow containers in my thread stockpiles.
>>
https://www.youtube.com/watch?v=UIGX7h5i_Js
>DF LP
>100k+ views
Guess people will stare at letters move on a grid if their favorite personality talks over it.
>>
>>123025041
Oh god, so I tweaked the trance and buff abilities, made a scientist+creature targetable buff that boosts speed so they can flee, then another creature only buff that adds a bunch of tags and jacks the combat ability up more.

I almost died and barely escaped crawling backwards, was able to get enough distance to travel away and heal.

Came back and set up campfires, sniped at them until they clustered around me, ran in and read a book then ran back out with a broken arm and shoulder despite the stacked speed buffs.

Also got touchable working so the scientists can only animate the creatures from right beside them.

Did I mention one of the dorf creatures had a gun and was shooting at me?

Yeah, one of the dorf creatures had a gun and was shooting at me.
>>
>>123034142
so the created abominations can use weapons? that definitely seems OP
>>
>>123033937
yes anon, its a show, like watching TV
>>
>>123034759

If they take a skill penalty for using maybe it'd work out, if that's even possible?
>>
>>123035582
well if these things are just mindless shamblers I'd say melee only would be appropriate if they're using weapons at all, hard to imagine frankenstein's monster operating a gun. if a skill penalty is possible though, it would be neat to have them firing ineffectually in the general direction of their target should they happen across a ranged weapon
>>
How nerfed are danger rooms in .40?
I heard they're less useful now, but legit training still seems slow too
>>
>>123036563
>but legit training still seems slow too
It's not, it's fast as fuck. They spend the first ~7 months doing individual drills and barely improving, and then they start sparring and they become legendary in every combat skill very quickly
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>>123035938
>>123034759
Well, some of them are clothed and whatnot as though they were converted while alive or some shit, most of them are naked and unarmed, but they keep skills they had when alive.

I gave one of the axedorfs I killed his axe back and he's got like 10 kills so far.
>>
i'm a newb, is there a hard rule on pillar distance for avoiding cave ins? im building a three z level tall great hall.
>>
I had a weird experience that I was wondering if anyone could shed some light on.

I made a fort, it failed, etc.

I reclaimed a different fortress, one that had gone to ruin on its own. When I got there, it was full of hostile other dwarves, with normal jobs (gelder, weaver, etc.)

They killed my embark party.

I re-reclaimed the site (still in ruin) with a team of only military dwarves with only weaponry, and killed the 20-30 dwarves there and the additional handful of goblins there. Nothing else seemed strange about the fortress.

What happened there?
>>
>>123038153
In the current version you don't need support pillars or anything like that, as long as all the bits are attached to each other somewhere it won't collapse
>>
>>123038445
Most likely the hostile dwarves were invaders from the goblin civilization - they kidnap children from other races and indoctrinate them/train them to be like goblins. Why they had job titles like you say is beyond me, but I guess it's some sort of oddity to do with the reclaiming mechanic
>>
>>122965259
>>122965203
>>122965351
>>122965312


I was joking when I said that but if it's really that easy, it's cool to know. I definitely might make some races of my own and see how they fare in world gen.
>>
Is it possible to create a specific dwarf and inject him into a fort in the name of writing from his perspective in a succession?

I figured I alternatively could just rename or use an existing dwarf but that seems not as fun. I want a lazy noble who sits on his ass all day and doesnt interfere with the original 7
>>
>>123038672
I want to make a doomsday fort on collapsible pillars. Best course of action for making that happen?
>>
>>123042157
Just make sure the ceilings you want to collapse aren't attached to anything other than the pillars
>>
I have massive fuckstacks of fish, in barrels, on the floor, everywhere. and they're spamming no food available. I have like six fisheries and two kitchens, what exactly is their problem? picky? just retarded? it was never a problem until I got a bit of population boom, then suddenly the migrants didn't like the local fod. I'd tempted to build a flat oak raft and see how they float when I pull the lever
>>
>>123042032
>I want a lazy noble who sits on his ass all day and doesnt interfere with the original 7
So a noble.
>>
>>123042379
Is it prepared fish, or is it "raw"?
Dwarves that have both the fisherdwarf and fish cleaner professions will, in my experience, just keep fishing, and ignore their fish cleaning duties unless the labour is either turned off or they can't find anywhere to fish
>>
>>123042879
probably part of it. I really need to get the rapist going here, but I'm pretty happy with myself; this is by far the most successful I've ever been in vanilla, approaching FPS death, and only a single ded dorf; everyone is pretty content and my graveyard sits unused. regular crashes setting me back an hour probably helped by giving me a glimpse of the future, as did the complete lack of sieges.
>>
>>123042301
That's kinda what I figured but still learning, thanks. What's usually used to knock down pillars?
>>
>>123044276
If you build a lever, you can connect it to a pillar (or several). pulling the lever will then deconstruct the pillar(s)

>>123043273
rapist isn't really necessary if you assign labours as dwarves move in
as fishing goes, personally I never have more than 1 fisher and 1 fish cleaner, no matter the size of the fort
>>
>>123044276
>>123045108
It feels like someone should point out that the "pillars" here aren't the tiletype with the same name(which is simply a single wall tile) but what the build menu calls a "support".
>>
>>123045535
thank you, my mind was just a little blown by that revelation, having never messed with support pillars
>>
>>123045535
right, I totally forgot that about that, cheers anon. It's been ages since I've used a support
>>
>>123038046
Just tossing this out there:
Another anon asked about the possibility of the mad scientists losing control of their creations. I'll bet a convincing facsimile of that could be achieved if you were to have some of the buffs your scientists apply add the [PRONE_TO_RAGE:X] tag (I'm pretty sure that's what it is). Perhaps with higher values for x for stronger buffs. It might lead to some strange loyalty cascadish situations, though.
>>
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Ok, I've got an interesting little result here.

Basically the frankenstein's monster creatures are strong and durable like zombies, but they feel pain, can barf, talk, retain skills, etc.

This means they're somewhat easier than a zombie, but not too much.

It also means they remember they were fighting you, so if you happen to rush into a tower to become a mad scientist yourself, you don't lose aggro from the ones that wanted to fight you already... weee.

Now, the interesting bit? In my attempts to make the mad scientist more distinct from necromancers I tried to add the jekyll/hyde type buffs, the scientist can only get the speed buff, and can give it to up to 9 other creatures within touch range.

You can also give them weapons, they won't wear clothes and stuff, nor will they wear a quiver, but if you give them a gun and a stack of bullets they'll blast stuff happily.

You also have to be within touch range to create them, so that's another distinction, no standing back endlessly reanimating corpse chunks, gotta be more tactical about that.

It is also good to know which ones are in better shape/better armed, because there is another ability you can only use on them, I put the limit up at 30 because it's annoying doing 10 at a time, and it is brutal.

Removes the pain, fear, nausea, paralyze, etc, boosts their stats, speed, and gives a general 2/3 material multiplier damage reduction.

Again, gotta be touch range to buff them, but it makes a scientist with a squad a much more interesting and nasty opponent than a necromancer and their fire-and-forget zombies.

I wanted to thin my herd (had like 110~120 I think?) so I launched myself up onto the smoothed walls of this temple and started sniping while the horde ran into a bunch of soldiers and merchants.

Still super fun, and when I drop back down to the ground I can pick which ones I want to animate instead of just grabbing what I can like I did starting out.
>>
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>>123048591
They already constantly bicker amongst each other, I think some of the killed ones have memories of being killed or something, pretty sure if you set off any sort of intercreature fighting they would just eat each other.

In adventurer mode rage just makes it so you can't move away/dodge away from a foe, only move towards them/dodge to the side so you are forced to remain in contact.

Note also that I've been testing and balancing these, as I always do, with an extra buff on my end, besides making for fun testing, it means the difficulty is scaled towards a higher end character than you would generally be working with.

I was trying to avoid using the no thought for moment/connection stuff but it makes them roll around pushing stuff instead of fighting.

While it is nice not having to crawl around under them, it isn't what I was after.

At least there is no reanimating heads/hands, gotta be a torso at a minimum, and I don't think I can reanimate them if the head/hands are gone.
>>
>>123049229
>stitched together manthing mumbling incoherently and vomiting as it fires it's musket at you
sounds horrifying, I like it
>>
>>123050065
Calling itself TRANS_NAME] and talking about how cold it is.

'OF COURSE IT IS COLD, YOU'VE BEEN DEAD FOR HOURS AND YOU'RE NAKED, PUT ON SOME FUCKING PANTS! HERE, TAKE THEM!'

"Oh, how kind, thank you, I shall use these to beat people about the face and ass with."

'NO, PUT THEM ON, DO IT FAGGOT, FUUUUUU-'
>>
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>>
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>>
>>123053349
>>123055562
Didn't mean to combo, wish I'd started further up now.
>>
My legendary carpenter's spiked balls don't have quality levels anymore, meaning I can only get 126 uristbucks for each of them.

Has it got anything to do with him becoming permanently blind after getting caught in a mist?
>>
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>>123060369
So I seem to remember.
>>
>>123061043
>He does suffer a severe drop in the quality of his work.
Fuk, don't care about his artifact or heaps of masterworks, this guy is useless to me now. I'll pit him against the trolls in the arena.
>>
If I have some particularly dense type of wood around, could I make some wooden clubs?

I've embarked in a shitty spot with no readily available weapons grade metal (not even fucking copper) but I've got a lot of oak wood, which is relatively dense as far as wood goes.
>>
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>>123062069
Use wooden crossbows to hammer them?
>>
>>123062069
Why not make crossbows?
>>
>>123062138
>>123062143
Hmm, that's true enough, I guess

I don't like fucking around with crossbows because managing ammo is tedious but since I just want shit to bash trogs with it might work out.
>>
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Ghouls are here

Wendigos are almost finished

Now Evil climates have a few more evil critters that will fuck your shit up.

A small tip: You can easily disable a Wendigo's hoofs if you have enough strength. For some reason hoofs are super-weak
>>
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>>123062208
Make them a bit of ammo and some quivers anyway, if they're set to use ranged weapons then perhaps in the confusion of battle they'll fire them occasionally.
>>
My guardsmen are all weak and skinny, for some reason. This is hilarious because it puts them in a wholly diferent category than the soldiers, who are buff like hell, and the civilians, who are all obese.
>>
>>123065597
That's hilarious.
>>
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>>123064104
>>
>>123066576
Not sure if Napoleanon or MaxTM.
>>
>>123066656
Napoleanon
>>
>>123062208
You need some metal for bolts though. Wood bolts are meme tier.

Obsidian short swords maybe? Heard people have had success with them but never tried myself
>>
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Am I a bad person for pirating DF from via torrent?
>>
>>123067128
>Pirating DF

nigga you retarded
>>
Alright /dfg/, I have a problem and a possible solution.
Last thread I told you how some forgotten beast roasted my military in seconds with his fiery breath. I managed to lock him in a certain part of my fort, and now he is flying around outside burning the whole forest down.

Thing is, right before that thing barged through, a human caravan came. Those guys are now save and sound, locked away behind some bridges. I just got the message that they'll leave soon, but they can't because those bridges are still raised.

My question: how long would it take for these humans to go mad and abandon their caravan? I bought all their food and drink (except for blood and ichor). I want them to go mad and later I'll pull the lever to open the bridges. Hopefully, they won't just go away like normal but instead walk around crazed, eventually going into combat with the FB

Naturally, I'll wall them off from the rest of my fort.

Another question: once those guys turn mad, can they use the gear they have in the wagon?
>>
>>123067245
>once those guys turn mad, can they use the gear they have in the wagon?
I'm not sure if they can, they most likely won't though.
After all they're insane at that point. So they won't use better armor or weapons, but they might throw that stuff around in their madness.

Why don't you just let them leave normally and let them deal with the dragon in a more sane way? I think your chances of success (i.e. the dragon dies) are greater that way.
On an unrelated note, if you're accepting that the caravan never returns to their home anyway, you have no reason to go through the tedious trade process, you can just seize everything to begin with.

Also: Shields. Even low quality wooden shields block everything without breaking.

Build some shields for your dwarves. And create some marksdwarves. Carve out fortifications and bait the dragon with something if the caravan plan fails.
>>
>>123068159
I thought about leaving them sane, but the problem is that they'd have a fair chance to just wander off as a caravan as normal
>>
>>
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>>123067128
i can't believe what i'm reading, no way this faggot is an actual human; it has to be a spambot.
NO ONE is that fucking retarded.

>>123067245
just release them and have the beast claim their lives. depending on the guard equipment, they might do some damage. the worst that happens is the next caravan is angry you didn't protect the last one, doesn't come at all, or humans siege (very unlikely due to how sieges work now)
>>
>>123068342
That depends on their position. If they cross the dragon they WILL engage.
>>
>>123068401
>NO ONE is that fucking retarded.

Evidently there ARE people who are that retarded, because you actually take him seriously.

It's called a joke pal, lighten up.
>>
>>123068342
When they're insane they might just stay in your trade depot though.
>>123068401
He's just shitposting to bump the thread.
>>
>>123068558
>He's just shitposting to bump the thread.

I'm doing my part!
>>
I need more megabeasts that fit my mod

The colossus (megabeast) and Wendigo (semimegabeast) won't be enough
>>
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>pick the weakest guy in my fort, with like 14 strenght
>didn't notice a shitty mandate forbidding ring export
>just send all my crafts to the depot, including rings
>like fucking 20 dwarves get punished
>captain of the guard, weakest fucker in town who has no weapons or armor whatsoever just walks up and severely beat everyone up
>one guy he immediatly kicks in the throat, which explodes in gore
>guy leaves a trail of blood before collapsing and dying on the floor
>captain isn't done yet and is now going for some of the medical staff

Jesus Christ

I tried adding him to a squad and station him, but he ignores that completely. Removing him from his position as captain of the guard also didn't work. He fucking murdered that guy and there's not even a case appearing in the Justice screen, even though he DID officially get the kill

I'm scared, /dfg/
This guy is doing more harm to the fort than that FB I mentioned in >>123067245 has done
>check his thoughts
Jesus christ pic related


Also, when the carnage has ended, what are some nice ritualistic ways of killing both the captain of the guard and the cunt-ass mayor?
>>
>>123070205
>didn't notice the mandate
Which version are you one?
>>
>>123070328
Latest
I'm sure there must've been an alert somewhere, but I was also being spammed with job cancellations at some point when activating a panic burrow alert.
>>
[CREATURE:Michael_Brown]
[Description:A large dark skinned humanoid with bulky arms.
It enjoys drinking melon juice and eating poultry. They
have been known to take valuables and attack without warning.]
[NAME:michael brown:michael browns: michael browned]
[CREATURE_TITLE:'N']
[COLOR:4:0:0]
[BUILDINGDESTROYER:2]
[POPULATION_NUMBER:10:25]
[PRONE_TO_RAGE:1000]
[PREFSTRING:black hair:apelike demeanour:superdwarven strength]
[CANOPENDOORS]
[SWIMS_LEARNED]
[BODY_SIZE:0:0:75000]
[LARGE_ROAMING]
[LARGE_PREDATOR]
[ALL_ACTIVE]
[AMBUSHPREDATOR]
[BIOME:ALL_MAIN]
[HOMEOTHERM:10067]
[NOEXERT]
[NOFEAR]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:
THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[SELECT_MATERIAL:SKIN]
>>
>>123070578
>CREATURE_TITLE:'N'

I lost
>>
>>123070578
Would killing him result in his civilization besieging itself?
>>
>>123070578
>[BUILDINGDESTROYER:2]
Kek
>>
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>walking trough the forest with your companions in adventure mode
>you find a lair
>"hey guise, let's adventure over here"
>the lair is empty
>as you investigate it you hear sounds around you
>red eyes watching you from the bushes
>when you see it it's too late, your friends are dead
>you reach for your musket as you get ready to fight for your life
>>
>>123070205
fuck da police, man.
>>
Anyone got any more ideas for creatures for Victorianmod? Finding 19th creatures and myths is pretty hard.

On other news, I'll add gargoyles.
>>
>>123071134
Someone forgot hoof needs a template and someone fixed it.

Ideas for other semimegas.

Well, if we were grabbing Lovecraft feel stuff, there was that Michael Brown ni[REDACTED ON ADVICE OF MY LAWYER], or perhaps I could try to make Escaped Experiments of some sort... hmmm.
>>
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Soon friends, post your release day predictions
>>
>>123073184
That "things that happened in the world" section depresses me
>>
>>123073316
2014/15 have been a kinda shitty two years in a lot of ways.
>>
>>123073184
Release, release, the fifth of December.
Libraries, dancing, whatnot.
Oh, for some reason taverns releasing
Is something I forgot.
>>
gargoyles are in.

Dis gunna be cool m8
>>
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>>123073641
>tfw you thought you were clever but it falls flat
>>
>>123073184
Christmas.
>>
>>123073184
Thanksgivng, so I can start my tavern wonderland with friends and family.
>>
Because I ran out of ideas for Victorian mod I'll start a simple secondary mod for myself, Roman Fortress.

And Max, I want to do this one alone so I can practice for Vickymod
>>
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>>123079812
I'll let him know.

Did you make the custom_curses btw? It's a simple idea but a neat effect, and I'm totally fucking stealing the walls.
>>
>>122879105
Newpleb here, is a tileset recommended, and if so which one is best/which one do you use?
>>
>>123080420
Yup, I made it because why not.
>>
>>123070578
>[SWIMS_LEARNED]
BUT THAT'S WRONG
>>
>>123080467
Honestly tilesets really pollute the screen. People say that the ASCII is the hardest to understand but it has the most blank space and each individual tile is easy to see. Try ASCII before you use one.
>>
>>123080467
I recommend a tileset. Try the starter pack, it includes several. Decide which one you like the most.
DF looks very different with a tileset as >>123081215 pointed out. Anon says it's clutter, I say it's graphical and I like it more. I like the colors.
>>
in your opinion, What is the best mod /dfg/?

Yes, I know vanilla is better than any mod sometimes, but if you were forced to play with a mod, which one would you choose?
>>
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>>123080763
Well the walls are fucking awesome, what did you do, copy the layer/slide it down a pixel and make it transparent then extend the walls?

>>123080467
A tileset is necessary unless you play in a terminal with ncurses mode (not likely for a newbie to be doing this) but if you go with a graphics set stick with one that holds truer to the default curses (based on extended ascii, ibm code page 437) feel like CLA.

>>123081215
graphics sets =/= tilesets, and my Curses+1 has more blank space than the default version, strictly speaking, since I trimmed all the pixelation down when I upscaled it. Though some don't like the translucent backgrounds on the ',.` tiles (and a few others) it's such a pretty effect when you're running around as an adventurer, dammit.
>>
>>123066576
You've got a little typo there.
>desiccated
Should be
>dessicated
>>
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>>123082181
I think I like the walls and columns now. I do have versions without the letter shading/translucent tiles, and yes, if you're a supernigger I can even make one without the tilemagic.

Tilemagic being the shit that makes it go from black floors with a + to the grey diamonds and lined + symbols, btw.

It's a +1 because it is using modern tricks like tilemagic, transparency, and has been cleaned up for an HD or greater resolution of up to 2560x1200 (at the 80x25 displayed tiles of vanilla) so, there ya go.

>cue that one anon who bitches endlessly about any tileset I use but never has anything useful to suggest or point out
>>
I dug into the caverns and immediately closed them back up, but now there's a troll in my fort. However, he hasn't started fighting with anyone, and didn't even scare the dorfs that walked right past him when I activated the panic burrows.

I don't have a military yet. Should I send my woodcutter axedorf at him, or just leave him alone?
>>
>>123084941
Well fuck.
I attacked the troll and he instagibbed my woodcutter, who was also my expedition leader. Now he's sitting in sleeping quarters.
Then I turned off the burrows and started to seal off that floor, and a dorf ran into the bedrooms to go to sleep. The troll seems to have completely ignored the dorf trapped on the floor with him. I guess my woodcutter died for nothing and this troll just wants to chill?
>>
>>123086195
It's inevitable that it'll get into conflict with someone or someone's pet at some point, even if it takes months and it isn't the troll that initiates combat. If you don't have a militia you could try putting cage traps in places you think it might wander
>>
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>>123087113
Good idea on the cage traps.
>>
I think I just have atom-smashed my dwarf by rising a drawbridge while he was on it. Is it a known issue?
>>
>>123090921
You sure he didnt just fly off somewhere very far?
>>
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>>123090921
>implying feature is a bug
>>
>>123090921
Atom smashing only works for lowering drawbridges.
>>
I need infinite goddamn bags for my farming processing, how 2 teach dorfs to put stuff in one bag
>>
>>123091085
>that horrible gradient text
>those cringey monocle autismdorfs
>musket balls and tophats
>adventure mode
Please stop posting.
>>
>>123090921
>>123091029
>>123091737

You can atomsmash creatures by raising a bridge if they're on the bridge adjacent to a wall in the direction the bridge raises.
>>
>>123093714
>he's not aware of the victorian mod

How about you stop posting, newfag, and lurk some more?

Also, adventure mode is great, you fucking faggot.
>>
>>123090921
Yes, my dwarfs found no body, no combat reports and he gone missing. Can I search for a body using DFHack somehow?
>>
>>123093714
>accusing someone of having autism in /dfg/
>>
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>>123093714
Thanks for the tips!
>>
>>123094301
>accusing someone of having autism in /dfg/

There's my cue...
>>
>>123095630
Yes, quite.

I don't expect people to just flip out and start jerking off over my tilesets but it's amusing seeing someone bitch about a feature which I stole from one of the most popular sets on here. The shading was inspired by Wanderlust, and while I think it looks great I can understand that it might not be what everyone likes.

On the other hand, I happen to love my cringey autismdorfs and you can have them when you pry them from my cold dead fingers.
>>
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>>123095630
It's nice seeing a fellow complex-hospital anon, but I personally find them to be a lot more fun when you keep different functions in different rooms.It will mean more interesting activity when patients get moved around between different rooms, more like in a real life hospital.
>>
>>123096568
This was a lazy solution to it actually, wasn't sure where to put them and had the mirrors of the entrance and slums to use anyway.
>>
>spend 1 fucking hour trying to find why my gargoyle doesn't work
>realize I forgot to add the [NO_THOUGHT_CENTER_FOR_MOVEMENT] tag

10/10 brain, 10 out of fucking 10
>>
>>123097352
Btw, i plan on digging out a small, subterannian garden outside the hospital bedrooms, which you'll be able to see through windows.

It won't fill any function whatsoever, but it will be pretty, and if the game worked in greater detail than it currently does, the dorves would have a better stay at the hospital, too.
>>
So far so good.

Gargoyles can fly, punch, kick, scratch and bite. They also drop a quality level 2 granite statue.
>>
>>123099124
If a gargoyle is killed in mid-air, can the statue drop onto a creature and kill it?
>>
>>123099412
Well, probably? I actually didn't think about that...
>>
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>>123095630
>You'll NEVER design a fortress this well

My artistic ineptitude is proof there's no God.
>>
>>123099991
You will anon, you will

As soon as you stop building your fortress our of big square rooms where everything goes
>>
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>>123095630
That reminds me of a Dreamcast for various reasonss.
>>
>>123099991
The girl will definitly win, no matter how buff the other dude is.

Short swords are ridiculously easy to handle in DF, due to their high speed(as opposed to the war hammer the dude has).

Also, while thick muscle tissue do protect you in DF, it won't be as effective as an actual mail shirt.

This is, of course, assuming they both have the same combat skills.
>>
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>>123099412
Anything dropping from mid-air can kill people.
>>
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>>123103787
A short sword and war hammer have the exact same attack and recover speeds, so I'm not really sure what you're talking about. That's a dagger in the picture, anyway.
>>
>>123104306
>That's a dagger in the picture, anyway.
That should make it even quicker, shouldn't it?
>>
>>123104451
>That should make it even quicker, shouldn't it?

I just showed that short swords and war hammers have the same attack and recover speeds. Daggers are the same as well.
>>
>>123103787
>>123104306
>>123104451
>>123104582
ACKCHUALLLY
Do you guys see the last number on the [ATTACK: lines for those weapons? That's the velocity modifier. Notice which is higher? Warhammers are faster short swords (and daggers too).
>>
So I've got a possessed dwarf here. He wants leather, wood, and some kind of cloth. There's some wood and leather in his workshop and he's not claiming any more. I've got wool cloth and pigtail cloth available, he's not claiming either. No silk on hand, any advice?
>>
>>123107038
*faster than
>>
>>123107038
Does the modifier actually affect how fast the attack connects though? To my knowledge, it only affects the damage by changing how hard it hits.
>>
>>123107136
Dig deep, pray for cave spiders.
>>
>>123073184
>Memes become real life as Donald Trump and Carson surge
But Obama was also a meme
>>
>>123107209
You're correct. It only affects the momentum of the attack, not the frequency of attacks/time it takes to make the attack. Anon (you?) was correct that attack prepare/recover is the only thing relevant to that (aside from attack modifiers like quick, heavy, etc.).
I was just being pedantic.
>>
>>122886572
why didn't you just remove the creature variation?
>>
>>122906975
>Ghouls
>Hellhounds
>good biomes

Erm... could you at least come up with something vaguely in theme?
>>
>>123110913
I said 2 for the Good biome, the rest are for the evil ones.
>>
>FB attack
>bunch of soldiers die
>after defeating the beast and recovering the corpses, it seems that one is still missing
>many months later, there's a ghost in the [u]nits screen
>look at where this ghost is
>on a fucking tree
>this corpse somehow landed on a fucking tree
>pool of alligator blood shows this guy somehow either climbed the tree or got flung into it by one

Well, time to call the ghost busters.
>>
>Knowing no mercy, [giant] stole a persimmon wood amulet!
yes, elf, I'm sure that's just terrible
>>
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>>123110913
Vaguely in theme of a semi-fantastical victorian era world in desperate need of more horror that already has mad scientists, you say?

Going to make sure they show up properly and do what they're supposed to do, but they do well enough in world-gen to consider them an initial success, also have experimental hulks as semi-megas to complement the gigantic experiment megas.

Both were inspired by the anon who asked about occasionally losing control of an experimental creature, so, here's to you, anon.
>>
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>>123111879
>>
>trying to get into adventure mode again
>decide to try out oldgenisis while i'm at it
>realize it adds genitals
>spend the next hour roaming from place to place biting cocks off
Why isn't this in the base game? This is the most fun i've had in years.
>>
>>123112370
Gelding blows are a thing.
>>
War of the Worlds tripods for Victorian Mod

Y/N
>>
>>123114192
Only if you could do heat rays properly.

Maybe a tweaked version of dragonfire?
>>
>>123114460
Tripod megabeasts that launch dragonfire

Fuck yes
>>
>>123112116
The frankenzombies are pretty sweet, and I'm probably going to swipe the code to make them resurrect only for regular zombies, as I rather like the power level of necro minions, but only for semi whole corpses.

>>123112370
Because they can't be armored or covered by pants.
>>
How do i mod
>>
>>123114887
Find something you want to change first, figure out which tokens you'll need to use, and just dive it. I'd recommending getting a better notepad though, like notepad++. It all really comes down to understanding what these tokens do. The wiki, once again, will be your dearest friend.
A good way to learn, I've found, is trying to mod in a creature. So figure out what you'd like, find something similar to it and use it's raws as a basis. Just change as you go along.
>>
>"You have discovered a cave entrance"

>spend the next 10 minutes circling around the chalk monolith looking for said entrance
>>
>>123095630
I always want to do something like this, but I worry that my FPS will suck and end up making a small fort:(
>>
http://pastebin.com/CqTHS1L0
http://pastebin.com/CggZr5CG

My first time playing around with custom body_default stuff, so bear with me. Why isn't this working?
>inb4 stupid mistake
>>
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>>123118034
Fuck if I know, I'm still trying to figure out what the fuck happened with the hulks.

They work, they're terrifying, but if you try to look at the description it crashes the game.

errorlog is full of "EXPERIMENTAL_HULK:DEFAULT:right shoulder: no tissue thickness" shit.
>>
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>>123118501
Fixed it, gonna clean them up after I eat. Just ended up copying the ogre entry and changing the flavor stuff/some mechanical parts to make sure they would work right.
>>
>>123122087
Yeah, I fixed mine too

I always forget to add the .txt extension
>>
Alright, the tripods work.

The bad news are, the heat ray is the most overpowered shit I have ever seen holy fuck.
>>
>>123122836
Nothing wrong with that. Megabeasts should be tough.
>>
>>123123131
It's literally a line of fire you can't block and this motherfucker is fireproof so magma won't do shit. Best bet is to trap it somewhere or send a shitton of marksdwarves.
>>
>>123123273
...huh, you can't block it? But you can block dragonfire. Ouch.

>marksdwarves

what is it made out of?
>>
>>123122636
Your problem was the .txt?

...I love ya bro, but die.

I had to track down exactly which bit of the entry was making them spawn with no tissue thickness through three test worlds and lots of errorlog.txt reading.

Also fix the french PIC]K line and I assume you caught the gargoyles having TOUGHstandard_materials]?
>>
>>123123456
iron.

And there are no shields in Victorianmod
>>
>>123123590
Yeah, i fixed that some minutes ago.
>>
>>123123592
Since what happened in War of the Worlds and all, perhaps you would consider giving them a meaty filling, so that they could potentially die of infection?
>>
>>123123893
I already gave them a pilot inside which you can kill and destroy the entire thing (if you manage to go through the exoskeleton of course.
>>
>>123124240
Awesome.
>>
Alright, I just made it fight against 10 colossi.

And the motherfucker won.
>>
Alright, the best way to counter it is with steel bullets because getting near it is a death sentence.
>>
>>123125343
Do steel bullets work?
>>
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>>123125597
They did on the arena at least. Just stay away from its firejet.
>>
>/dfg/ actually takes an interest in modding instead of whining about no sieges/updates
>Thread moves moderately now
>>
>>123125780
Awesome.
>>
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Your dorves can now get stabbed in the face by the tentacles!

FUN FOR THE ENTIRE FAMILY!
>>
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>>123129789
Dwarf fort in 2001
>>
So is there any way to suspend a cage over a pit, or is chasm jail a faraway dream?
>>
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>>123135179
Well, took a couple of goblin adventurers before I figured out that no, there is no fucking way you're taking out an experimental hulk without setting a campfire beforehand and running as fast as hell the instant it sees you so you can jump and shoot it from the far side.

I waited too long once and even running at 3.2 or whatnot speed it caught me in mid-air and wrecked my shit as I tried to jump.

Getting an army together of creatures to go take on one of the megabeast ones.
>>
>>123135179
Didn't notice I had clicked that to reply when I got distracted by the cat.

Yes, but you gotta build a floor under it and link that floor to a support or something which can then be dropped.
>>
>>123139393
Are you saying that the cage will stay in place when the floor disappears, or are you building a cage on top of a collapsible pillar?
>>
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>>123140552
Building it so you can collapse it at will, can't just hang it in space without dfhackery.

Also, uh... that was an accident just now but kinda amazing.

I put in a fake trance interaction to test with right, on the logic that shit scaled against a buffed adventurer is more fun.

I reactivated it after updating the victoradorfs to a newer version but rather than copying it from one where I had done the usage_hint:attack with target:self_only trick to keep npcs from using it, I just wrote in the interaction by hand, forgetting about that.

So then while I was gathering bodies to throw at a gigantic experiment I came around a corner in a dorf fort with an army of 53 creatures that I had freshly bolstered.

Went to snipe the military dorfs first so they don't take out too many of the creatures and noticed that they all had the flashing green ! and whirling dervish title I put for the fake trance interaction.

It finally froze when the melee got too packed and I made the mistake of trying to stab the same thing a dozen creatures were aiming at, but yeah...
>>
>>123141791
Derp, forgot that the creatures all have the same kind of aggro conditions so my army was only useful for getting in the way of the big guy, which was still helpful.
>>
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>the spinning highwood log strikes urist McFisher in the arm, exploding the part into gore
>>
>>123129789
>on the wall hangs a finely detailed tapestry of Ã…st, dwarven god of skies and mountains, and the mountain Oarstacks. Ã…st is depicted as a giant dwarf. Ã…st is humping the mountain. The tapestry relates to the founding of the dwarven civilization in the year 0.
>>
>>123125780
Tripod beams can't melt steel balls.

You knew that was coming.
>>
>Turn on both processors
>Create pocket region with one cavern layer
>only 30 years of worldgen
>2x1 embark zone
>Popcap of 50
>All animals immediately caged or butchered upon receipt
>Performance tweaks turned on in DFhack
>stilll hit FPS death within the second year

I mean I don't have a complete toaster or anything, this shit is just getting ridiculous. What the actual fuck else do I have to do just to make this shit playable? It seems like most of the crashes happen in autumn/winter, do the falling leaves have anything to do with it? Should I just try embarking in a treeless region? Also I can't tell if damming my river has helped or hurt my FPS, I would assume it helped since I dammed the very edge of the map to stop the outflow, now all of the water on the surface is just an even 7. But something is still killing the FPS and I can't figure out what. I might just need to continue lowering the popcap but it's difficult to even run a decent fort on 50, any less and my dwarves would have to start taking on multiple labors at once, or maybe I'll just have to do a hell of a lot more trading to make up for all the gaps in my production.
>>
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>>123148381
>>123129789
Fuck yeah.
>>
>>123150085
use an accelerated mod you 1990s era computer using poorfag
>>
Anyone else get lag spikes on a volcano embark? I don't mean normal fps chugging along I mean like 100fps for 10 seconds then a spike the freezes the game for a solid 1-2 seconds
>>
>>123150085

DF only uses a single CPU core; all multi-core hyperthreading nonsense is wasted on it
>>
>>123150737
I know it doesn't support multithreading, I just hoped it might help if DF had it's own processor to run on and every other computer process could run on a different thread. Heard it made a nominal difference anyway. But I don't even know if there's a way to choose which processes run on which core or anything.
>>
>>123117274
That's why I make these 3x3 and single level, my processor can just about handle them, I have to try to avoid extensive mining operations anyway.
>>
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>>123150085
Cathelms is a 33x33 map, only one cavern layer but the embark is hundreds of levels deep since it's a 1x2 glacier/volcano that rains slime year round. I've got too damn many animals down in my cavern pasture/farm, but only 30 dorfs. I did dig out rooms for another 60 but I gotta assign all the furniture and shit so I haven't done it yet.

When the surface isn't owned by zombies, or I finish caging that years crop of them for the Zoombie, I get visits from dorfs and humans, occasionally elves who I offer wooden crafts to and then take their fruit and animals.

I sit at 80~90 fps nonstop.
>>
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>Goblin siege arrives
>I haven't even gotten a bridge or anything set up yet, fuck
>Push suspected vampire outside
>Convict her of cold case murder
>Goes fucking psycho and punches every single goblin in the head until their brains explode
>Breaks the siege

What should I do with her now? I think she's earned some sort of forgiveness
>>
>>123158517
Military squad so you can keep her away from other dorfs training and ready to intercept sieges.
>>
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>>123150337
>90's
>not 80's
>>
>>123158517
Grind her down and put the paste in your well in order to get a vamp fort.
>>
Is it possible for corpses to completely disappear when being burned by a FB's firebreath?
I have a whole bunch of dwarves missing. Their corpses should be in obvious places but they are nowhere to be found.
>>
>>123168003
I think so, yeah. I'm pretty sure I've seen the same thing in the aftermath of a dragon attack
What I've definitely seen is corpses suffering heavy wear due to dragon/FB fire (eg. X Ast Crossbowbash's mangled corpse X) so I'm guessing if they continue to get singed enough they'll just burn up completely
>>
The tsar demands more creatures for Victorianmod
>>
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Does Dwarf Fortress contain diversity?
>>
>>123171297
Sexual: Yes. Racial: No.
>>
>>123171530
>Racial: No.
I dunno mang, I've seen plenty of dorfs ranging from niggers to aryan in my forts with skin color.
Then again there are cultural differences and shit, but that can be under the fact that some forts have more exotic things to produce, and the usual "wtf why can't I make high boots" as it.
So there is KINDA racial diversity within single race.
Next update will add different races coming to your fort, so then it will be even more mixed pot of bullshit.
>>
>>123118034
If you're new to modding and can't get it to work, restore defaults and make one change at a time.
>>
I sent my soldiers down into the caves to kill some trogs. They dispatched them with ease, suffering no wounds.
However, their thoughts are now littered with "horrified after seeing trog die"

How bad is this? Will their mindset regarding enemy death change later?
>>
>>123171905
Nah, I actually did everything right, I'm just retarded and forgot to add the .txt extension at the end of the file.
>>
>>123171932
>Will their mindset regarding enemy death change later?
Yes. However, any civilians with business down there will get spooked everytime they see the corpses, so you might want to drop them into a pit in order to hide them. A two tiles deep 1x1 pit will keep anything at the bottom completely hidden from anyone standing at the edge.
>>
>>123172159
Good to know, thanks.
>>
>>123171530
>>123171760
>>123171297
Yep. In DFworld, all races are treated the same, men who wear dresses are treated the same, and people react on the basis of faction, not fantasy-species (ie. goblins in a dwarf civilization are treated the same and can wind up in important positions of power). There's also gays, asexuals, etc. of everything, up to and including farm animals.

There really isn't anything not already covered.
>>
*Tripod from War of the Worlds
*Gargoyles
*Brownies
*Domoviye
*Hellhounds
*Ghouls
*Leshys
*Clockwork colossi
*Wildmen
*Wendigo

Do you guys think this is enough or it needs moar?
>>
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when did you first strike assmantine, /dfg/?
>>
>>123173597
When I dropped a yak into the mouth of a volcano and he revealed the magma sea as he fell
>>
>>123173597
Surprisingly I've never mined adamantine. last fort I made didn't have any and it left me too drained to try again right away.
>>
>fort going fine, mighty peaceful
>suddenly, a wave of migrants
>one of the migrants immediately is taken by melancholy
>a child migrant is immediately possessed
>2 minutes later another migrant turns into a weregiraffe, kills a few dwarves and fatally wounds many others
>evacuate the remaining civilians outside, hoping to save some, but he chases after them
>send the military after him
>by the time they arrive, he has reverted back to being an ordinary dorf
>entire fortress gets to watch the soldiers execute a defenseless dorf
>>
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My entrance is shaping up pretty well.

The colonnade's function is to make the caravans drive straightly into my fort, rather than doing that annoying zigzag movement.

There is an outer wall made out of gneiss, which I built to keep dangerous mists out. Then I found out that even if the wall was two levels high, the mists would simply transcend it(if not simply spawn inside the greater courtyard). Still, it all looks pretty good.
>>
>>123176740
>most of the fortress lies around dying while the remaining able-bodied dorfs are too triggered to even treat dorfs or even bury them
>didn't check the logs but most likely at least one of them was bit and will turn into a weregiraffe a month from now and kill everyone else
You know, Trump might have the right idea after all.
>>
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>>123176740
>>123177519
AND AWAY WE GO!
>>
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>>123177763
10/10
>>
>>123173597
It was the first metal I stroke playing DF. I designated my miners to dig 3x3 long stairway in my first fortress and in the end of first month I saw double message about striking adamantine\finding eerie cavern.
>>123177763
Now you can play a Werefortress.
>>
>>123178181
>Werefortress
Is that a dorf that turns into a fortress once a month?
>>
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>>123178919
Fucker sat on the border and slaughtered every immigrant that entered.
Oh and all the humans are dead too.
>>
>>123176453
Unless you embarked on a 1x1 you always have an adamantine vein, you just didn't search hard enough.
And embarking on a 1x1 is a different kind of problem, most people don't do that because it involves playing with the settings iirc.
>>
>>123179580
I think Toady has included 1x1 forts in vanilla in one of the .40 releases(perhaps in anticipation of the fps loss).

I'm not sure, though, as I haven't tried it, and have no interest in doing it.
>>
>Tell friend at work about my mod
>"Sounds cool, I'll give it a try"
>He spends the rest of the day playing adventure mode trying to get a big enough army to defeat the tripod inst

Feels good man
>>
>>123183654
I assume that you're Napoleanon, but I still can't believe that you actually introduced your co-worker to the mod without first having to introduce him to the game itself.
>>
>>123184317
I never said I never introduced him first to the game, tho.
>>
>>122884709
Play adventure mode
Power level yourself to God tier strength
Terrorise cities by hurling children at their parents so hard they explode
>>
>last remaining weredorf is the expedition leader, after he killed the other weredorf just before he could transform
>somehow the remaining two dorfs have managed to avoid every one of his attacks for the past several months
>every time he transforms, afterward the militia commander conducts a "meeting" to chew out the expedition leader for going on another rampage, chasing him all around the dining hall
>>
>>123179580
4x1 and I used Prospect All, Prospect Hell, Prospect All Hell, map hacks, etc. etc.
>>
>>123184678
No wait, I got it wrong. Even better: The militia commander is the weregiraffe, and he is the one conducting meetings after every one of his episodes.
>>
>>123180640
You CAN manually set them up but it includes playing with some raws, which is why I said it's not trivial.
>>123184682
I guess I was wrong then, it's the (something)x1 that does it, as adamantium is basically in a square based grid.
>>
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bumb
>>
DED THREAD DED GAME
>>
>>123188608
>tfw someone saved your oc.
>>
Am I the only one who listens to smooth jazz and rain sounds while playing Dorf Fortress?

It's just relaxing, no matter how much everything is going to shit. Perfect after having a shitty day at work.
>>
>>123189246
I listen to the following:
>irish popular music
>cajun
>labour union songs
Not only are they good music, but they also match the vibe of Dwarf Fortress perfectly.

Sometimes, I also set the complete Daggerfall OST on repeat, for nastalgia's sake.
>>
>>123189225
You should have turned the other buttons into other dialogue options, like "sad but not unexpected", "for the best" et cetera.
>>
>>123173369
Experiments T.T
>>
>>123195043
I was talking about actual creatures

Just kidding, I just forgot to add them because retadation
>>
>>123189246
>make a new demigod dorf
>all wrestling
>wrestle everything
>kisat dur left and right
>listen to this album:

https://www.youtube.com/watch?v=Q9YvDfiAXT8
>>
>No outpost liaison? How curious...

Is this a bad thing?
>>
>>123196474
>If your civilization is extinct (or the Liaison is already inside your fortress) you will receive this message in a lovely red text: "No outpost liaison? How curious..."
http://dwarffortresswiki.org/index.php/DF2014:Outpost_liaison
>>
>>123196969
I guess I'm fucked then?
>>
>>123197050
Only if you're reliant on trade.
>>
>>123197050
>Not rebuilding your extinct civ
>>123197356
He can trade with tree fuckers or humans, can't he?
>>
>>123197480
It depends what you need, some things only dorfs can bring you. Also being able to request shit is pretty useful.
>>
>>123197480
Well, I just checked and they are dead too.

The dwarven caravan still come, tho.
>>
>>123196474
The outpost liason doesn't come every time, if I'm not mistaken.
>>
>>123200263
They do if they are alive.
>>
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>>123191295
>Sometimes, I also set the complete Daggerfall OST on repeat, for nastalgia's sake.

My kinsman
>>
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Is there a changelog for the upcoming version somewhere, like last time?
>>
>>123203481
is that a paraphrase of something I'm too pleb to know of?
>>
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>>123195213
Hmmm.
>>
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>>123204389
>wild man leather
that's fucking horrifying
>>
I have a firebreathing FB trapped in a small part of my living quarters, /dfg/
The only wounds it has are a couple of tiny scars and his "body fat is gone"

What are some fun things I can do with my new friend? Relocating him might be hard and due to how I made my living quarters, a cave-in is impractical.
He's pretty much on the opposite side of my mine entrance and fort entrance.
>>
>>123205369
If it's indoors(where no tiles can be set on fire) it should be safe to send your militia at it, since shields can block fire.
>>
>>123206584
I was thinking about utilizing him though.
Does fire go through Fortifications?
I could try to set him up behind some of that and put a drawbridge in front of it, roasting attackers.

Unrelated question: do FB fight other FBs?
>>
>>123204389
Huh, weird, I think I already saw some clothing made out of tallow in other mods.
>>
>>123207065
>Does fire go through Fortifications?
I think so

>Unrelated question: do FB fight other FBs?
Yes
>>
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>>123204389
Figured it out, I had merged the wrong files.

In the process I noticed tripods need [LAIR:SHRINE:100] or similar (shrines are fun to fight fireshooters in) but I was actually looking to see if something else was broken because I couldn't find any goblins in the first world I made after fixing the tallow thing.

>Civilized World Population

> 16107 Dwarves
> 17785 Humans
> 4870 Elves

> Total: 38762

They just got wiped out in this world apparently.
>>
>>123178919
>Troglodyte has given birth to a boy

lol, wut
>>
Don't get me wrong with what I'm about to say, I love the game and everything about it.

But am I the only one who gets really bored in the time between "OH GOD I NEED TO STRIKE THE EARTH OR I'LL DIE" and "OH GOD THE GOBLINS ARE EVERYWHERE"?

I try to set the ammount of beasts and savagery to maximum, lower the ammount of metals, embark literally on top of necrotowers but I still can't get fun in the time between the foundation and the fall.

It's just... Too calm...
>>
>>123197610
all the friendly civs on your world died out while you were playing? curious indeed
>>
>>123209001
have you considered setting yourself architectural projects?
>>
>>123173369
Triffids
>>
>>123209247
They died out in world gen

Literally none left in 125 years.
>>
Wew nigga, I have an entire 41x41 stockpile full of coke.
>>
>>123209692
okay charlie
>>
Poppy plants and opium when?
>>
>>123213026
When you mod it
>>
>51 dorves
>60 FPS and going lower

SEND HELP
>>
>>123213157
Let's say I made it possible to make opium from poppy plants. Would the "alcohol" made from that plant be able to induce effects?
>>
>>123216559
introducing opium supply and refinement will increase all dwarfs moods and productivity/artistic ability however if supply drops your dorfs will start to get withdrawal and all of its downsides. plus dwarfs go insane more often.

nobles go for it more than working dwarfs.
>>
>>123216559
https://www.nlm.nih.gov/medlineplus/ency/article/000949.htm
>>
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>>123216840
Plus there is the whole tendency to commit atrocities against ethnic minorities... hmmm, hey Victoranon, can we make railroads and elven laborer slaves which we control with opium addiction or did I doze off during history class and imagine all that?

Speaking of elves, that goblin-free world I generated earlier has an interesting elf. Usually I kill or at least mangle elf monarchs, but this guy?

Nah, he can stay, he's cool with me.
>>
>>123216840
>>123217261
That's not exactly what I'm asking. Is it even possible to make opium and have it actually induce syndromes?
>>
>>123217792
DF really isn't that customizable yet.
>>
>>123220024
yes. The Mario mod had all kinds of powerup food.
>>
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>>123173369
Yeah, once you add the lair tags it works fine.

I was able to kill one with a hackbuff-skilled adventurer using my faketrance interaction and a steel pick but it took a few swings because I'm not used to targeting the main body for killshots.

This really is a fascinating little mix of low-fantasy alternate history and flat out fuckballs horrordeath, probably why I can't stop poking around at it.
>>
>>123223131
I felt compelled to make it INDIV_CONTROLLABLE and play around with it.

I never had so much fun making creatures fly across the room with my tentacles and then setting them on fire.
>>
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>Game crashes while saving
>>
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>>123223514
Oh no doubt, the spirit creatures I added for magma-tube-interior construction projects were mostly so I could have a race with innate flight gaits that wouldn't get trapped in mid-air as a ghost... but I also added dragonbreath because it is really fun, and I got annoyed at being ambushed by stuff I can't kill as a ghost.

I was thinking about the workaround with the muskets being removed natively, and how fun my accidental creature massacre (i.e. my creatures were massacred) was: >>123141791

So that got me wondering what a more toned down version which dorfs could just trigger when fleeing would be like.

It worked out pretty well against the humans and such I ran into, then I bumped into a group with dorfs... musketdorf bandits, one of whom was an elite and thus was able to avoid my initial dragonfall that was meant to remove his musket.

I barely escaped and am covered in scars.
>>
check your autism spectrum privilege, this game discriminates against neurotypicals

#normielivesmatter
>>
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>>123226019
>>
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First haunted embark, two dwarves get killed by a raven corpse 2 minutes in; and one reanimates. Thanks Toady.
>>
>>123227454
I just realized bringing wood was fucking retarded when I could cut trees from the caverns. Don't know how I'll get migrants into the fort without them getting mauled by undead though.
>>
Can dwarves sleep in water without drowning?
>>
>>123227659
To be fair to yourself, most cavern trees don't produce a lot of wood compared to surface trees. obviously you CAN survive with just what's down there, but it's kind of a pain
>>
>>123227746
If it is 3/7 most of the time I think so, if it there is a roaming square of 4/7 then it should train swimming skill as I recall.

Was part of the childcare threads.

>>123227454
Hey, only one of them reanimated, that's better than it could have been.

I mean, you might have started without undead right away but then sludge starts to fall from the sky, your dorfs are bitching but you get the stuff hauled in and the entrance controllable.

Then one of the cats dies from the sludge rotting them and reanimates, attacks one of the dorfs, getting more sludge on them, they get sick and linger for a while as you frantically try to get a hospital set up, then they keel over right in the middle of your hastily dug main meeting area and reanimate immediately.
>>
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This Is Not A Drill
>>
>>123230884
I believe in toady
if he's started focusing on bugfixing already, it's bound to be done before summer
>>
>>123230778
That's why you chop trees mostly to fill small shortages and tide you over for when their aren't filthy humans and elves you can peddle trade trinket tier jewelry produced by apprentice craftsmen to for in exchange for wood.

At some point you can totally eschew all production that is not focused on providing a ready supply of craving oriented food and even start getting logistical problems because of how much you can buy compared to the efficiency of your storage and production systems.

All because you can turn all those stupid fucking boulders that are worth like, nothing or less than nothing because they actively get in the way into more trade goods to buy out caravans.

When real economies get in around the time Toady is dying of end stage cancer this will not be viable because it will actively disrupt the world economy at some point, or would if you didn't drive down the market faster than that could happen, thus correcting it somewhat beforehand.

Although I suspect the possiblity will exist to do massive damage at least locally and for shorter periods because you like, paid for an entire human Caravan in gold or semipecious metal or gems that are actually probably worth more than their GDP, or indeed, all the gold they have ever seen in their recorded history. Because you wanted some crummy animals in handmade wooden cages and barrels full of seafood.
>>
>>123231423
Yeah, sometimes I end up mass-buying wood even on forest maps just because it's so goddamn easy to do. Would love to see the whole trading system overhauled but I guess it's a low priority thing
>>
>>123207524
How do you check civ population like that?
>>
>>123230884
>hype level: sacrifice the elders to a volcano
>>
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>>123232880
during world-gen:
open-legends force
ex[p]ort sites and pops

after world-gen:
open-legends
ex[p]ort sites and pops
>>
>>123233689
>assuming someone uses dfhack when telling them how to do something
>>
>>123233689
So I have to use df hack then?
>>
>>123235040
Just download legends viewer (or something similar) and export the data it tells you to before you start a fort
you don't need dfhack for that
>>
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I've never had this happen before, I've seen shit that I would call "craziest shit I've ever seen" with world-gen forts before, but I don't think anything besides the zombies attacking immediately when I started will compare to this.

>Something has collapsed on the surface!
>You have discovered a volcano.
>What the fuck, why am I on the roof of the depot shelter box?
>Why is there dust, how did the roof collapse?
>Wait, why is there steam in there?
>Fuck, is that magma mist?

>>123234442
>assuming there is a good reason to not use dfhack besides MUH VUHNILLUH PURITY
>which implies you can't get the same exact experience with dfhack

Yes, you can use legends mode for it if you want, but it's rather masochistic because you need to backup your save if you started a fort/adventurer already, retire the backup, then check whichever stuff, but hey, at least you can rub it in nobodies face that you did it without dfhack!
>>
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>>123235802
I mean, good lord. If I had spawned a couple of squares further north I would have fallen with the floor.
>>
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>>123236115
Well, that's gotta be a contender for "best reason to get the fuck out of a world-gen fort and move to a player fort" if I've ever seen one.

>taking a nap
>someone you've known your whole life but never met before today shows up on top of the fort
>wake up to this
>>
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>>123238286
In the name of science I decided to see what it would be like if I had spawned a little further north by waiting a little bit.

It did not go well, I'm in mid-air currently, but I've got company!
>>
The tree bug crash is only if you try to construct something on/in a tree right?

It doesn't crash if you have a wall and a sapling grows into a tree next to it?
>>
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>>123241326
It can.
>>
>>123241326
>>123242817
Thanks but I think I just worked out what it was.

Penning an animal that had an owner and it kept going back and forth.
>>
>>123217792
fucking elves
>>
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G'nightbump
>>
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thread saved by a hair
>>
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>>123217792
>MaxTM's fw he realises that his "classy" victorian sprites actually just looks like guys wearing fedoras and guy fawkes masks
>>
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bump
>>
>>123257514
>Graphics
>Imagination
>>
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>>123257651
>>
>>123257514
>using a non-default tileset
>complains about how things look

The original ASCII symbol is entirely abstract, making it work as a proper stand in for any image.

Also, the normal process isn't first reading the description and then having the game "show you" the statue by looking at its sprite, but rather, you look at the sprite, read the name, and let the game show you the statue by looking up the description.
>>
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>>123259157
>>123257651
I-I just wanted to bump the thread with the first pic my mouse clicked.
>>
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Almost here
>>
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>tfw /dfg/ keeps falling back to page 10
>>
how to defeat aquifer boss?

He has claimed entire forts. He is a menace to society
>>
>>123268065
freezing method, cave-in method, and going around method (ie. finding an embark zone that straddles at least one non-aquifer biome) are all pretty easy.
most of the time aquifers are only 2-3 layers thick
>>
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Will play DF help my autistic children train their social competence?
>>
>>123270142
Will your unfunny questions ever stop appearing?
>>
>>123270142
The opposite, if anything, I'd think
>>
>>123267768

/rlg/ is always here for you, DFbros.
>>
>>123257438
Interesting imagination you have there.
>>
>forget that children respond to questions about their profession by stating their age
tried several times to recruit a dwarven kid to my cause because when I suggested he was a mighty warrior, he proudly confirmed that he was one
the pitfalls of being a retard when playing adv mode
>>
>>122890630
furfag plz sudoku
>>
>>123276652
>That feel, Urist, know it well I do.
>>
>>122944760
noob here
what's wrong with 3x3 staircases?
>>
>>123277331
Has to do with pathing. They calculate paths through the center squares but generally won't use it.
>>
>>123276652
>>123277302
Case in point: it's cold as fuck up here so I've got gloves on while I type.

I stood up to see what something on my neck was, cat scratch I think, and took a glove off to feel it.

Then I turned to grab the glove and put it back on...

Looked around, checked the desk, the bed, the dresser, the floor.

...then I realized I was holding it in my other hand.
>>
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What are your best DF jokes, /dfg/?

Mine is:

>"Why did the gremlin cross the road?"
>"Gneiss."
>>
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>>123279432
What's the difference between a cavern Wall and en elephant?

One's big grey and wrinkled, the other is OH GOD, THIS CAVERNS IS JUST ELEPHANTS!
>>
Some guy told me the next update's going to feature non-dwarven citizens. Is this true? Please tell me it is, so I can finally clad my macedwarves in red robes and form the dwarven inquisition.
>>
>>123279432
An elf, a goblin, and a kobold walk into a tavern.
The bartender pulls the lever.
>>
>>123280150
Holy shit son, have you not been paying attention to anything for the past year?

Yes, it's true.
>>
>>123280260
Yes, actually. University and shit have almost entirely deprived me of free time, let alone shitposting time. Also, I'm still playing v34, because I assumed it'd take about a year or two to bugfix v40
>>
>>123280427
It took two or three months.
>>
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>>123280260
I too was not paying attention, who the fuck is coming to live in my fortress now?
>>
>>123280510
That's great, except I wasn't paying attention at all. Doesn't really matter much, cause I won't be playing much DF the next couple of months either, but I'm gonna get to it eventually and until then I need the inquisition idea to marinate in my head for a bit. You know, take care of the details, like how the Inquisition HQ will look, whether to include religious purges of non-dwarf-y gods to the list and enough methods of torture to fill a proper dungeon. Also, an extremely cruel method of execution. I'm thinking badgers for that one.
>>
>>123280427
>University
>Paper due next week
>Haven't even started
Thanks for reminding me, anon.
>>
>>123280531
Goddamn it. I should have just saved my spiel to a note last time.

>>123280531
>>123280427
Toady wrote up procedures to generate poetic forms, poetry for those forms, musical forms, music for those forms, proc-gen instruments, and dancing. He implemented skills for all of the above and made musicality useful finally. Festivals happen now. Bards will form wandering troupes and entertain in taverns and inns. Everyone has a role to play.
Knowledge can be recorded in books. Libraries can be raised, scribes hired, tomes transcribed, scholars busied. A vast complex path of ALL OF SCIENCE AND PHILOSOPHY can be researched by entities in world now- not that it has much effect yet.
Temples are raised and dedicated, prayers are made, and ceremonies held. Gods watch.
Player fortresses participate in all of this.

Player taverns/inns in particular attract the wandering entities from across the map, and build a reputation. Rooms can be rented on a temporary to semi-permanent basis. People sufficiently impressed by the Inn may petition for permanent residence, and if allowed, become full citizens under the player's control. They retain their original ethics, mind, and might influence the fortress around them.

Crafts will be made useful items. Mugs and cups will be used to drink. Avaricious dwarves will hoard and don jewelry. Children will play with toys.
Related, needs are being adjusted and altered; "on break" no longer exists, as more granular wants are being implemented. Religious dwarves will grow upset if they don't have a temple to pray in, quarrelsome dwarves will enjoy getting into fights and arguments, and other such things.
>>
>>123281320
Eh, no need to rush it. Everyone knows papers are best done at 3AM the day before it's due, with a brain that's running on nothing but caffeine and alcohol. Especially when said paper is 40 fucking pages.
>>
>>123224361
>spirit creatures
raws please
>>
>>123203481
When .40.01 released the changelog was mostly just broad strokes. Subsequent ones were more detailed, but the initial release had a lot of undocumented changes, and a lot of the changelog was pretty vague. You can look at the release notes at http://www.bay12forums.com/smf/index.php?topic=140013.0 to see what I mean. The next release is likely to be the same way. Even if it isn't, we won't see a changelog until it releases.
>>
>>123281385
Mind if I turn your post into a copypasta? People will keep asking, and no one has answered as well as you until now.

Although, it won't matter soon, since the update is just around the corner.
>>
>>123281385
Now it sounds like the inquisition would be even MORE warranted.

Quick question, though. Since, normally, books lead to necromancy and vampires and werebeasts are made when a god gets pissed and curses someone, does this mean that shit could happen in my fort? Like, the fucking heart of my fort where I decided to build a temple, where a guy gets turned into a were-meerkat or some shit?

Because that would be fucking awesome. And potentially devastating. Also, I can no wait to teach a dwarf to play Thunderstruck on a lute.
>>
>>123281817
Do it.
Though, I'm probably forgetting something.

He didn't implement gambling yet, so it's not that. And the Fun Stuff about getting a necromancy book or tipping statues should be implied. Ah well.
>>
>>123279432
How many dwarves does it take to screw in a lightbulb?
[INFRAVISION:10000]
>>
>>123282049
Ah good, it was implied.
To quote the toad,
>he he he

Scholars can't discover the secrets to life and death through independent research, it has to originate from a slab. However, a library can come into possession of a necro's books through shenanigans, which can lead to shenanigans. There was some internal debate as to whether the transcription process involves reading the book, per se, and I don't recall the final determination there, but all the same it can lead to Fun.
As to Temples, the Gods only lay down curses to those who defile their temples, and we have something of a confirmation from Tarn that if a dwarf tantrums in temple property and fucks shit up, they might get the divine dick slap.
>>
So does everyone play on v34? I'm 4 years into a v40 fort and I can't go a month without crashing. I have only one ground level construction, a bridge, and it's nowhere near any trees or saplings.
>>
>>123282682
Does it occur at a migrant wave or when a caravan arrives?

It might be the "nemesis" crash. If it is, you were just REALLY unlucky, and your fort is fucked.
>>
>>123282682
I have never crashed across a dozen v40 forts.
Granted, the FPS drain is worse than v34, but.
>>
>>123282682
I haven't touched .34.11 since june 30th 2014, and similar to >>123283101 have been almost entirely crash free in the interim. I got the talking to god crash the night .40 released, got the building in trees crash once in .40.24, and have been entirely crash free otherwise. And I have played an ungodly amount of this game.
>>
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>>123279432
Did you hear the one about the ass demons and the moth men?

>>123281667
Just copy-paste the Fairy (or was it the Pixie?) entry and rename it as spirit, change the tile to the bogeymen one, then add an entity [MISCHIEVOUS] with spirits as the class and indiv controllable, use the ghostly script and fly around talking to demons.

I just copypasted the dragonbreath interaction over to them later so I could burn random ambushes, but you can just leave when ambushed if you are a ghost.
>>
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>orist calcels sleep: itrarapted by plump helpet mane
>>
>notice all my dwarves are cave-dependant
>decide to just dig out my main stairwell to the surface and later close it off with glass, allowing sunlight to get through
>entire fort gets painted in green

It'll be worth it in the long run, I guess.
>>
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>>123286409
I wish I could risk letting my dorfs up to the surface to get some green everywhere on the marble.

They'll end up covered in roofie juice though.
>>
>>123286409
>with glass
All constructions are opaque. Unless you intend to use windows?
>>
>We're done with the list -- I'm going to have to push off rumor display changes for a bit, since I spent the day I set aside for that chasing crash bugs instead. The crash bugs were squished though, so I'm happy enough with the outcome. We're doing release mode tests now and going through the churn of tweaks that happens before it's ready enough to go. There will still be plenty of issues left for you to enjoy, along with all the new stuff. Fix fix fix, fix fix fix.
>>
>>123287290
>All constructions are opaque.
That's correct.

>Unless you intend to use windows?
Windows can only be placed vertically.
>>
I want a S.T.A.L.K.E.R mod.
>>
>>123287290
Really? That's kinda shitty.
Oh well.
>>
>>123283002
I hit the pop cap. Nothing about caravans or nemeses in the game or error logs.

I retired and unretired the fort, that seems to have fixed it. Whatever was corrupted must be flushed.

Cheers
>>
Is there any way to remove the alchemy hauling labor from Dwarf The Rapist? It's annoying having to toggle hauling twice on every new dorf, once to enable alchemy hauling, and again to disable all hauling.
>>
>>123287290
Whether or not a surface is above ground/light depends on if it has been exposed at some point, not if something has been built above it.

Whenever I flooded the glacier with magma it encased the wagon enclosure, a later accident destroyed the wagon so I just cleaned it up, but despite the fact that this is technically two z-levels underground it is still above ground/lit.

The middle lever, by the cursor, is going to be the Zombocalypse lever, linking all the Zoombie cages to it.
>>
>>123290368
Only Outdoor Light tiles reduce cave adaption. You can clearly see in your own image that that tile is labelled Inside.
>>
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>>123290726
It has been a while since I messed with that but I thought above ground/light was sufficient to start them barfing.

I know it keeps miasma from showing up because I put the refuse pile in the square under the lever there since it was a cave-in and exposed that tile.
>>
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>>123292102
Well, it's been 16 years, I think it is time to let some more dorfs move in.

Got a hospital set up finally, didn't feel like reassigning all the rooms on the lower levels around the wellstack so I just dug a new one into the depot access tunnel.

This also means if anything should make it through the airlock, the hospital is the first thing they will reach, though if the Zombocalypse lever is pulled anyone in the hospital might be the last survivors.
>>
DED THREAD DED GAME
>>
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>>123297981
>>
I want to make a mod.

I want to be useful for the community.

But I have no ideas.
>>
>>123299901
Not bad for sub-40 pop. Is your military off duty or is hilariously evil weather your sole defense?
>>
>>123303795
Hilarious weather doesn't help much with zombies. I just cage them and add the cage to the Zoombie which has now been linked to the Zombocalypse lever for some reason.

It was at 20 pop cap for the first 7 or 8 years I think, then I messed up and forgot to change all the settings in a fresh d_init.txt and only caught it at 30 dorfs, now at year 16 I'm raising the cap to 90. Mostly they just party and I have them make booze and clothes and shit while I'm laughing at eagles exploding on the glacier or watching zombies punch polar bears in the brain.
>>
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>>123306337
>eagles exploding on the glacier
>not keas falling into volcanos
>>
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DAMMIT! I keep building an army to go watch a megabeast slaughter them and forget that they're all not_living or opposed_to_life and thus would rather hang out and be chummy.

T.T

>>123306645
Haven't had keas show up since then, but I consistently get eagles.
>>
First time embarking on a volcano.

Do the erupt?
>>
>>123307324
Not unless you make them by pumping lava out yourself.
>>
>>123281805
I was referring to a player-maintained changelog, such as
https://docs.google.com/document/d/1Vgy5h5tmWFZLqCJMYd1cbGG67SUCSIn30Y--DNymzdg/edit?pli=1
>>
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>>123308324
And gems like https://docs.google.com/document/pub?id=1u8jibE1TV7BAwAI2b4TzRkWFlBboLiXMrVBhYmDYPhI&pli=1
>>
>>123281385
>>123280531
>>123280765
For your interests, early working demos of the artistic form generators. As you should be able to see, heavy autism was involved in their creation.
http://www.bay12games.com/dwarves/early_poetic_forms.html
http://www.bay12games.com/dwarves/early_musical_forms.html
http://www.bay12games.com/dwarves/early_dance_forms.html


I can also explain something of Toady's devprocess this cycle. He wanted to add taverns. Taverns need entertainment, so he started on that. After he made the art, he needed to make the bards, and making the bards meant making the bards and making the music work on the full world scale. Doing that, he implemented master-apprentice and troupe relationships, then noticed that all this existing framework for taverns and education could be used for scholarship, so he did academia and added all of that he could think to do. Then he noticed that a lot of known research kept being forgotten because academic circles died out, realized books were a thing, and made it so academia, and then the arts, could be recorded into them and learned from them. Then libraries happened, and wandering scholars, and fortress interactions around books, and I think he mentioned something about pulping damaged clothing with lye to make paper. He then realized that all this shit implied the absence of festivals, so he added that. Then he poked around chemistry since his science boner was hard, and made alcohol actually behave like alcohol. After all this, he went back to working on taverns and temples.

Y'know.
Autism.
>>
How much of your pop is actually working at any given point, dfg? I'm pretty new at this and am up to 60ish pop, probably a third of my dorfs are doing nothing unless I've just designated a new stockpile that needs populating.
>>
>>123311613
1/3 sounds a little high, depending on your definition of nothing
if I have a population of 80 dwarves, I usually have
>~25 militia dwarves (spend all their time training, don't work)
>~10 kids (don't work)
>2-3 dwarves on break at any given time
>1-2 "specialized" dwarves who don't do anything 99% of the time, eg. bookkeeper
which leaves somewhere around 40 actual workers. I don't think I generally get much above 15 idlers, but it's true that a lot of that work is just hauling things around.
I think it's only really important to keep your dwarves super busy for the first year or so, since a delay here or there can make the difference between safety and losing your fort to the first werebeast attack. after your fort is well-established you're naturally going to have less action, and in fact that's probably just as well, because I think creating vast numbers of items increases lag over the long term
>>
>>123311613
It really doesn't take a lot of dwarves to take care of the entire industry, there shouldn't be any useless dwarves though, if there is some retarded novice cheesemaker just throw him in the militia.
>>
>>123320423
On the subject of militia, is it good to keep minimum active below the actual squad size so some can drop out if they want to, or does it also act as a maximum?
>>
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>>123309526
> autism

this is accurate
>>
>>123320862
Honestly I always just leave it on the default settings. Make sure the squad is set to "active" and they have somewhere to train, and they'll more or less take care of themselves.
managing their equipment is another story obviously
>>
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>>123281385
>mfw sieges are 100x easier than in 34
>mfw micromanaging dwarves will get 100x harder now

Is it just me, or is DF's difficulty drifting from external conflicts like gobbo fights and candy wars, towards more inwards and management conflicts, like we will see in the next update?

I appreciate all the work that Toady is doing, but I really hope all this micromanagement of needs and temples and books and scholars and dancers and poets and alcohol won't interfere with actually going out and slaughtering goblins.

Would it be reasonable to implement some kind of "good old days" mod which automatically handles needs and temples and such and adds in shitloads of sieges and combat again?
>>
>>123322845
All the new needs appear to be small things, and mostly self-managed by the dwarves. Setting up a few new areas shouldn't be hard additions to our standard procedures, and with those present, dwarves will now go to a "praying" activity instead of just being "on break," so I'm expecting most of the differences to there to be largely unnoticeable.
And it *seems* Toady got things worked out okay with alcohol, though why he didn't make the resistance calculate off of liver size instead of some arbitrary flag I'll never know.

As for adding combat back in, I'm not sure what to say. Dorf Fort was always meant to be more of a Tolkein simulator than an outright wargame. The go-to way to make goblins more aggressive seems to be to make more goblins.
>>
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Thinking about making a new fort that's an entirely vertical shaft of hexagons, which should have a good aesthetic on top of being entirely concentrated functionality.
Anyone have any suggestions for dimensions of the hexagons to maximize functionality?
>>
>>123322845
34.11:
>my squad of legendary dwarves wiped a 150 gobbo siege in a minute and a half

40.24:
>my squad of legendary dwarves wiped this 50 gobbo siege in 30 seconds

100x easier indeed. Sieges were only ever hard if you weren't good at the game. The only challenge is cleaning up all the body parts and <<copper breastplates>>.
>>
Hey guys, I'm getting my brother into Dwarf Fortress and I'm showing him the basics as we speak.

Any tips on what exactly I should show him?
>>
>>123327868
don't do >>122959204
>>
>>123328363

I'm a pleb and use a tile set, what exactly am I looking at not to do
>>
>>123328517
See all those ^?
Those are traps.
Don't make a 100 trap filled entrance.
>>
>>123328612

Jesus Christ, okay, duely noted
>>
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R8 my fort so far
>>
>>123322845
>won't interfere with actually going out and slaughtering goblins.
of course it will, that'll just enhance the fun when your tantruming dwarves defile a temple, get cursed into a werebeast, which then promptly stomps the goblin invaders.

>>123328517
traps block depot access. if you fill your only path to the depot with traps, you block the caravan

also, extremely wide entries are more difficult to defend since one dwarf can get swarmed and all the goblins can run freely. narrow paths cause units to crawl beneath other units to bypass them when blocked; retreating goblins will slow down advancing goblins in a narrow hallway, making it an easy kill for dwarves.

> dwarf fortress teaches you medieval seigecraft techniques
all about those fortifications urist
>>
>>123328930
huge stockpiles and stockpiles in general arn't really necessary. the resource management minigame is difficult to setup and takes a while to learn. furniture/goods stockpiles arn't really needed unless your workshops are getting choked out by huge numbers of items. resources like wood and stone should be immediately next to the workshops that need them to minimize travel time; stockpiles are there so the workshop dwarf doesnt need to walk far.

be aware that workshops have tiles your dwarves can't walk through, so don't accidentally block passages with them.

widen hallways to 2 minimum so dwarves don't crawl trying to get past one another. very busy hallways or hallways leading to the trade depot should be 3 wide. rarely will you ever need 4 or 5 wide halls except for style or certain design choices.
be aware doors need to be next to a wall to be placed; the widest you can make a set of doors is thus a 2-wide hallway.

chairs/tables should be at a 1:1 ratio and never 'share' each other on direct adjacency; dwarves will complain of a lack of seats or table space if forced to share. T-C-C-T or C-T-T-C is acceptable but never C-T-C or T-C-T setups.

finally:
you don't need to irrigate sand or other soils for farming.
>>
My farmers are only farming the first column of each plot and say that they're out of seeds when I have 160 seeds available for use

What's the deal?
>>
>>123330713
above ground or below?
plant?
season?

make sure they're accessible AND not forbidden, and that your dwarves didn't go on break.
>>
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>>123330401

How's this layout for chairs and tables
>>
>>123331694
Poor, you don't want chairs sharing tables. Make it a 5x5 square instead, but only have chairs and tables on the middle 3 squares of each side.
>>
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Huh, I didn't know you could get a shrine with magma in it instead of water.

>>123331694
Too many chairs, you can do it stylistically but technically the corner tables have an extra chair.

Also that's a graphics set, a tileset is the thing in df/data/art that the game uses for the text and map tiles (unless you're using twbt with dfhack, at which point you have two tilesets, one text, one map, and possibly overrides for specific items/furniture/etc) while the graphics sets are what makes the different creatures look differently.

You ARE using a less abstract tileset then the default curses set, as yours has chairs and tables and such drawn in instead of the little wall ending tiles.
>>
>>123331694
better than before, and better looking than boring rows of tables/chairs, but the corner tables are still chair-sharing

either the left and right chairs on the upper and lower most rows can be removed, or the upper and lower most chairs on the left and right columns can be removed.
>>
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ZOMBIES INVADED BEFORE I COULD PUT TOGETHER A MILITARY

URIST MCMEAT HELP ME
>>
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>>123332795

woops
>>
>>123331413
I just realized my mistake, I tiled above to pour water down into it and the farm ends when it gets to the first tile which is now technically above ground, though it never was above ground and still isn't

I'm just going to build pillars in their place and build the farm around it

Hopefully this is also why most of the seeds aren't being used too
>>
>>122904042
>>122905602
What game is this?
>>
>>123335369
Rimworld.
>>
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>>123332274
You can also do stuff like put statues in the corner tiles for them to admire while they eat.

>>123332795
Hey it was fun right!

Speaking of zombies... holy shit, so the magma-pond-shrine was in a town with like nobody living there. This world is one I had been rampaging around with as a mad scientist but I don't recall visiting this town, and none of the other dorfs creatures were hanging around.

So that's weird, but then I bumped into a room while checking for survivors.

>fuckfuckfuckfuckrunrunfuckdontwannagetcursedrunrunfuckfuckfuck
>>
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>>123338390
>JesusChris
>Grabbed shot while they were blinking off the zombie N tile
>Jesus Chris indeed

I was kinda freaking out since I hadn't had a mummy in a town shrine in a long time.

Moved to the town I had visited with my mad scientist and cleared a couple of the creatures for everyone, told various folks about my feats killing an experimental hulk and tripod (which was much easier since I bumped into two vaults and thus have one of the only shields loose in the world, had to wrestle some wildlife to skill it up some but it was worth it) and have many hearthpeople now.
>>
>>123336764
pls
>>
>Start new fort
>Want to improve my design
>Look up other people's designs
>Have no idea how they even make the shapes they do
>type die in DFhack and go to sleep
>>
>>123339569
I think it's just the stonesense overlay for a modded version of DF that anon created so he could play as antmen instead of dwarves
>>
anything good to use to get started with other than the stuff in the op? checked out the pdf, have the base game installed on muh laptop
>>
>>123340403
Dive in, fuck up, make a new fort when you figured out what you did wrong. rinse, repeat. should only take an hour or two before you're comfortable with the general scheme of how things work.
there's just so many workshops and labours and items and creatures to explain that I don't think any guide or tutorial is really going to stick with you unless you've messed around with the game already
>>
>>123340603
ok, fair enough, thanks
now to figure out what the fuck is what
>>
>>123340403
Nope, that's it. When I started playing the game, I just downloaded the vanilla version and went with it, checking the wiki every once in a while. Everything else is clutter, and way less helpful than you'd think.

If you're completely stuck and don't know where to begin, go watch some tutorial on youtube and copy someone's basic starter fortress.
>>
>>123340817
just keep pausing and using [k], [t], [q], and [v] to figure out what things/people are/are doing
it'll be annoying at first but you'll notice patterns pretty quick
>>
so if i set world gen to spawn only one cavern layer, which cavern layer will it be?

will it always be the boring first one i.e it is a prerequisite of the others?

or is there a chance it'll be the third one, which has all the interesting stuff?
>>
>>123341769
It's all three merged into one. I find it tends to favour slightly layer-1 creatures (crundles, troglodytes, etc.), but you still get plenty of the stuff from layers 2 and 3 mixed in.
>>
>>123342096
so cave dragons and magma pools are a possibility?

groovy might have to try that now
>>
>>123342615
I don't think I've ever seen a magma pool. cave dragons sometimes show up but are even more rare than in a 3-cavern setup. you'll get loads of nether-caps and blood thorns though, and plenty of "underground level 2-3" creatures like voracious cave crawlers and blind cave ogres
>>
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>>123309526
Did not know all of that was in, starting to get hype now.

Soon?
>>
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>>123349472
He said hopefully Dec 1st, did the list faster than I expected, so maybe?
>>
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>>123350975
One of the best parts of what Napolanon did was making it so all these factions wind up working together to kill each other, wars constantly.
>>
Dwarf Fortress General is dead. I am not upset by this.
>>
>>123357529
No, It's a vampire that hasn't sucked blood (a new release) in a long time, so it's movement speed is greatly decreased.
>>
>>123350975
Sounds good.
>>
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>Anon gestures!
>The /dfg/ corpse shudders and begins to move!
>>
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>impending dwarf fortress update
Can someone make a simple and condensed changelog? As much as I like large lists like >>123281385 >>123309526 I would like just some bullet points so I can reference them to people who just want bullet points
>>
Guys, which is the best newb pack for Linux?
>>
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>>123366669
Dnace, Music, Poetry, Scholars, Being a bard, Visitors that can become a part of your fort, taverns, I think temples too, mugs and shit being useful. At least this is what comes to my mind now.
>>
>>123368279
He also said something about possibly fixing goblin mount use (!) but I don't know if that made it into the current update or if he was just acknowledging that it needed to be looked at
>>
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>>123368406
I think it will be this one, but then again, I bet it will be broken in an entire new way. A hilarious one for that.
>>
>>123368458
I look forward to kea man-riding goblins whose mounts petition for entry to the fort in the middle of a siege
>>
>>123368406
Well, he didn't fix it intentionally, but somewhere along the development, the mounts simply reappeared.

As for the nosieges, he has explicitly stated that it was due to a map travel bug, and that it's fixed now.
>>
>>123369619
nosieges was fixed in 40.06 or something, everything more recent was just anons not knowing how to read a map
>guys I set up a fort two weeks' march from the nearest goblin settlement, why aren't they sending more than small scouting parties after me? damn you toady you broke the game
>>
I have a FB trapped in a walled off area.
What would be the best way to deal with him?
I figure my military can take him now, especially with shields, but it would still be a pain to have him spit fire everywhere.

Making a cave-in would be hard due to the structure of the room.
However, as you can see from the wells, there's water below the room. Should I pump the place full with water?
>>
>>123369981
FBs can swim, so I wouldn't try the water
If there's any way to lure it into a long corridor (preferably 2 or 3 squares wide and 12+ squares long) you could try taking it down with a shitload of marksdwarves. just make sure you have enough to kill the thing quickly because they'll tend to roast alive especially if they're decked out in non-metal gear
>>
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>>123366669
The usual image will be updated once the release is out. Here's a preview.
>>
>>123369981
What exactly is it?
Composition and what not
>>
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>>123369981
Forgot pic

>>123370252
>FBs can swim, so I wouldn't try the water
Does swimming mean they can also breath underwater?

>>123370313
"A gigantic hairy nematode. It has thin wings of stretched skin and it appears to be emaciated. Its black hair is long and straight. Beware its fire!"

As for wounds, his body's fat is gone and he has a number of tiny scars that don't matter.
>>
>>123370278
wow this image is pretty shittily organized. Why not just put these in bullet points? The stuff marked (A) applies to only that sentence? Basic organization pls
>>
>>123370449
>Does swimming mean they can also breath underwater?
I'm really not sure, I just know I've never seen a FB struggle to survive in water, even ones that seem like improbable floaters/water breathers (eg. a lyrebird made of sapphire)
>>
>>123370972
It's not organized at all yet. I just wrote it down as I learned about it. As I wrote, it's a preview.
>>
>>123371232
okay my b senpai
>>
>>123371232
it's sort of a microcosm of DF. really, it should use 3 or 4 independently slick-looking text formats and borders that clash with each other, and an "I'll fix this later" note attached
>>
Not as pretty as the last few, an indeed uglier than I'd intended when I conceived this plan.

Working towards the corners is tricky without ruining everything, so I just ruined a few homes in each corner instead.
>>
>>123373970
At least the haulers don't pass through the bedrooms.
You and your arrows. I dig the spiraling staircases though.
>>
>>123373970
what does the center spiral lead to?
>>
>>123374183
>You and your arrows.

It just keeps happening.

My once concession to the dwarves having their homes trrampled through is that they get to have their statue right in the middle of the path to annoy everyone.

>>123374421
The center follows that inner spiral all the way up, then there's another spiral just like that one on the floor below, which leads to a bridge to the room with the trade dept.

Currently sinking a shaft down the cetre so the spiral is freestanding with bridges connecting to the road. Not decided how deep it's going to go, infinite is tempting, but it's a lot of work doing it one floor at a time.
>>
>traders have gremlin tears

These guys sure do know their customers.
>>
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>>123379218
>>
Bumping: >>123366681
>>
>>123379563
just dl the vanilla game

you don't need some special "Coca cola 420 no scope edition" to play the game
>>
Is there any way to cut trees in cavern water?
The crundles keep climbing on them and getting stuck. It's pretty annoying.
>>
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I'm starting to think that digging out my stairway to the surface to rid my dwarves of cave adaption wasn't such a great idea after 3 years of being in the dark...
>>
>>123380607
Using pumps to drain the lake is the only way.

Make sure to place the pump/s as close as possible to the tree in question, and since it's gonna take a lot of pumping, make sure to direct the water out of the map.

If the lake expands outside your embark, the water levels are eventually going to return to normal, although it's gonna take a while.
>>
>>123380224
I'm asking because I downloaded Beautato's pack, and I'm wondering if there is any better.
>>
>>123380832
Just assign some dwarves as above ground living. It's not as dorfy but a militia that can deal with above ground threats without puking everywhere and do it in a moments notice is quite worth it
>>
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>>123380982
That doesn't seem so feasible in my situation.
>>
>>123381364
Just give it several pumps and a lot of time.

Also, did you notice the solid rock next to the crunds? Just dig a stair to them.
>>
>>123381192
The point of that stairwell was to fight the cave adaption in the first place. Nearly all dwarves pass that point regularly, so they should get adapted to the sun in a while, right?
>>
>>123381850
That's the border of the map.
It would be easy if I had another cavern under this one and I could just drain it all through a tunnel but I guess I have to do this the hard way.
>>
>>123382210
Wait, magma flows don't turn into obsidian, right? Water that drops into magma flow tiles just disappear, right?
That should be much faster
>>
>>123382210
You can drain the border of the map, too. It just takes far longer.

You should also be be able to dig as far as the second tile away from the border, meaning that you can make stairs through the natural pillar.
>>
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>>123381007
I don't know anything about how it works on windows, but with linux you're just dropping shit into folders and it works.

You already installed linux and got it working on your system, dropping tilesets into df/data/art, editing df/data/init/init.txt, adding or removing shit from df/hack/plugins and df/hack/scripts, and having whichever shit you prefer in df/raw/graphics isn't that hard to do manually.
>>
>Embark in a place with zombies
>Zombies murder my dwarves before they even move a tile
>If I manage to get them cut off from the world in time, migrants are slaughtered as soon as they come

Fun.
>>
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Hey /dfg/ what are these blue colons that flicker randomly as I walk around?
>>
>>123385561
That's rain, dear.
>>
>>123385707
.....that makes sense. Thank you.
>>
>trying to find a lone high hill over a magma tube
I think I'll just give up, no towering fort.
>>
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>>123386283
How high are you looking for?

Does the tube have to be drained?

Is it ok if it is on a glacier, possibly a horribly evil glacier with awful shit raining from the sky?

http://pastebin.com/NQX1CHXh

If not, just cut the first ten or so lines that start with [EL and [VOL then paste them in the middle of the [EL and [VOL entries.
>>
I want to build an evil lair inside a hollowed volcano.

How much of a stupid idea is this?
>>
>>123388568
Sounds like fun. Please add a piranha pit with a trap door.
>>
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>>123388568
Those settings I posted tend to produce a lot of spiky exposed volcano tubes with a frustratingly large number of drained tubes up in the northern glaciers.

It's always annoying finding a spot with good neighbors, nice minerals, doesn't kill the embark immediately with zombie wolves, and then the magma tube is drained.
>>
>embark on glacier with a white dot in the middle of the map because I'm curious
>get automatically attacked by a bunch of trogs and two humans that are hostile for some reason

What
>>
>>123392125
Dots are tundras, aren't they? If there was a single dot in a glacier, it was probably an island, where wild trogs and human bandits were crammed up.
>>
>>123393143
I got attacked by 4 trogs (they were dispatched easily) and 2 humans (An administrator and a child, both of both are listed as "hostile" but aren't attacking. The child got fucked up by a trog)
>>
I feel like making a mod

Give me ideas
>>
>>123342615
>>123342813
Magma pipes can appear in any cavern layer.
>>
>>123392125
Wasn't it a cave or something?
>>
>>123393531
Is there any settings you are particularly interested in? Try and mod that in.
>>
>>123393531
I hear monocles are all the rage these days.
>>
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>>123395372
Only with the cringey autismal crowd.
>>
>>123393531
Dwarf Fortress lacks magical girls. Add magic and make it so only girls aged 10-17 can use it.
>>
>>123382165
it doesn't seem to work quickly enough. and bear in mind that inside/light doesn't do anything to reverse cave adaption, just doesn't make it worse - it's only outside/light that reverses it, and even then only slowly.
If I really want an underground fort with non-cave-adapted dwarves, what I'll sometimes do is dig out a massive fuck-off shaft down from the surface (like a 15x15 square or something) with no roof, pretty it up with statues, and designate it as a meeting area. a few traps around any entrances to the room will deal with flying creatures that try to get into your fort that way, and you can always just exclude it from your civilian-alert-siege burrow so that it's vacated when there's invaders.
It's not perfect because dwarves who are working constantly and dwarves who prefer to hang out in their rooms will still get cave adapted, but it's something
>>
>>123393531
usable wagons?
put siege weapons on those wagons?
>>
>>123393531
>rename plump helmets to "helm plumps" and plump helmet man to "helm plump man"
>rename tree frog man to "pepe"

The jokes aside:
>add more detailed real world flora and fauna: lots of arthropods and birds are missing

>make an NSFW mod catering to lots of strange fetisches

>add more types of equipment, preferably from real world cultures

>try to spice the rather plain speech files up a bit by editing them

>make a weebshit mod where people use cringeworthy name suffixes when they speak and call their attacks

>above ground giant fungi

>playable kobolds whith the ability to speak(yet with utterances, in order to preserve their adorable names), living in hamlets or dorf forts

>playable goblins, living in hamlets(the dark forts aren't only laggy, but buggy as well)

>make different human castes, with different physical abilities, like one with the ability to run really fast, one with the ability to breathe underwater, et cetera

>make an ancient israel mod where dorves are jews, elves are canaanites, humans are assyrians and/or egyptians and goblins are babylonians and/or philistines

>antman civ

>precolonial mesoamerica setting
>>
>>123393531
NSFW content
>>
>>123393531
Shit fortress 2015. do what toady is afraid to.
dwarves occasionally accept a "take a dump" job (if it gets interrupted or cancelled they soil their clothing and get loads of bad thoughts), if there's an available latrine their work will fill it with 1/7 fluid (sewage)
bonus points if you can make the fluid cause minor syndromes on contact and produce miasma as well
>>
>>123399698
>make latrines a 1-tile "workshop" like querns
>"take a dump" job produces fertilizer
>>
>>123399698
Didn't Toady add "Brown/Yellow/White filth" with those implications?
>>
>>123400121
>produces fertilizer
an angle I hadn't even considered, but that's fantastic
maybe you could use it in place of water to produce soil on rock, too, if you didn't mind the miasma it would put out initially
>skill at gong farmer labour determines the speed of shit-shovelling and the likelihood of contracting syndromes from the work
>>
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>>123400397
Here, I found them.
>>
>>123398127
The mesoamerican idea you have gave me another different idea.

A new weapon mod, but this one adds non-metal weaponry for forts that embark in areas without metals or at least crappy metals.
>>
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>>123396337
MLP mod has already been made.
>>
>>123400650
probably so that people could mod in shitting mechanics if they really wanted to but he wouldn't have to take responsibility. pretty good of him tbqh
>>
>>123400795
>non-metal weaponry for forts that embark in areas without metals
You mean... like obsidian swords?
>>
>>123399698
>>123400554
Water and magma are the only real fluids in the game right now. The rest are contaminants, and thus can't have depth. Maybe some kind of dfhack sorcery could make the soil thing work, but the liquid mechanics are otherwise hardcoded.
>>
>>123401487
Actually, I think they were added just as backdrops to be used in the rape dungeons that used to be in hell, although I'm not sure, as I didn't play the game back then.
>>
>>123401809
Yeah, but also different kinds of weapons aside from swords and made of other materials too. Stone hand axes were pretty common in the prehistoric ages.
>>
>>123401978
Well, stone axes have been added in several mods already.

However, I find their inclusion a bit ridiculous, since the game currently can't have them wear down properly. Using the same stone axe for chopping down thousands of trees is just silly.

I'm not saying metal axes that last forever are totally realistic, but it makes sense for them to last longer.
>>
>>123402549
Eh, then I have no other idea.

Maybe turn a random animal people race into playable and make a mesoamerican-based playable entity?
>>
>>123401923
>rape dungeons that used to be in hell
what
>>
>>123402735
So yeah, in your opinion /dfg/, what is the most FUN animal people race?
>>
>>123403908
From what I heard, they were huge chambers full of caged prisoners, mutilated corpses, engravings of "depraved acts" and walls smeared with shit, urine and semen.
>>
>>123404483
>"This can't be real"
>Google around
>Find "Tentacle Demons" and engravings about depraved acts existed in 40d

Mother of god
>>
>>123399698
goonstation please go
>>
>http://dwarffortresswiki.org/index.php/40d:Demon
>Tentacle demon: Corrupt intentions. The upper levels of their pits are covered in filth, are decorated with engravings of depraved acts, and are populated with many additional prisoners which will quickly attempt to escape into your fortress.

Toady, you magnificent bastard
>>
>>123404876
>>123405403
And this was back when the sex-specific speech files had characters in adv mode boast about having "taken the manhood" from their male victims. Toady removed those speech files, but they can easily be re-added.
>>
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Whoa, found some mad scientist glitchiness.

Having animated creatures with personalities gets weird, especially when you've created some, left a horde behind when crossing a river, and are a lady of a town.

I've got heartpeople all over this place, stationed some soldiers (had them join me then wait at different spots) to deal with the more annoying ones, and despite clearing all the houses with my squad... this keeps happening.

Some of them just chill out where they are, some chase people who freak out, one runs next door to get in a fight.

>>123396337
>Do this
>Also add witches and make a syndrome where any girl who uses magic turns into one after a while
>Add an item to witches that resets the timer for any magical girl who uses it
>>
>>123405732
>Had sex demons in his game
>Airdrowning mermaid babies and Obok was too much for him
>>
>>123404262
Ants without a doubt
>>
>>123407235
>left a horde behind when crossing a river
You know you just need to hang around the shore while they crawl across, right?
>>
>>123407798
It was deliberate, I felt like heading back to my town and checking on my hearthpeople, seeing if anyone else had tried to place a claim, etc.

Figured maybe my horde would catch up eventually but they haven't, though I do have the respawning creatures thing from my previous adventurer.

You can also just cross the river the wait an hour and they'll reappear on your side, how you get human companons across.
>>
>>123393531
>I feel like making a mod
Remove all living beings from dwarf fortress
Use gurps alien generator and generate living being
Turn the stuff you get into DF beings


Gurps Alien generator is a super detailed living being generator of a book rpg called gurps

You dont need to generate stuff by yourself, there is a program that do that.

Some example of a living being generated by it
Specie lives lives primarily on Land
Specie is Hydrogen-Based Life
Specie has Unusual Biochemistry Disadvantage (only if human centered campaigns)
Oceans cover 0.0% of the planet the specie lives
Place specie lives, has 0.013080825662 G
Specie lives on mountain
Specie is chasing carnivore
Primary method of locomotion: climbimg
Secondary method of locomotion: slithering
Specie has Super Climbing advantage
Specie has No Legs (Slithering) disadvantage
Height of this specie is: 5.40378195049 yards
Weight of this specie on his own atmosphere is: 5.16022472465 pounds
Specie Strenght: 3.45609921015
Body simmetry of the specie: Asymmetric
Number of limbs: 4 limbs
Manipulators: 1 set of manipulators with Bad Grip
Skeleton: External skeleton
Exoskeleton: Light exoskeleton (DR 0)
Breathing: Lungs
Temperature: Warm-blooded (with Metabolism Control 2)
Growth Method: Continuous Growth
Sexual Arrangement: Parthenogenesis
Gestation Method: Live-Bearing
Reproductive Strategy: Median Strategy: 6 offspring per litter, moderate care after birth
Primary Sense: Vision
Vision: Bad Sight and Colorblindness
Hearing: Acute Hearing 4
Touching Ability: -2 DX from poor sense of touch
Taste/Smell: No Sense of Smell/Taste
Lifespan: Extended Lifespan 2
Mating Behavior: Harem
Specie Social Organization: Solitary
Chauvinism Level: Chauvinistic (quirk)
Concentration Level: Single-Minded
Curiosity Level: Curious (12)
Egoism Level: Selfless (6)
Empathy Level: Empathy (Sensitive)
Gregariousness Level: Loner (9)
Imagination Level: Hidebound
Suspicion Level: Fearlessness 3
Playfulness Level: No Sense of Humor
>>
>>123409830
Mind sharing the program?
>>
>>123409830
>Mating Behavior: Harem
>>
I got a really crazy idea.

Basically, delete all the non-essential raws and make a community mod with it.

ANYTHING can be added.

Basically make dorf fortress from scratch.
>>
Post that dwarf who, for some reason or other, you just won't ever forget.

>Ast Shorast Mayor of The Teached Peaks
>Ast was a miner, one of the original 7 embark dwarves for his fort. Ast, despite having no social skills,and preferring to work alone, somehow ended up the expedition leader. As such, Ast spearheaded the digging of their new home's two mountains, a prison mountain and a civilian mountain, and did such a good job, that he was elected mayor. Ast did not like this, as his primary two pet peeves were social contact and being in a leadership position, but did his duties nonetheless.

>Ast's accomplishments include, beating a tantruming dwarf in a duel wherein both dwarfs were weilding stone doors,, commissioning a defensive tower built atop the civilian mountain, and killing a goblin general with a pickaxe to the skull before dying inside his office while the rest of the goblin horde rampaged through the civilian barracks across the drawbridge that spanned the two mountains.

I've probably had more badass dwarfs, more effective dwarfs, and even more entertaining dwarfs, but Ast walking around, constantly upset because he hates working in a political position while the other dwarfs continuously vote him into office will be something I probably always remember about this game.
>>
How long do trees take to grow? I need more wood.
>>
>>123411859
>Lorbam Dwelledceilings the Weak Kin
nothing really special but she was my militia commander and racked up over 200 kills, mostly goblins and elves, but whenever I set my military against a megabeast or FB or something it was invariably her that actually took it down. commanded a squad that included her husband and son, all three of them spearmasters. mostly I was just annoyed that, of all the titles DF generates, she ended up with "the weak kin"

also that one mason or something from my second ever fort who lay slowly bleeding out in a random bed (I didn't know how to set up a hospital), gradually getting attached to and naming each ragged bit of clothing he was wearing over his wounds. he died from injuries suffered in tantrum spiral 1, and his death was one of the main triggers for tantrum spiral 2 (aka game over)
can't remember his name though
>>
>>123164938

you mean your hospital turns into a vampire factory.

Unless you do something incredibly unforgivable to the ale stores, but that would be an unforgivable act that no sane dwarf would allow happen while they yet draw breath.
>>
>>123203276
>olak

Urist, I am disappoint.
>>
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>>123407985
Oh my.

Well, everyone in town loves me because I helped fight off "the mysterious horde of experimental creatures" which I "had nothing at all to do with"... *shifty glances*
>>
>>123419056
How hard would you have to hit somebody with wool pants to make them explode?
>>
File: OhFuckTheyCaughtUp2.png (300KB, 1920x1080px) Image search: [Google]
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>>123411859
Atir Cobaltthrows, who saved the fort from a flesh rotting FB and stumbled around blind and rotting to death until I found him. Got a hospital set up in a room for him, engraved it, dug out a tomb for him and his wife with a shaft to the surface so he never has to be alone in the dark again.

Urist Legendbreaker the Heroic Shred of Crying, Mr. McLegendary. Husband to Romlam Legendbreaker the Depressed Meditations, Mrs. McLegendary, the parents of Gar Legendbreaker the Trampled Sadnesses, Kid McLegendary.

He arrived at my fort with armoks_blessing active in a wave of normal migrants, was taken to be a vampire, later confirmed he wasn't, made into a baron and later duke as apology. My first ever adventurer, I took control of him and rampaged around the map. Later I saw in legends that he had gotten married, grabbed her for adventures, then used dfusion to knock her up, grabbed their kid for adventures, had her grab both of them and go on picnics to dark fortresses, slaughter thousands, and even a brief trip to hell.
>>
>>123421587
Scary thing is the experimental creatures aren't even as powerful as a regular zombie normally. Gotta have the mad scientist around to bolster them before they start sending bodies flying across the map.

Incidentally for anyone still complaining about lack of sieges, I'm pretty sure the Victorian mod will have tons of them in fort mod. Everyone I talk to mentions armies on the march everywhere, and with trolls and ogres added as siegers alongside goblins you've got lots of opportunities for fun before a tripod shows up or a mad scientist brings a horde of creatures to your doorstep.
>>
File: TweakedAnimatedTiles.png (334KB, 1920x1080px) Image search: [Google]
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Bump with something that amused me due to the absurdity.

I was trying to see if I could have the necro/ghost N be a transparent background for the animated tiles right?

So I got it in and lined up and everything... and it looks like they have long flowing black locks. >.<

Maybe she's born with it, maybe it's necromancy.
>>
File: 1446871136242.gif (2MB, 800x540px) Image search: [Google]
1446871136242.gif
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update where
>>
Hey /dfg/ if I lose a finger, is that hand essentially dead? I can't grip a shield even after my wounds have scarred over. Or is this disability due to a tendon being cut on the upper arm?
>>
>>123433021
The upper arm tendon.
>>
>>123433429
Thanks. Wiki says tendons don't heal. I will stop hoping now.
/dfg/ you are helpful as fuck please don't change
>>
How do I go about making a world that's mostly evil? Setting savagery and beasts up high doesn't do much.
>>
>>123434980
Advance world generation anon though be warned starting out with those values will be pretty rough
>>
>>123434980
start by increasing the 'number of desired evil squares in large biomes' count. I don't know about a "mostly evil" world, but with a few re-generations it's easy to get something where there's a massive expanse of evil plains, say
>>
File: HowEvilIsTooEvil.png (300KB, 1920x1080px) Image search: [Google]
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>>123434980
World-painter helps, and as was said, the number of desired evil squares.
>>
>>123436349
So for genning a world like that, is it a good idea to up the number of civs? I made a similar small world but didn't change civ count and there's like 25 dwarves, 5 humans, and a single kobold.
>>
>>123436706
Way up. That was with 75 civs on a 33x33 map.
>>
>>123437224
Got it. I think I raised megabeasts too high too, thinking "lol lots of fun!" and thennn nothing survived world gen
>>
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>>123437361
Think those settings were with 10 megas and 15 semi?

Had this happen too.

> 936 Dwarves
> 2902 Humans
> 37911 Goblins
> 2687 Trolls
> 23114 Ogres
>>
>>123438260
>23114 Ogres
damn. I had a 'small' sized map with 9k and I thought that was a lot. that was only 2 goblin civs though
>>
Anyone else like starting their worlds in the 5-10 year range?
>>
File: TheGoldenAgeMyAss.png (222KB, 1920x1080px) Image search: [Google]
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>>123439117
Is Victoranon's mod though, so Ogres are a full civ like Trolls and Goblins.

>>123440824
I like 30~100 so I can get lots of towers.
>>
>>123440824
I usually go for around 700-1000 just to have some fun lore around my worlds
>>
File: GZHsIR3.png (253KB, 1791x955px) Image search: [Google]
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I'm very confused right now. How does a husband miscarry?
>>
>>123441293
https://www.youtube.com/watch?v=6s9sjPzyQjk
>>
>>123441293
Literally lost it, like in the caverns and forgot about it?
>>
>>123441293
Is her husband male?

I know it seems like an obvious answer, but it's worth checking with DF.
>>
>>122879105
anyone have a eta on release?
>>
>>123445398
Toady says Dec 1
But he didn't say the year

Here's the latest log:
>We're done with the list -- I'm going to have to push off rumor display changes for a bit, since I spent the day I set aside for that chasing crash bugs instead. The crash bugs were squished though, so I'm happy enough with the outcome. We're doing release mode tests now and going through the churn of tweaks that happens before it's ready enough to go. There will still be plenty of issues left for you to enjoy, along with all the new stuff. Fix fix fix, fix fix fix.
>>
MIGRATE

>>>123446170

>>>123446170

>>>123446170
Thread posts: 746
Thread images: 186


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