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/dfg/ Dwarf Fortress General

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"A Legend, here? I am [TRANS_NAME]!" edition
Previous thread >>135462610


>Download the basic game here. Current version is Dwarf Fortress 0.42.06
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 (Alpha release):
http://www.bay12forums.com/smf/index.php?topic=139553.0

>Starter Pack (Alpha release):
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!
>>
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first for best fort
>>
>>135841824
Huh, that seems a lot bigger than the pictures I've seen of it before.
>>
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Third for elderly bandits
>>
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Man, I noticed I have insufficient bedrooms. Gotta construct more.
Plus cups.

Food situation is pretty excellent, but I think I need to get bigger defending force.
8/48 is pretty small.
>>
is lead good for trap components?
I dont want to waste iron on it and I dont have copper
>>
>>135842767
it depends on the trap component. is you have one that does blunt damage lead is good. you'll have to check the wiki though
>>
>>135842767
Especially in the case of cage traps ready yourself to see your dwarves take 2 seasons to haul components. Lead is heavy as fuck.
>>
>>135842894
usually I make traps with serrated blades
I guess I will use some iron for it then
>>
>>135842609
Nice fort. The graphics are unknown to me. Is all of it wood?
>>
>>135843003
Menacing wooden spikes do a decent job. Shove 5 in a weapon trap and it will deal with most things.

Place them next to a pit and the opponents may dodge into the pit for a more final end...
>>
>>135843003
iron is a good idea.

Lead is heavy but kinda soft, like silver, totally not recommended for making cutting stuff. Spiked balls come to mind.
>>
>>135843189
>>135842904
I just remembered that I made my flasks out of lead, does that slow down my military significantly?
>>
is there a way to check civs with dfhack?
I want to know if I can expect invasions
>>
>>135843507
It will have an impact. Leather waterskins are a better idea.

You can check the weight of the flasks and compare them to other items they carry.

I like to give my marksdwarves full leather and a helm and breastplate, but I can't say that I scrutinise their speed.
>>
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>embark is filled with trees and bituminous coal
>no metals in sight
>a year in, strike a huge native gold vein
>and a nother one
>and a third after that
>with every migrant wave after that, jewelers start coming to my fort, at least two in each wave

Oy vey
>>
>>135846006

jewelers, get it? get it guise?
>>
>>135843003
Can't used lead for weapon trap components anyway, outside of strange moods or modding.

>>135843189
Spiked balls are edged.
>>
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>>135846006
>another one
>another one
>>
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>>135846262
>Spiked balls are edged.

don't they do piercing damage like pikes and spears? Only heavier.
>>
Why don't spoilers work no more?
>>
>>135846609
They do?
>>
>>135846693
Oh the problem's on my end then. gr8

thanks
>>
>>135846452
Piercing damage isn't a thing. Every weapon does either edge or blunt damage, and every weapon has an armor piercing value. Spiked balls have much lower armor piecing than every other trap component.
>>
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>>135846821
What is Ctrl+S2 B H
>>
how do I unhide my control interface, I have no idea what I pressed
>>
>>135847128
Tab
>>
Dead at 26?
>>
>>135850094
The /dfg/ is dead? I feel no grief.
>>
>>135847075
I know how to spoiler it just disappears after I post, that's why I thought spoilers were removed from /vg/ but seems like it's just my nigger browser needs to download some nigger updates so here's your (You) you fucking nigger
>>
I need to make my walls 2 z high if I want to stop enemies climbing over them, right?
>>
>>135851069
2 level high walls will stop most enemies, assuming they are either smooth natural rock, or made out of blocks. Exceptionally good climbers may still be able to climb over them.

If you leave a special entrance for the enemies to use, even one level will be enough for the walls, since the enemies will prefer not climbing at all.
>>
>>135850274

It was inevitable.
>>
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>>135851858
Something like this should stop 'em all?
>>
>>135851069
An overhang works too;

---W
W
>>
>>135852209
>>135852197
feels a bit complicated, I've never done scaffolding and stuff
>>
>>135846006
All I ever get is gold and silver. I want some proper fucking metals, but I do enjoy working with what I get. Making stupid amounts of money and gilding my entire fucking fort.
>>
Can you fish all the fish from a connected river? Secondly i have like 7 fisherdwarves and they wont chill the fuck out fishing, all they do is sock fish and idk if this will fuck all the little fishes from my river, should be worried?
>>
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>>135852618
It's not hard, you can do it in 10 easy steps.
>>
>>135852618
It's really not that difficult, see how this guy >>135842609 has a 3 wide pit? If the pit was 4 wide and the walls built over the 4th spot, nothing would be able to scale up

>>135852973
Yes I believe you can deplete a river but not 100% certain, I usually reassign fishers to something useful
>>
>>135852973
You can deplete their populations. They'll regenerate over time. Used to be they would be gone forever, but it was fixed somewhere in .40. If you start getting "nothing to catch" messages just take a few seasons off and they'll come back.
>>
>my only doctor dies on top of a tree

why isnt there a fucking warning about starvation
>>
>>135846006
I wonder what iron looks like. All I ever get is gold, gold and more gold. Paving every single floor with tiles of solid gold really gets old.
>>
can I make my scholars do more useful stuff than pondering?
>>
>>135855063
Are you trading for it? melting for it? mining goblinite?

With this much complaining about a good thing your vaults had better be plump.
>>
>>135855006
I know there's a DFHack thing that pauses and warns about dehydration. Is annoying as fuck, though.
>>
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>>135856324
>plump
>>
>minotaur attacks
>order everyone to prepare the defense underground
>while the minotaur is killing some calf topside, some ranger walks up to it
>bashes it to death with a bismuth bronze crossbow
>emergency over
>>
>>135853359
Z+1:
Z+0:

Z+1:
Z+0: ^# <- ramp+wall

Z+1: .._# <- wall overhang
Z+0: ^#

You don't have to build the underlevel at all, you can just hang a wall right over from the top of another one.
>>
How do I make a dorf move these fucking trog corpses before they start stinking up the place? Should I grab a dwarf and make him only haul corpses or something? What about when I have tons of corpses?
>>
what makes a better milita captain, the better teacher or the one with the higher weapon skill?
>>
>>135859060
I like to set teachers in line to become champions though they don't do the demonstrations as much, it's still a nice touch.
>>
>>135859060
Doesn't matter. Both do the same work the same way. Just pick whichever dwarf you like better.
>>
>>135859060
None of it matters, since the own squad leaders work radically different from the enemy dittos.

First of all: your squad leaders don't actually "lead". They'll stick to stations and attack enemies as they see fit, just like everyone else.

Second, who leads the squad has no influence whatsoever on who does the teaching. I often see my captains get taught by other soldiers.
>>
>>135858918
Make a refuse pile that only allows trog corpses and body parts or dump them.
>>
>>135860063
>>135860256
>>135860420
this, it's negligible if any difference
>>
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never
>>
>>135861360
>7122201
>>
>>135862335
>post is more than 6 years old
>>
>>135862606
>still isn't true
>>
favorite defense method?

right now my favorite has to be a 3x20 bridge over a 20 deep pit with archers above for enemies to dodge into the pit, at the bottom a squad waiting to kill them
>>
Has there been any substantial attempts from the modderbase to "fix" the boring oceans?
>>
>>135866605
>memories of mermaids and nonsense spring to mind
>>
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>tfw boats never ever
I guess I'll try and build a bridge over the inland sea. Also post your maps lads.

>>135866542
I've been experimenting with releasing forgotten and megabeasts at invaders

>>135866605
not that I know of
>>
>>135866605
Fix how?
>>
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I waited for monster made of vomit since I started playing.
Probably will not be hard deal with.

Lately my military only job is to take out megabeasts and sieges, regular creatures are mostly taked out by traps. I never suspect those are so effective. Cage traps especially.
>>
>>135870609
By adding more marine fauna.

I can think of several animals that would vastly enrich the oceans. For example:
>sea spiders
>hydras(the hydrozoan animals, not the fantasy creatures)
>barnacles
>corals
And so on.
>>
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>>135868967
I'm the fort in the top right on a volcano on a sheer cliff. I'm at 90 dwarfs with about 30 children and no more migrants. most of my strange moods have targeted the children.
>>
>>135871713
>magma forge complex is build
>finishing attaching relevant buildings to levers
>last thing to make is a pipe section for a screw pump
>metalcrafter withdraws from society and claims my only working forge
Fucking. Kill. Me.
>>
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>implying all the history that's randomly generated for the game isn't just window dressing and an excuse for a shit game
ISHYGDDT
>>
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>>135868967
>>
>>135872141
That wouldn't help much. There are already tons of marine fauna that never spawn. The only thing modders could do to fix that is remove hundreds of land and cavern creatures so that marine fauna are more likely to spawn. Besides, the ones you listed would just be vermin anyway, aside from coral (make it a grass? would that even work underwater?). Those are pretty much the only kind of sea creatures that can already be encountered in vast numbers already.
Not to say I don't agree that oceans could use more variety, but I the real problem is in how few ways we have to interact with bodies of water. All the additional creatures in the world won't make oceans more interesting as long as fishing, generating power and filling reservoirs are the only things we can do with them.
>>
>>135873776
>(make it a grass? would that even work underwater?)
I just imagined them added as a form of immobile creature, similar to the sponges.
>>
>>135872947
Oh look, it's this post again.

Have fun not having fun playing DF.
>>
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"you sleep with the carps"
>>
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>>135875126
>zombie carps
>werecarps
>carpmen
>mfw
>>
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>>135878213
>skeleton
>giant skeleton
>skeleton man
>>
>>135879872
>wereskeleton
>wereskeletonmanskeleton
>weremanskeletonskeletonman
>>
>>135880760
>Now you'll know why you fear the osteoporosis!
>>
>>135880952
>a giant pile consisted of skeletons beware of its spit made of skeletons!
>>
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the combat system in DF is my favourite one, dasu sempai
>>
>>135874054
I guess I could see that working. It might get wierd if some other creatures tile-switched them. And reproduction would be a problem, as they would just pile up on one tile as they reproduced. It mighy work better as a pseudo-tree, using the branch growth behavior to grow. But I don't know if that could be modded, I've never tried underwater stuff. Toady will add it eventually. Coral is already a defined material in the game, but the only way to see it now is as a material for fbs/titans/clowns.
>>
>>135875126
>that microcline wall
>>
>>135872654
At least forge may lead to something cooler and interesting. My last mood was again mechanic shop, at least this time it was mechanism with alot of stuff added and described.
>>
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>Etur Inethsedur, Letherworker cancels give water: No water source
>>
>>135887619
>Giving people sea water
>>
>>135886520
The only useful thing a metalcrafter can make is a chain. Everything else is just trinkets.
He made an iron goblet, though.
>>
>>135885423
only the best.
>>
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>>135887619
>he actually expects his dorfs to drink salt water
>>
>>135887619
>water water everywhere
>but not a drop to drink
>>
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>>135887832
It's a freshwater lake.
>>
>>135888156
world seeds pls
>>
>>135887942
I expect them to drink the hundreds of units of booze available to them. Besides, they couldn't find salt water if they tried. There is no ocean here.
>>
>>135888420
Did you actually assign a water source through the zone menu? You need to do that.
>>
Absolute noob here. Got a quick question:
Is the latest Starter Pack 40.24-r20 compatible with latest version of the game (0.42.06)? Mainly asking for therapist cause that look very useful. Other than that I'm rolling completely vanilla and I'm having fun so far.
>>
>>135889081

You can get the rapist seperate
>>
>>135889081
Just install therapist without the starter pack. If you're doing good without the starter pack crutch, there is no reason to risk growing dependant on it.
>>
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>>135888792
>You need to do that.
No you don't, unless you toggle zone-only drinking (same for fishing). Which I haven't, in either case. They also can't find the water to fish, and caravans can't find that side of the map to spawn on if I put the trade depot there. However a dwarf that's already there for something else can find the water just fine for fishing or drink delivery. It's just a bug caused by the absurd topography of the site. The cliffs to the north are ~95z tall.
To clarify, that wasn't a "help me fix this problem" post. It was a "join me in being entertained by this bullshit" post.
>>
>>135889796
>To clarify, that wasn't a "help me fix this problem" post. It was a "join me in being entertained by this bullshit" post.
Oh this clarifies the situation.
>>
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>dwarf fortress is stone
>>
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So dark in these caverns..
>>
>>135889371
>You can get the rapist seperate

Yeah, thanks. I saw that the other day. Think I'll do that. I'd like to play the latest version of the game.

I also just unpacked the Starter Pack. Before I wasn't too sure what to make of the 'core is 0.40.24' but it just comes with that version of the game it seems.

>>135889489
Thanks

>>135889796
>>135887619
What tileset(s) are those please? They look nice. -Not even sure that's what it's called.
>>
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Heres a view of the water.
>>
>>135883184
when it says 'you did this and that', is it from adventure mode?
>>
>>135890946
Author is Ravingmaniac. I found it on the tileset repository.
http://dwarffortresswiki.org/index.php/Tileset_repository
I would just post it, but 4chan doesn't allow bmp.
>>
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Looking for some comfy smallfort times. How many dorfs should I go for? Just the seven gets annoying whenever you actually want anything done.

Maybe I'll take the first wave or two and leave it at that.
>>
>>135891752
Thanks. Do I need to save that as a PNG for the latest version of the game? The installation instructions in the repository say so.
>>
>>135892685
shouldn't need to do that.
>>
>>135892685
I'm using a bmp and it works fine, and half of the default tilesets in the art folder are bmp. You could just save the png version of the tileset right off the site if you want, the one opened by clicking the image is a png. IIRC that's how I originally saved, but the transparency was fucked and I converted it to bmp myself, which fixed the issue. The bmp on the repository probably doesn't have that issue.
>>
>>135893940
Sorry to bother you again. It worked but didn't have the desired effect. What I actually like about your screenshots is the color scheme. It seems a lot easier on the eyes. How I can I get the game to look like that?
>>
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Alright what are some good weapons to fight undead? I've been using silver maces but there's got to be a better way.

don't say traps
>>
>>135894331
Yeah I got some issues right away I think in the intro when I converted it to a PNG in Photoshop. Now using the BMP straight from the repository and it seems fine? Didn't know I could've grabbed a PNG from there though.
>>
>>135894631
I can't remember which color scheme I'm using, but I know it's one of the vherid color schemes. Possibly vherid bone or vherid warm. They're also on the wiki.
>>
I can't believe I'm saying this, but its too easy.
It's been a few years, with no invasions, no werebeasts, no undead.
I even made sure that my fort has neighboring goblin civs, and theres a tower to, so what gives?
>>
>>135895607
thanks again
>>
>>135895002
Sorry, that's as good as it gets. Hammers work well, too. Maces are a little better at pulping, but assuming you're fighting undead things close to dwarf size the difference would hardly be noticable.
>>
>>135895859
What's your wealth and population?
>>
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2nd year's summer enters smoothly...

Fucked around with magma, made some new tunnels, and finally got a proper moat!
I think the problem was that the magma from single tunnel evaporated?
Maybe I'll kickstart my metal industry. I haven't actually used stone for pretty much anything, all's wood.

Oh well. Finished the wall, next stop is probably working on proper dining rooms/taverns/etc.
>>
>>135896081
Assuming it's mostly undead elves with full armor + weapons, what kind of armor should I be equipping? I have a very limited supply of adamantine, tons of silver & gold, and I just hit a vein of tetrahedrite for copper.
>>
>>135896249
>>135896249
71 pop, I haven't gotten around to appointing a broker yet, I think I'll do that now.
>>
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>>135891752
>>
>>135896583
The best uniform is the best uniform in any situation, as long as your dwarves aren't too weak to wear it. Unless you want to go with crazy layering, full coverage should be your goal.
Helm, mail shirt, gauntlets, greaves, highboots, robe or cloak (these cover facial features), and a breastplate (after they're all wearing mail shirts, or shirts won't get equipped). That covers every body part. If have to use copper gear that could end up being too heavy for some weaker dwarves.
>>
>>135896694
71 pop is too low for sieges. You need at least 80. If you didn't set your popcap lower than 80 and you haven't reached it a few years in, then your wealth is probably really low, which will also not do you any favors attracting threats.
>>
>>135897654
I got you.
Many requirements for undead invasion?
>>
>>135897835
If you're near a tower they should already be coming. They aren't associated with a civ so they don't have any entity-related progress triggers like goblins do. It's not uncommon for forts near towers to get an undead siege in the first winter.
>>
>>135897330
thanks
>>
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>>135898618
Np, I fixed the transparency with gimp to make sure it would work, I've got practice at it now.
>>
>>135899041
>I've got practice at it now.
I fear i will too in the near future. Again thanks for looking out.
>>
>>135897330
I saved your transparenfixed version too. That was the third or fourth time I've been asked what tileset I'm using and had to explain the issue with it. So thanks.
>>
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>>135899294
>>135900776
Yeah, it's a neat looking set, part of why I started trying to angle the walls on mine was seeing the raving shots and the taffer shots.
>>
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>>135904808
>>
>>135904808
Yeah, the walls were the main draw for me. I don't really like the dwarves, though. I've been thinking of grabbing some dwarf graphics to supplement the tileset.
>>
>>135907607
The gap where the angled wall meets the bottom of the pillar really stands out.
>>
>>135909206
Yeah, it's frustrating though because if I make the pillar too tall they look weird as trees, y'know?
>>
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>>135909729
>>
>>135909729
This may sound crazy. Have you considered making the center solid? Like inverting the mat color vs blackspace of the pillar? I think it could give you more wiggle room to fill the tile with it without making it look treetrunk-like. You could maybe even still give it thin outline of the mat color to join more neatly with walls if you're working in a big enough resolution.
>>
>>135916272
Yeah, I tried but the hollow walls made me want to preserve the empty middle across the columns. I haven't done much with the column since I switched over to 24x36 though, just knocked the corners off really.
>>
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Might try getting new pictures for the dwarfs and a new colour scheme, just need to figure out what colour scheme I have now.
>>
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>finally get an undead siege
OH boy time for some fun!
>realize I don't have any alerts set
>scramble to create a burrow for the cives
>they all cram into my storehouse
>check units list to see what I'm up against
>two fucking zombies
>order squads to kill them
>the siege state is removed, the zombies just disappear
>check combat logs, nothing

I guess they left, I didn't realize the undead could have second thoughts about this kind of thing.
>>
>>135923634
Peek-a-boo siege. It's a known bug. Better luck next time.
>>
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>>135916272
Played around with a few things, trying different ways to connect them and such, these look neat but kinda busy.
>>
>>135928678
Interesting. How do they look next to fortifications and up/down stairs? The Xiness of them could make for some awkward adjacencies. I like the direction it's going, though.
>>
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>>135931786
Good thought to check and I don't actually see a problem right now.
>>
How realistic is it to seal up a fort from the surface entirely nowadays and become deep dwarves?
>>
>>135933227
If you have a road on the map in the caverns you'll get vistors and traders from it not sure about migrants.
>>
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>>135933029
They're interesting, I like the way they blend into the adjacent walls and such for sure.
>>
>>135895859
You can also try to create a world with high savagery and high amount of beasts. I get a werebeast at least once a year.
>>
>>135890137
>what is flux stone
Oh boy
>>
Speaking of walls, where you at comfy set anon?
>>
>>135937990
Still struggling with the statues. As things look now, I might just go for some non-figurative shape on a pedestal or something.

I havent worked on it so much the last few days, due to trying to finish my uni paper before the deadline. The paper's in now, so I'll resume work on the tileset.
>>
>>135875126
is that a nobel on the front page of the news?
>>
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>>135940352
I sat there looking for a Nobel Prize hidden in that picture for far too long.

>>135939185
Try crazy shit man, I looked at the suggestion anon gave up there and was trying to figure out a way to get the columns looking right and wound up with these crazy looking things that I feel like I have to use somewhere now.
>>
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So I decided to make the statues look like busts, rather than full-figure statues or abstract statues. It seemed more fitting for the small size.

Now, which one of these seem best? In the second one, I made the base of the pedestal slightly thinner.
>>
>>135942397
Second one for sure, but I'd thicken the face at the top and bottom a little, it would be a really nice "dorf" statue and still resemble the omega shape.
>>
>>135942397

both look stupid
>>
>>135943692
It's weird seeing someone else getting such helpful criticism.

Perhaps you could explain which kind of stupid you mean? Like they look stupid as in average dorf stupid, or they look stupid as in you personally think they lack some elegance, some missing je ne se quoi?

Perhaps you just mean when you gaze into their eyes you see something resembling the mongoloid who taunts you each day in the bathroom mirror after you wake up to discover that yet again you managed to avoid choking to death in your sleep, but you're still only 3/5 on not wetting the bed this week, hey, don't feel bad sport, we've all been there... well, not all of us, mostly just you.

Sorry, been reading a lot of Pahluniak and I'm in a really harsh asshole state of mind right now.
>>
>>135944451
Have had shitposters of late seems they won't fuck off.
>>
Why is there a human lord in my tavern and why is he dancing? Did this guy show up just so I can make a joke about irish dance troupes or does he actually mean something?
>>
>>135945481
He's just there so you can nickname him Flatley.
>>
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>Strand extractor
Shes never going to do a job...

>>135945481
Pretty much anyone apart from postions in the civ so human lords can show up.
>>
>>135942397
Right side.
>>
I want to embark on a sinister place, but the only place in my world thats sinister also has an aquifer. I know how to do the double slit method but is this a really stupid idea or just partly stupid? should be /fun/ at least
>>
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>>135946061
>mfw its a literally a stupid place to embark on
>>
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>Bone battleaxe
One version early you stupid dwarf, couldn't wait for the magic update where artifacts might be magical and bone unimportant.
>>
>>135946061

>embark in untamed wilds
>Giant Hippos on starting screen
>two Giant Alligators
>one Giant Eagle

>Eagle chases dwarves towards Alligators
>fun ensues
>only 2 dead
>one was a miner
>praise be Armok

What I'm saying is embarks that aren't in sinister regions can have surprises too.
>>
>>135948097
Yea I know last embark was on a untamed wilds volcano. The giant dingoes killed half of my dwarves and a fire imp took care of the rest. Problem here is that I first need to breach the aquifer to carve out a fort which can take a while. In the meantime i need to fend of zombies and syndrome weather. Its not gonna be easy.
>>
>>135948515
Also when I butcher an animal in a sinister zone, do the bones reanimate or not? Never really tried it before.
>>
I've cleared out multiple entire z levels underneath my fort. What should I do with all the space?
>>
Fucking elf
why can't just leave me alone?
i'm a fucking hermit dude, that means i don't want anyone near me
>>
>>135948867
Flood and drain it to make a tree farm
>>
>>135948867

Giant reservoir with intricate system of tunnels and floodgates filling a moat, irrigating treefarms and washing away invaders.

Bonus points for:

>whole fort can be drowned with the pull of a lever
>said lever is in plain sight, tantruming dwarves are a threat
>the whole water system has to be drainable and able to be refilled
>wells have to keep working even if the water system is drained for collecting corpses/goblinite

Do you hate boredom?
This will kill it.

Do you hate FPS?
This will kill that also
.
Do you hate nobles?
Show them your reservoir that's so big nobody will hear them mandate stuff

Do you hate elves?
Build all your 45 floodgates out of wood

Do you love Armok?
Pull the lever and watch your glorious creation wash away the sins of your dwarves
>>
>>135949625
>>135949607
I feel I should point out that I'm still relatively new and don't even know how power really works
>>
>>135890467
>>135890974
Well fuck i just realized dwarfs really do live in the pitch darkness. How do they deal with that? Do they have night vision or something?
>>
>>135951548
They have their beards...
>>
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>>135951975
this guy
>>
>>135952305
>carps live in murky water
>have their whiskers to "see"
>dwarves have their beards
>>
>>135948631
I'm pretty sure there's something like a 50% chance for evil biomes to have ambient reanimation.
>>
>>135950795
You don't need power to do anything anon suggested if you have a watersource on the surface. Water pressure will do all the work for you.
>>135951548
They have [LOW_LIGHT_VISION: 10000]. By comparison, the creature with the next highest is goblins, with 100. I don't know that it actually does anything yet, though.
>>
>>135955548
It's clear in adventurer mode.

Human or elf in a fort at night:

[------] Crap vision range

Goblin.

[---------------]

Dorf.

[------------------------------------------]
>>
>>135955895
Oh, yeah. I meant in fort mode. I know that vision cones are invisibly modelled there too, but I'm not sure if it affects anything outside of determining facing for combat. Since all melee attacks originate adjacent to the creature being attacked, I suspect that vision's role ends with the creature's facing direction.
Although the thought of a visiting elf scholar squinting against the darkness trying to read "The Sun: Fact or Fiction?" in a cave is pretty funny.
>>
>>135955895
>They have [LOW_LIGHT_VISION: 10000]
Dwarf frots must be maddening compared to human forts, that's some lovecraft tier insanity with dwarfs just living in their society in the pitch blackness. I do not envy anyone that invades a dwarf mold and charging into that darkness
>>
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How do I get my architect to actually build the northern bridge here? No matter what I do I can't get anyone to approve it for building. I was trying to do one bridge across the whole thing before and it didn't work, and I got the bottom half to build, but no matter who I make an architect or where they are compared to the wood they need they won't do it. There's a temporary bridge of floors under where it's going to be, since I had a wave come and they needed in, but that shouldn't effect it, right? Please help, /dfg/, I already lost my original carpenter trying to build this stupid thing.
>>
>>135956605
You can't see it in fort mode if you don't go tick by tick but the way they look around randomly is why sometimes you'll have a beast or invader sitting there with a woodcutter chilling right behind them for a weirdly long time before it explodes into violence.

>>135957457
Super creepy to go in there and you see the ! !! ! from footsteps and talking all around you, see people greet you and have no clue who said it.
>>
>>135960353
>effect

Just temporarily disable all labours other than architecture on someone, then they should do it. It's a fairly low priority task as I recall.
>>
>>135960353
The floor shouldn't prevent the bridge from being built but the bridge will prevent the floor from being deconstructed. If you don't want the floor there permanently you should remove it before they start on the bridge.
>>
>>135963382
I tried that, he just sits around with No Job.
>>
>>135964046
>>135963382
I found a solution, I'm just going to build a separate bridge for each column.
>>
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Nice.

Also, which RAW token makes dorfs able to move through mountains in worldgen? Can it be applied on gobs, as well?
>>
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It's made of out water, how terrifying. if I poured magma onto it would it make an obsidian forgotten beast statue?
>>
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>>135965887
[BIOME_SUPPORT:MOUNTAIN:1] will end up with goblins settling in mountains and competing with dorfs for space.
>>
>>135967581
you can try, but if anything touches the beast it dies
>>
Why is it always deadly blood in this fort?
>>
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>>135969715
What's up with your screenshot?
>>
>want to play df
>come to /dfg/
>someone mentions that a new Princess Trainer is out
>spend 2 days wanking and playing through it and Witch trainer

thanks lads
>>
Anyone else using the more leather mod may be interested in knowing that it breaks parchment making. I'm going to tinker a bit and see if I can get it to work with an existing save.
>>
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>>135974315
Trying out different column shapes.
>>
>>135975073
It was inevitable
>>
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Lisping became even cooler when the real-time dialogues where implemented.
>>
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Hello /dfg/

This will be the one way into the fortress from the surface. It is a bridge. It is 70 z-levels above the cavern floor. That is, assuming a tile is 2.5 meters tall, a 175 meter fall which is the equivalent of falling from the top of the Gherkin tower in central London to street level. It is 5 z-levels from the cavern roof which is, by the same measurements, 12.5 meters. Every single one of those 5 z-levels will be smoothed, engraved and notched for statues once I have skilled enough engravers. I'll also make two shooting balconies along the cavern walls and engraved fortress entrance for defence. My goal for the fortress will be to make a full master piece set of adamantine armor with whatever legendary adamantine/platinum(The map has galena) a mooding dwarf creates. It'll all be human sized, if possible, for an adventurer to one day take when fun strikes.

I find this very exciting, however my computer is not strong enough to play it at anything more than 12fps with 16 dwarves present. If I simply take the save file/region file, email it to myself and open it on my good computer with the same LNP settings, will it work? Or is there a special procedure for this.
>>
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>>135981680
As long as you open the save with dfhack installed and the init shit set up it won't have any sort of problems.

>>135978179
Yeah, the busssst ssstatuesss make ssssenssse after looking at them in full ssscreen context.

I'm sssstill playing with my columnsss though I remembered I could fake the supercomplex looking ones with a bit of translucency and still have them make sense as trees.
>>
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Tragedy has struck The Tool of Steel.
>>
are there any foreign weapons that are worth getting for my dwarves?
>>
>>135984956
Whips
>>
how do I craft instruments? the job isnt getting done
>>
>Decide to play like a proper mine and trade materials rather than finished goods
>Trader laughs at my piles of worthless copper bars
>>
>>135988878
Forge them into serrated disks, its easier to make things from them than from bars.

:^)
>>
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>>135982546
When a serpent man tells you that his name is [TRANS_NAME] or [CIS_NAME] or whatever, will his lisping also affect the text within the brackets?
>>
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>>135989209
Possssssibly?
>>
>>135989190
>Just give up on a minor element of challenge when it proves slightly inconvenient
But I'd rather moan about my self-inflicted hardship.
>>
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>Be miner
>Dig out moat
>Lumberjack fells a tree onto you
>Knocked into moat
>Die
It was inevitable.
>>
>>135993062
>our time in the wondrous plane is so brief... This does not scare me.
>I've been injured badly. I will not lose hope.
Dem dorfs man, dem dorfs. even after getting his neck destroyed he still had hope.
>>
>>135993062
>Be jeweler
>Building bridge over chasm
>Floor tile next to bridge does not compute
>Cave in
>Fall 150 meters
>Die.

It was inevitable
>>
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>Today I learned: prophecies = magma.
>>
>>135996903
Misplaced hope. Those trees take no prisoners. Deforestation is self-defence.
>>
>A migrant has arrived
>zoom to location
>not even anybody there

Great. Fuck you too.
>>
>>135997281
maybe he is enjoying your beer now.
>>
>got 1 trillion vacant bedrooms
>dwarves sleep on the floor
>>
>>135997395
He should have read "Migration: The Truth" before it was too late.
>>
One of my dwarves wrote a guidebook about a forest retreat. I'm not sure how I should respond to that.
>>
>>135999264
It means he has a personal attachment to it. He might have lived there for a while before arriving at your fort.
>>
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>>135999264
It's a coded manual to plan your attack.

You know what to do.
>>
>>135999561
I know. He's a former member of the Chaste Berry, which is probably an elf group.
Hence my dilemma. He's also a legendary gem setter. It would be a real waste to drop magma on him.
>>
>>135998362
That's an intended behaviour for any dwarf who has the hunting labour activated.

I think it's supposed to simulate sleeping out in the wilderness or something, but for the most part, they'll just sleep in a heavily trafficked corridor and then have the nerve to get angry about it.
>>
did anyone manage to get a succesful library running in their fort?
>>
>>136001021
Most players, I guess?

Some dwarves seem to be more prolific writers than others, so you might want to assign as many scholars as possible, from as diverse backgrounds as possible, just to be safe.

Getting a successful library isn't a hard thing to do.
>>
>>136001354
getting the industry running is a bit confusing

I think I got everything and 2 scholars but they havent written anything
>>
>>136002870
Like I said, you might want to assign more scholars. I have no evidence for this, but I personally suspect that historical figures are more likely to write books than dwarves pulled from the site pops. So, before assigning someone as a scholar, make sure that they have parents.
>>
This is a bump entitled My Life with Page 10. The tone is vicious and self-indulgent. Overall, the prose is terrible.
>>
>Finllly manage to get that dragon passing thorugh the map

>after it scorched my three attempts at leading it into a trap

>One dragon and 12 crisped pesants..not a bad trade

>Tamer works day and night taming the wild beast and finally get it somewhat tame

>get out my freshly forged chain and chain it to the corridor leading to the caverns since its atleast can do some use scaring off cave critters

>Suddenly a party of Trogs stumble into the Dragon lair

>while my tamer is feeding and checking up on the Dragon

>Dragon goes full barbeque mode and start grilling the poor buggers...and my tamer

>Trogs and the tamer run burning into the fort everything is set on fire and the flames rage across the fort and several dorfs dies

>My best militia dorfs get caught in the flames...barrack is all wood

>flames dies down and sends in the tantrum squads to deal with the spirals occuring since all the rooms and decoration went up in smoke.

>desingnated dragon tamer is death and dragon goes full feral breaking the chains and laying waste to the fort

>after the dragon manage to escape i am left with 6 out of 84 dorfs

guess ill wait for migrants
>>
>>136006812
>Putting non-domestivated animals outside of their cages for any reason

What did you expect, Urist?
>>
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To which extent does Toady involve his family members in his project?

He still lives with his parents, doesn't he?

Also, what does Zach actually do now that Threetoe's stories is discontinued?
>>
>>136006941

Still learning....my fifth fort by now
>>
>>136006812
>barrack is all wood
>decoration
>breaking the chains
Nice try.
>>
Best duchess ever. I wish I could give her that electrum bed she's demanding.
>>
>>136007530
>>breaking the chains
>Nice try.

a rope or a shit-tier metal could burn/melt right?
he admitted to being a pleb, probably mis-interpreted what happened
>>
>>136008432
Order some electrum bars.
>>
>>136009653
>electrum BED
>>
>>135947139

is magic artifacts maybe coming in?
>>
>>136009018
Ropes absolutely can. Chains almost never will. Even though dragonfire is hot enough to melt anything except adamantine (usually), it takes a sustained exposure to it to cause a metal object to melt. Because of the way dragons behave that typically doesn't happen. Cloth and wood objects will catch on fire right away, though.
>>
>>136009653
I could just make electrum if I didn't already have it. It's not the material that's problematic. Barring a blacksmith mood with a pref for beds there's no way to make one. She'll get over it.
>>
>>136007258
Keep up mate, all of this shit is years-old information.

Tarn has an apartment he funds with dorf bucks.
Zach is the ideas guy, and provides a lot of creative and research support.
No else really gets involved anymore, because it offends Tarn's autism.
>>
>>136009982
Magic and myth are the focus of the next major update, with a focus on artifacts. We're probably looking at 2017 for it, though. We'll have plenty of little patches and some smaller new features before then.
>>
>>136010983
He only ever had help once from the guy that split the graphics into a different thread for him... still he can't fix true font himself.
>>
>>136011386
>focus twice in one sentence
I have shamed my family.
>>
>>136011386
Just depends on how far he wants to go with it, should be out before next year though.

Looking forward to the next one after that, the real meat in the grinder followed by boats.
>>
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Just want a area thats terrifying with undead. Bonus if it has eyes.
>>
>>136011638

I forgive you senpai
>>
>>136013716
>should be out before next year
That's awfully optimistic. He started "finishing up" the taverns release last march and we didn't see it until december. We're barely into the patching phase on that, and he's hardly even started teasing the features in the myth/magic/artifact arc.
>>
>>136016093
>impying he tests it more then once.
Where do you think all the bugs come from?
>>
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>>136016867
>implying he tests it once
>>
Will human citizens have children? I have a male and female bard living in my fort now, and you know how bards get.
>>
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NO! I can't into military. How fucked am I?
>>
Does building right next to another civilization do anything? Where can I find further reading? I can't seem to find a page on the wiki for that.
>>
>>136017883
You can knock it unconscious with one arrow bolt to the lung.
>>
>>136017893
Doesn't really mean anything at this stage.
>>
>>136017657
stocks > animals > geld
>>
>>136017657
Are they married? If so, then yes.
>>
>>136017883
No military? No armor? Can you lock down? If not, then all the way is how fucked you are.
>>
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>>136013964
Gotta play with advanced world-gen more.
>>
>>136021481
Just aiming for more small sub evil regions so theres civs nearby. only problem not enough civs in range of the areas that have matched.
>>
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>>136021274
I'm in for a bad time.
>>
>>136021481
There are some spots there that could potentially be really great. Up near the northeast corner there's a spot where good, evil and neutral biomes meet at a volcano sitting on a river junction. I wouldn't be able to resist checking that out.
>>
>>136023275
I'll look at it in a second, dealing with this dragon atm.
>>
>>136017883
Do you keep farm animals outside? if so just burrow your dwarfs and let it kill two or three animals, by the time its done he eill go back at being a pansy human and run back for his life
>>
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>>136023509
>>136023275
Bleh. The volcano is one of the chipped top ones with the magma drained below the embark height.
>>
>>136025154
I like that kind of volcano, but it's too far from the river junction or the biome intersections to be worth embarking on anyway.
>>
>>136024581
Yeah, I've got a lot of animals. I'll add that to my options, thanks.
>>
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>you have 34 children
>>
>>136026723
Oh, I guess it's not a problem anymore. My idiot cousin flipped the fuse for my room. Goodbye hours of work!
>>
>>136027653
There there anon, your fort was shit anyways, time to strike the earth again
>>
>>135961048
> Super creepy to go in there and you see the ! !! ! from footsteps and talking all around you, see people greet you and have no clue who said it.

the low light vision value of 10k was set so players who start dwarven adventurer characters can actually find their way around and out of the fortress.

eventually the game will eventually be saddled with a form of dynamic lighting so you'll have candles, torches, lanterns, and other lighting devices and options. at that point, the dwarves might lose their insane low light vision. cave adaption would also have to be changed drastically in order for it to make sense when you have brightness inside that's as bright as outside daylight (or even brighter)
>>
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Getting into the caverns is a bit too easy with most of the animals down there not really wanting to attack a dwarfs no more.
Only really have to watch out for Rutherers, Jabberer and GCS.

Wish there was a tag for making stuff really aggressive.
>>
>>136028487
That really sounds like it's after multi-tile monsters, liquid sand and procedural sound.

Going to be great when the music changes to match whats going on.
>>
>>136029548
>liquid sand
i think blood, ichor, and melted things acting more like proper liquids would be before that?
easier to make an adaptable liquids framework and then do some magic that means some liquid like objects can be stood on/ interacted with

maybe one day >>135861360 might be real
>>
03/21/2016 - Dev Log

>I'm back from GDC (thanks to my co-speaker Tanya Short of Kitfox Games and their recently released game Moon Hunters for making it possible). The creation myth generator was very well-received, and I look forward to getting it into the game as soon as I can so you can all create worlds with this new foundation. First we need to get this release done! I'm continue with the last steps of adventure site creation now.
>>
>get an actual necromancer siege
>around 14 zombies and 2 necromancers
>send my military after them, evacuate the civilians
>hammer dwarves start crushing skulls, axe dwarves decapitating left and right
>mop up with minor causalities
>seige state is still active, check the unit list
>a severed goblin head is stuck in a tree
>can't get it down

The elves are behind this, I know it.
>>
>>136031658
Cave in under the tree.
>>
>>136029279
>Wish there was a tag for making stuff really aggressive.
[PRONE_TO_RAGE:%]
Where % is a number 0-100 as a percent to fly into a rage and attack when they encounter something.

>>136029548
>Going to be great when the music changes to match whats going on.
All this time since release of the new music system, and still no DFhack utility for playing the dynamically generated music.

>>136030842
Future of the Fortress thread suggests that the GDC panel Toady was on will be behind a paywall; possibly even after the game updates with myths.
>>
>>136031658

get some ladders so your dwarves can pick the delicious zombie fruit
>>
Any reason my military dwarves aren't seeking treatment? I have a hospital set up, and a couple dwarves have all the health labors enabled.
>>
>Something something the slave request residency to entertain guests
>accept
>look at her
>17 yo female gobbo
Sex slaves are almost here
>>
>>136033471
>Any reason my military dwarves aren't seeking treatment?
If you've setup everything properly, all that remains is obvious gameplay bugs. Healthcare has always been a bit fucked.
http://dwarffortresswiki.org/index.php/DF2014:Health_care#Bugs

Of course, it could always be that the injury isn't severe enough. Try to make the dwarf even more injured
>>
>>136033471
if you set up the hospital after they stopped bleeding/ after they were injured im like 80% sure they won't go get treated until they get injured again
>>
>>136034049
>>136034123
I've had the hospital up for a while now, and one of the dwarves is pretty badly fucked up.
>>
>>136032172
>Rage
Thats just going berserk, I meant mainly that they would hunt down creatures and dwarf instead of just roaming around.

>Paywall
That would destroy the community, I could understand it if it's for the sourcecode itself.
>>
>>136034049
>>136034123
>>136035074
As soon as the dwarf is feeling good enough to walk they'll be gone before other treatment.
>>
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>>136036309
They meant the GDC talk.
>>
>>136036653
Still not seeing where this paywall stuff is coming from.
>>
>>136036869
Find Toady's panel at GDC 2016 for free.
>>
>>136037042
You would think the transcript of it would be free.
>>
>>136037042
Not him, but I can't find it for free. I also can't find anywhere that I could pay for it if I were inclined to do so. Do you have a link?
>>
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>>136038628
Haven't seen one yet.
>>
>>136039157
>California is a lifeless wasteland, the southwest coast almost entirely evil.
>The Appalachian region is packed to the brim with goblins.
>There's a necro tower west of D.C. and little else.
>For some reason Nebraska/Kansas/The Dakotas are thriving.
>Michigan has a town and a necro tower.
>Quebec is full of elves, as is Kentucky and Cuba.
>Mexico is a lifeless desert.
>Florida is totally accurate: no signs of intelligent life whatsoever.
>>
>interrupted by crundle
>>
>>136041987
>interrupted by yeti
>>
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My regular dwarfs went after this troll before the military could reach it. What does the exclamation point mean?
>>
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>>136043501
Holy shit, it's just page after page of this.
>>
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>>136043501
>>
>>136043884
My dwarves made the troll feel melancholic? Incredible.
>>
>>136044083
No, that status icon gif is old. The blue exclamation point applies to any kind of emotional distress now (including irreversible melancholic insanity). It was probably just afraid.
>>
>>136044475
Well, I read it more as sadness/depressed type emotions, as well as failed mood type of melancholy.
>>
>>136039157
>>136036653
Does that perfect world file still exist?
I'd like to load up a murrica in the new versions, and keep a copy on-hand since I lost the last.
>>
>>136043686
I had a young fort spend months punching an unconscious troll in the head until they all died of thirst.
>>
>>136045895
It also applies to the "overcome by terror" and "experiencing emotional shock" statuses that aren't related to sadness at all. The former is the context that blue exclamations show up most often; wildlife fleeing from dwarves often (if not always) flash blue exclamation points. Especially in the current version, where trauma and depression are so rare due to how powerful intoxication is. In the case of a troll being surrounded by dwarves and beaten to death it's almost certainly terror.
>>
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6 months after coming into contact they become rotten.
>>
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How many active players do think DF has?
>>
Do we know anything about the magic system yet? Or how exactly trades gonna get fixed?
>>
>>136045927
I was gonna pastebin it but leafpad crashes when I select the whole thing and nano doesn't do click/drag the same way.
>>
how much wealth do I need to attract fun?
>>
>>136050527
So compress it all into a rar or zip.
>>
>>136050456
not too much apart from it not being shit like the necromancer system, boats.
>>
>>136049940
enough to give toady about $40-60k every year.
probably 5000 at any time, worldwide.
>>
how would you protect your fortress against migrants with suicide vests?
>>
whats a good height for an an archery tower?
I dont want trees blocking LOS and I dont know how shooting works across z-levels
>>
>>136052956
ground level fortifications with a moat are the most reliable, but you can still get decent peformance at about three levels up. Much higher, and you start to lost the ability to point down enough, and dwarves simply cant see that far out for good height to be useful.
>>
>>136049940
>Implying the word "active" can be applied to a DF player.

I don't know. There are enough to keep the bay12 forums teeming with whatever form of life that is, there's the reddit sub, and there's us four.

There appear to be a fair amount. A look at donations and more recently patreon gives some idea.
>>
>>136052950
Pressure plates linked to minecart shotguns.
An automated hose-down with water to dampen gunpowder.

Though more realistically we'd probably stun with cave-ins and cage.

Hmm. Now I want to construct a fort where my starting seven design a gauntlet for all migrants to get through.
>>
>>136030842
>as soon as I can
So 2018 it is
>>
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>black mamba man adventurer
>come by a party of 6 warthogs
>ambush them and bite their lower bodies, heads and legs
>do this until all of them have at least three bitten parts
>they run around in panic like ants
>fast travel to nearby town
>refill waterskin, cook some food, talk to my niggas
>travel back out the village the way I entered
>meet my warthog friends
>they're all lying in pools of their own vomit, losing and regaining conscoiusness repeatedly
>butcher two of them, stuff their meat in my backpack
>2 others suffocate wile I wash blood off myslef
>leave the remaining two to their fates (probably gonna suffocate too)

Too bad poison is only this effective against smaller creatures, also it's a hassle biting scentients because poison doesn't take effect through clothing and it's hard to bite the hands where you might have a chance to inject. Works wonders when hunting for food though.
>>
>>136053461
This thread has 55 unique poster, assume 40 of those are actively playing the game.
In contrast /d2g/ has like 200 unique posters. 200/40= 5. Dota 2 has 10 million players. Divide that by 5 to keep the same ratio and DF should have 2 million active players :^)
>>
>>136057521

56 now, that's like another 100k players right?

:DDD
>>
I accidentally tried to trade wood to elves
are they just annoyed or will they siege me?
>>
>>136060368
Annoyed.
You have to do it a few more times for them to come siege.
>>
>got 3 squads of 10 melee dwarves
>all set to train with 6 minimum
>only the speardorfs spar
>>
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>>136060697
>This one weird trick will make your militia swole as fuck
http://www.bay12forums.com/smf/index.php?topic=150534.0
>>
I got my first ever gobbo siege just now and I only won with a combined effort of a single legendary axedwarf and a drawbridge set on repeat. What a rollercoaster
>>
Who else here makes a militia full of competent dwarves in basic armor with the captain of the guard in full plate and dangerroomed up to legendary in all skills.

It is the best set up for fun.

Without the legendary general, any strong invader is guaranteed to annihilate your army, without the bulk of your force being shittily trained and equipped, you'll never suffer any casualties.
>>
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>>136064065
>dangerroomed
>>
>>136064203
sorry
>>
>>136064203
>>136064836
If danger rooming is so repugnant, you could still implement the plan by having the dorfs you intend to be captains/commanders spar for a year or two.
>>
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>>
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>>136029279
How'd you find the caverns frendo?

I've been digimg for a while now, found some nice gems and sliver but no caverns.
>>
>>136061158
That training scheme was a workaround for a sparring bug that was fixed in .40.01. There's no reason to do it anymore. That post in general gets most of the basics right but is otherwise full of misinformation.
>>
>>136067629
Really?
Dig down.
>>
how do I make my dwarves stop using the lead flasks I made?
>>
>all my artifacts depict an elf taming leopards
Help
>>
I'm really getting sick of this.
>>
>>136068258
Dump them. Then make replacements.
>>
>>136068519
http://dwarffortresswiki.org/index.php/DF2014:Dwarven_atom_smasher
>>136069587
Won't work. They're treated as owned items, which won't be dumped.
>>136068258
In the military supplies screen set them to not carry any drink. When they drop them, dump or forbid them all from the stocks screen. Then assign your dwarves to carry drinks again and they'll pick up whatever you made to replace them. For extra convenience if you're going to dump them, you can put a dump zone right on top of your trade depot. Then when traders arrive unforbid and set them all to be traded.
>>
>>136060368
It annoys them more than cutting trees and killing caravans.
>>
Don't dig so deep in the catalog, /dfg/
>>
>>136073636
But I can see candy down there
>>
How long do full moons last? I got a werehyena, but it's the day after the full moon.
>>
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I'm lucky I just had a shit ton of chicks hatch. He was distracted by them.
>>
>>136077395
Well that's a hell of a thing. "I feel kinda bad about mangling these delicious baby birds."
>>
How can I quickly get some bones, so my craftsdorf in a mood doesn't lose his shit? I've got a butcher's shop ready to be made, and a butcher with no other jobs besides building construction, but it's not getting done.
>>
>>136082445
he should have construction too
and maybe architecture

anyway when you look at the building it will say what it needs
>>
>>136082712
It just said it needed butchery/animal dissection. A different dwarf with all kinds of shit enabled came up and did it while the one who was supposed to listened to poetry, but he's butchering animals now at least.
>>
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is this a good design?
the idea is to let my marksdwarves shoot from the fortifications on the right, then retreat to the stockpile to reload
>>
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How do I make sure I don't have dwarfs running around out there before I close this? I don't wanna do a burrow and fuck up all my work and shit.
>>
>>136084580
Do a burrow and fuck up.
There is very little that can go wrong from this, and it's what you want to do.
>>
>>136082808
I read that after scrolling down from the werebeast mangling baby birds and was like "wait, the werebeast is listening to poetry?" for a second.
>>
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>>136084580
How's this for a tavern?
>>
>>136088653
Not enough room to dance is there?
>>
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Do you think dwarves sing songs while mining?

I imagine them working in rhythm like slaves on plantations.

I came up with this one:

Strike the rock ()
Deliver shock ()
Hollow out the earth ()()
Chip the wall ()
Carve the hall ()
Make our living worth ()

The ore is () what we cherish ()
In mines is () where we perish ()
To drive our tunnels deeper OOOON ()
:|

Glistening ()
Shimmering ()
Treasures of the deep ()()
Stone and ore ()
Gems galore ()
Make the crafters weep ()()

The ore is () what we cherish ()
In mines is () where we perish ()
To drive our tunnels deeper OOOON ()
:|


Every () represents a small pause to maybe adjust stance and such.
>>
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Why has this fucking foreigner been watching my wounded dwarf rest? He won't leave his side.
>>
>duchess requires sterling silver throne in throne room
>doesn't count if it is the throne that the room is designated from

wow horrible taste and she also never wants to sit in it. so this is the power of nobility.
>>
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>>136092006
It can be ignored with no harm, but yeah, I had one of those too.
>>
>>136050527
>leafpad
>nano
if you're on Linux just use pastebinit from the command line to upload the text file
>>
>>136092639
Never heard of it, but I was trying to just get that one chunk of my worldgen.txt buuuut, this one is better than the one I was using.

http://dffd.bay12games.com/file.php?id=2924
>>
I guy who doesn't appear anywhere in my unit lists is petitioning to live in my fort. Is this a bug, or has he just walked off the map or something?
>>
The lycanthrope I walled away keeps getting depressed by the death of lycanthropes on the surface, despite the fact that he's trapped in a solid stone box ten z levels underground. Should I bug this?
>>
>>136092919
to install pastebinit

apt install pastebinit

using it:

pastebinit -i (filename) -f (filetype eg. text/C++/C) -b (pastebin site to use) -a (author) -t (title for the paste) -u (username) -p (password)

you can make a config file (see the man page for an example) to fill most of that in for you so you can just go

pastebinit -i (filename)

instead.

overall it's a decent tool
>>
Fuck! Merchants ditch me if they arrive when my gates up? Shiiiiit! I thought I could open it when they arrive, fuuuuuck.
>>
>>136093468
Best to put a trade depot outside your gates and temporarily add a traffic route to your burrow. wastes a ton of labour on hauling but it always works at least.
>>
>>136083060
pls respond
>>
>>136083060
>>136094492
put the stockpiles at their feet. it's kinda hard to get marksdwarves to go back and reload
>>
>>136094492
Man you can do what you can for fortifications but them marksdwarves will still try and rifle-butt their way to victory.
>>
>>136094770
the idea is that they are limited to a 1 tile wide burrow next to the wall so they cant walk up to them
>>
>>136094839
Don't squads ignore burrows completely? doesn't setting them to defend a burrow only give them a loose suggestion?
>>
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>max pop limit broken because dwarves keep fucking
>cats
>Human caravan refuses to leave for reasons after they effortlessly killed a wereanteater
>thousands of worn and threadbare pieces of clothing everywhere

End my life.
>>
>>136095631
>not 0 fps
you know nothing.
>>
>>136083060
>>136094492
It'll work, but it's bigger than it needs to be. This guy >>136094672 is right, a more compact design would make it more likely for your marksdwarves to reload and keep shooting. >>136095045 is also right, a burrow won't help you. You need to use station/kill orders and be able to cut off their path to the hall that the gobs are in.
>>
>>136095885
Oh, and enemy archers will just walk up to the fortifications and shoot your dwarves through them. Consider digging a 2z (or more) trench on the left side of the fortifications and covering it with a retractable bridge.
>>
>>136093445
>apt

I'd have to go into the AUR or pull up octopi to get it.
>>
>>136096839
pastebinit is in the standard Arc community repository.
# pacman -S pastebinit

>Arch
>No vim or emacs
>>
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>>136096839
I've got both but I just default to nano or leafpad if I'm wanting to compare things side by side.

I blame ddg for pointing me to the AUR first, it knows me well apparently.

Either way that world-gen link I posted is a lot better than the one I was using. Guy got the rivers to run along appropriate routes even.
>>
If I set a pen/pasture and atom smash a bunch of cats will there be any negative side effects?
>>
>>136100102
Only if they have owners. This applies to all animals and children.
>>
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>>136098680
Yeah, looking at the rectangular projection style america world-gens bugged the shit out of me.

Canada and Central America as the two poles of civilization is amusing.
>>
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Finally. Time to see what my dwarves can do.
>>
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>>136101628
Oh.

There's... quite plenty of them.
Maybe I'll just fort in for time being. 900 food and 600 alcohol, no biggie.
>>
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>>136102081
no

u must fight
>>
>>136102081
>only 80
>including the mounts
That's a tiny siege, man. Fight them like a real dwarf.
>>
>>136102519
Yoko's right. Are you an elf or a dorf?
>>
>See the game has gotten an update
>You can play as all the animal-people in adventure mode
>You can place as a Brown Recluse Spider Woman
Ara araa~
>>
>>136102818
Not him, but I'm pretty sure that all of them haven't entered the map yet. Currently, most sieges that use mounts are also maxed out.
>>
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Incidentally all I did was take the settings from those north america world-gens, turned the minimum good/evil to 250/500/1000 and 500/1000/2000 or something along those lines, flattened the caverns to 1, shrunk the caves, opened cavern/reduced passage density, and turned up volcano numbers to get the sprinkling of them in the evil mountains and the super evil oceans.

>>136102519
FOR GLORY!
>>
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>>136102818
Really? They got more.

I am currently sitting at 30 trained, 10 recruits. No traps, since I had to skimp on mechanisms while building this glorious wooden fort.

I guess I'll give them some sparring-time.
>>
>>136103015
No they aren't. Sieges still follow a ramp up mechanic, starting small and getting bigger as you progress. Whether or not they have mounts is irrelevant to that.
In all of my .42 forts I've had the invader cap set at 350 after mounts/war beasts are included, and every goblin siege I've had has included mounts and only two of those many sieges has hit the cap.
>>
my dwarves won't build archery targets for some reason... my carpenters and woodworkers are currently unoccupied and just doing nothing despite me issuing an archery target build location
>>
>>136103135
puerto rican dwarves must happen
>>
>>136103582
Actually, maybe...
>>
>>136103873
It would be boring with no neighbors.

They make towns with my settings right now btw, the stretch of towns from alaska down to what, ottowa I think is all dorfs. Then some humaps on the eastern us and texas, and Denver is full of rotting clouds and warring goblins... a significant improvement over new-age retro-hipster organifaggots.
>>
>>136103582
Still not bad, especially if most of the remainder after that 80 was trolls. Trolls are real pussies and many will start panicing as soon as a few creatures die near them.
When you say trained, how trained are we talking? Adepts? Masters? Legendaries? Most of those gobs won't be historical, and will thus be somewhere in the novice-competent range with all of their combat skills, with a small minority being a level or two higher. If you have even a handful of master-legendary dwarves you'll be able to break the siege with very few casualties.
>>
>>136103650
>Sieges still follow a ramp up mechanic, starting small and getting bigger as you progress
Prove it.

I've had my first sieges be maxed out, and then followed by smaller sieges. The size of the sieges is purely decided by the manpower and available resources of the enemy. They are not designed to give the player a proper "gameplay experience", but rather to realistically reflect the state of the world around the player's fort.
>>
>>136104387
Experts, adepts, etc.
>>
>flooring a 10x10 area above ground

shit feels like building the goddamn pyramids.
>>
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Meanwhile, in a remote corner of the world...
>>
Population: 22
Fish stocks: 1000
You can stop now.
>>
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My 4 +20 legendary engravers are friends and they've gotten to the point where the majority of their engravings appear to be masterwork engravings of the other engravers making masterwork engravings of themselves making masterwork engravings.
>>
>>136104603
http://www.bay12forums.com/smf/index.php?topic=140544.msg6415242#msg6415242
From a FotF reply in august of last year:
>The sizes of the armies sent to player fortresses are still governed by some ramp-up code for gamey reasons (so they never reach w.g. sizes -- which is also a cpu thing), and they are now also capped by who's actually available, so a few things could keep the sizes down. Then again, I'm not really sure what the final caps should be at this point. Maybe they are a bit low.

Note, that was significantly after the world activation update (which was july 2014). If there has been any change to that he certainly hasn't told anyone.

>>136104870
I would be comfortable sending such a force into combat. You'll have some losses, but you'll win. Keep your recruits behind, maybe send them out to clean up retreating enemies.
>>
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I'm in that weird phase where I've got lots of ideas specifically for what to do with the stuff in the next update but I keep wanting to gen worlds despite knowing they won't be able to work with said update features more than likely.
>>
how come my dwarves won't build archery targets? my carpenters don't have jobs and the wood materials that I designated it to be made out of are available.
>>
>>136108060
good shit, anon. can you get it to do the eastern continents as well in the same world?
>>
>>136108060
>great lakes are oceans
>no appalachian mountains
>>
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So far my moat has claimed more dwarves than the invader.

I should have made another wall...
>>
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>>136108831
87-70.

Well, that went pretty badly. My FPS is destroyed by something. I guess someone fell into magma, climbed out, managed to ignite grass. Or it was the mist/splash.
>>
>>136108585
the one black kid in the back is into it.
>>
>>136109694
Probably someone trying to path through the smoke is killing your fps. It's a known bug. If that bridge is wood you'll want to get the dwarves off it ASAP, just in case. Constructions are fireproof but bridges aren't.
>>
>>136108310
I didn't make it and never did much with perfect world besides sit there doing the "What am I reading" Ronald McDonald face.

>>136108585
Yeah, the appalachian mountain seeds tend to get worn down pretty fast, and the great lakes are more ocean like in df terms than they are lakes. Better than the ones that use ocean inlets to simulate the big rivers.


http://dffd.bay12games.com/file.php?id=2924
>>
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>>136109694
>everything is on fire
>I made a magma moat but didn't expect this for some reason
>Can you smell that?
>It smells like inevitability, Mr. Urist.
>>
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>>136090434
>>
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bump
>>
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Why did this little ass hole stop working and start demanding an office, when he's had one since I started this fort? Does he need a better office? I thought it told you when they pull that shit.
>>
>>136114078

>mummy you like my drawings look it's a elf!
>when are the tendies ready?
>>
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>>136115575
It looks like he's been sitting here dehydrating for a while. Could these be the source of my problems? Has he become a dum dum?
>>
>>136116458
OK, it looks like he was trapped there for some reason. The only thing blocking him was a stockpile though. Jesus.
>>
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how does one fix fps death forever?
>>
>>136090434
I like it.

>>136103697
Needs architects.
>>
>>136090434
Edited it a bit.

Strike the rock ()
Feel the shock ()
Hol low out the earth ()()
Chip the wall ()
Carve the hall ()
Make our li ving worth ()

The ore is () what we cherish ()
In mines are () where we perish ()
To drive our tun nels deep er OOOON ()
:|

Glist en ing ()
Shim mer ing ()
Trea sures of the deep ()()
Stone and ore ()
Gems ga lore ()
Make the craf ters weep ()()

The ore is () what we cher ish ()
In mines is () where we per ish ()
To drive our tun nels deep er OOOON ()
:|


Every () represents a pick blow.
>>
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>tfw a single female elf wants to live in my fort and join my military
>>
>>136090434
>>136119719
This is super austic, but in a good way.

You should send this today's way, I'd imagine he'd appreciate it.
>>
>>136119719
>Every () represents a pick blow.
In that case I'd do it with ** (because a * looks more like a pickblow sounds)

Strike the *rock*
Feel the *shock*
Hollow *out* the earth **
Chip the *wall*
Carve the *hall*
Make our *li*ving worth **


The *ore* is what we *che*rish
In *mines* are where we *pe*rish
To *drive* our tun nels *deep* er OOOON
:|

Glist en *ing*
Shim mer *ing*
Trea sures *of* the deep **
Stone and *ore*
Gems ga *lore*
Make the *craf* ters weep **


The *ore* is what we *che*rish
In *mines* are where we *pe*rish
To *drive* our tun nels *deep* er OOOON
:|


Also, I think that dwarves would make use long chisels when digging down that would be held by one dwarf and struck by several others, kinda like the video.

https://www.youtube.com/watch?v=lCWF3bctiO4
>>
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>>136120450
>tfw elves have so far brought me only female pigs and cows
>>
>>136121926
They're sending you a pretty strong message.
>>
>>136121926
Speaking of elves: do they still eat their dead?
I hope that never gets taken out, nice cultural touch, reminds me of a Sci-Fi novel where the burial ritual of an alien race involves Necrophilia.

Also, the entry on the wiki claiming that Beak dogs are raptors has gone or did I just imagine that?
>>
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>>136124156
>Also, the entry on the wiki claiming that Beak dogs are raptors has gone or did I just imagine that?
They have always been known to be giant birds, or at least bird-like. It even says so in the in-game description. That applies to jabberers, as well.
>>
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>>136124670
well, They are raptors for me already, too late now.
>>
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Why is this elf slut sleeping on the floor in the children's room when she owns a room with a bed? Is she a shotacon?
>>
>>136124997
Whatever. Both are feathered theropods.
>>
>>136125674
>beds are made of wood
>>
>>136126032
wonder if she'd sleep in an artefact bed of stone
>>
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>>136126032
>not exclusively making beds out of "grown" logs bought from the elves
>>
Any way I can force dwarves to seek diagonal?
>>
>>136126390
makes me want to boot up "elf bowling"
>>
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>>136126443
>>
>>136126032
Oh, I didn't think about that. Does that actually bother her? How do I appease her?
>>
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>>136126749
>appeasing elves
>>
>>136126749
It doesn't. Does she have the hunting labor enabled? Are you certain her room is accessible?
>>
Man these petitions are nice, it's like a free squad to throw at the next Titan with no cost.
>>
>>136126576
Oh my fuck, another soul who knows about this gem.

I played it the other day. Oh my tits is it bad. Aged poorly is an understatement. The credits make me wish for a simpler age though.
>>
>>136127465
Yeah, I've seen her enter her room. I don't think she has anything enabled. I can't control that anyway. She's active military, though.
>>
>>136127864
Did she show up with a crossbow? I ask because it's default behavior for hunters to sleep wherever they happen to be when they get tired. Even if she is it shouldn't happen when she's on active duty, though. But who knows how that interacts with residency. Do you have it set to allow her squad to sleep in their rooms or in barracks only?
>>
>>136128507
Yeah, the squad sleeps in their rooms. I'm not sure if she had a weapon, but she came as a pikeman, and I've got her squad equipped with crossbows now.
>>
Jesus Christ, my dwarves are dropping dead from dehydration and my stills won't recognize any of the fruit and plants I have as valid.
>>
>>136138153

Are the workshops and stockpiles in separate zones?
>>
It really bothers me that my Eight core tower is less powerful for dwarf fortress than my dual core laptop
>>
>>136139328
Not like multiple cores are going to help you run a single thread

At this point, cache fetch speed probably matters more
>>
>>136138153
Probably the containers they're stored in are being targetted for "store item in barrel" jobs. Make a new food stockpile and set the old one to take from links only. Then when any haulers finish storing plants they're already carrying your stills will be able to find the plants.
>>
What are the best DF Youtube channel /dfg/
>>
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>>
>>136141330
>playing an ancient version
>>
>>136141837

I like Masterwork
>>
>>136141330
>dwarven cheese
>>
>>136141926
>>
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>>136143039

come @ me
>>
>>136143489
No thanks. I'm not invested enough in disliking mastershit to care if you like it. The disgusted otter reaction image amply expresses my general disapproval. I hope you're enjoying yourself.
>>
/dfg/ has died? I must carry on.
>>
>>136121551
Slightly off topic, but I visited a gold rush mine in South Dakota last summer, and they talked about mining techniques.

Basically, the tunnels were blasted in sections the size of a doorway, but about three feet deep. This was accomplished by drilling foot deep holes every six inches into the face of the rock, and then filling them with dynamite. However, the drilling process was primitive and terrifying.

Two men are required. One holds the drill bit; the other swings the sledge. The drill bit is essentially an eighteen inch iron needle with a flattened head. The drill man stands or kneels with his back to the wall, laying the bit over his left shoulder. He holds the end with his right hand, placing his right thumb over the flattened head. Since the tunnel is lit only by candlelight, the sledge swinger aims for the glint of the drill holder's thumbnail. Pulling away the thumb at the last second is a matter of trust and timing. Three hours of work would produce one decent sized hole. The men would switch positions, and the process began again.
>>
>The flying pellet strikes the /dfg/ in the thread
>/dfg/ shudders and begins to move
>>
>>136151416
I used one of those drills. They used them on concrete, too. I'm not old, by the way, I'm only 25. It was indeed terrifying.
>>
>you have discovered page 10. The air above the dark is alive with vortices of purple light and dark, boiling clouds. Seemingly bottemless glowin pits mark the surface.
>Horrifying screams come from the darkness below!
>>
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el bumpo
>>
>>136164172
What a terrifying gif.
First I think "I would build a fort there."
Then I think "Oh god turn on the light."
>>
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Oh the other fort was going fine but because the 3 dwarfs were too lazy to seal off the caves a undead jabberer got in and murdered everyone. The 3 dwarfs must have not cared after 15 of them died.

New embark with 3 adamtine and one even in the cavern that last one only had one that was only down from where the magma was.
>>
>>136106904
>dat thumbnail

Milhouse?
>>
>>136165172
I dont get how undead creatures are so much stronger and faster than their living counterparts. Sure its more fun but how can a zombie shark be faster on land than a dwarf running away. I dont get that
>>
>>136166407
This is 42.06, they got nerfed in 42.05.
Jabberer has a size of 3 mil
>>
>>136166407
>Zombies no longer dodge, parry, block, wrestle or run, and they do charging attacks whenever possible
>Zombies don't get defense adjustments for body part type and they don't find or stop combat opportunities
>Reduced zombie strength bonus (old saves will still be strong)
>Made severing all non-smashed heads put down a zombie (can be reanimated if has working grasp, smashing heads already worked)
>Made severing/smashing any working grasp put down a headless zombie (can be reanimated if has another working grasp)
>Neck gets same combat chance adjustment as head

Not sure how you missed out unless you're still into 34.11 or older.
>>
>>136166723
>>136167096
I guess I havent encountered zombies since 40.something. But back then a zombie mako shark or sunfish fucked my forts up badly. Sunfish are only 1mil in size though.
>>
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>make albatross man adventurer to use flying to explore the nearby terrifying forest
>weird plants, weird trees but nothing special
>"first hostile thing I see I'm flying the fuck away"
>pack of undead vultures appear
>mfw
>>
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>Raining rotten ooze
Rots and mangles anything it touches weeks later.

Annoying for the animals but the dwarfs can be treated which seems to be great, their eyes might take ages to heal though.

Do not want to know what the gas cloud does.
>>
>>136168621
>their eyes might take ages to heal though

I got some bad news for you famalam
>>
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Has anyone tried a sinkhole fortress? Like the city on Utapau in Star Wars, pic related
Basically just a big pit with the city around the edges, maybe even bridges connecting opposite sides of the pit from time to time
>>
>>136170989
I've considered it. It might be neat to make a pit connecting the first cavern layer to the surface with a big spiral stair around the edge. Too bad elevators aren't in yet.
>>
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>>
>>
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>>
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>>136173952
>>136174105
>>
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>>136174213
>>
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lets fuckn go then ya scaled cunt
>>
why arent my people that I assigned to the temple not doing shit?
>>
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Does creating more mountains result in higher populations of dwarves after world gen?

Lately on my generated worlds i've noticed that dorfs seem to have the lowest or second lowest population count compared to the other intelligent civs
>>
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Flooded my fortress... all that green gold.
>>
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>>136175563
wasnt even a fight
honestly i think i prefer it when my fortress has only a budding military, it makes the fights so much more tense
>>
if I hit my popcap before the king arrives and stuff like that, did I mess up?
>>
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>>136176162
fleshy beasts are weak and I'm not sure but all your dragons might be small adolescents in since it takes them like 1000 to grow to full size
>>
>>136175563
>>136176162
https://www.youtube.com/watch?v=bL8By0MBHws
>killing dragons in df
>>
>>136170989
I made a fort around a drained volcano while I was building my actual fort hanging inside the volcano if that counts. Im going to try this though.
>>
>caravan arrives
>talk to liason
>one trade drops everything at my fort entrace
>caravan leaves
>>
>>136177986
They didn't like the sight of your corpse stockpile, kek.

Now, they'll blame you for taking advantage of the situation, regardless of whether you actually pick the stuff up.
>>
>>136178172
so, a siege?

I havent even had a raid yet at 1,6 mil wealth
>>
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seems one of the creatures in one of the mods I grabbed can do jobs.
>>
my dorfs arent throwing any parties
>>
what's the best tileset and why is it Taffer?
>>
>>136180695
Diagonal walls.
>>
>>136180779
Im using taffer without diagonal walls.
>>
>>136180845
Is it one of the new ones?
>>
>>136175763
There's a new way to clean up drowned forts: http://www.bay12forums.com/smf/index.php?topic=154537.0

Also does anyone else like going onto bay12 to find new exploit-features?
>>
>>136180779
Curves are for cissy elves. Diagonals are for dorfs.
>>
>>136180845
I had it for years, dont know if its still downloadable
>>
any fun ways to get armor user up?
>>
>>136181187
Zombie rumble pits
>>
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>>136180994
Managed to seal it off further down
>>
>>136181369
Nice, now reclaim that delicious green ore with screw pumps and minecarts.
>>
>>136182119
its only nickel.
>>
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Dwarf Fortressâ„¢ is a !!FUN!!â„¢ video game.
>>
>>136185273
Toady should sell the the franchise to EA, so they can make something decent out of it.
>>
>>136178452
No, dwarven civs won't ever siege you.
>>
How stable is the latest DFHack release?
>>
>>136189172
I haven't had any problems with it.
>>
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>>
>>136186521
> implying Toady would sell his baby to slaver scum
I understand making a post to stop the thread from dying but please don't do it like this.
>>
My chief medical dwarf and other doctor have sat in the tavern while soldiers bleed out in the corridoor next to them, despite having a well stocked hospital.
Fucken dorfs man
>>
>>136185273
You either die in the first five years or live long enough to see 0 framerate
>>
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>>136195001
>>
>>136195684
>[ATTENDING INTENSIFIES]
>>
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>>136195684
>>136195001
Some day we'll have union leaders as nobles, who appear automatically like mayors. Then we can have them quietly disposed of and end breaks forever.
>>
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These fires are ruining my shit.

Well, at least I have my magma moat.
>>
>>136164172
Anyone know what this is from? Just an old bit of film made spooky?
>>
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If I channel out a pit for my body pile around here and cover it with grating, will it still get miasma'd? Will it be alright? Will people see and be bothered by it?
>>
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>>136197746
Stop it, trees!
>>
>>136198242
You dont get miasma if the refuse/corpse stockpile is outside only when something rots indoors
>>
>>136198382
>indoors
Indoors is fine too, as long as it's above ground.

Miasa only feels tunnel if tunnel is subterannean.
>>
>>136198382
Ok, it looks like grating will make it indoors though. Will miasma flow up through the grating and dissipate, or will it just become an eyesore/fps dump/annoyance to dwarves? I guess I should just leave it open.
>>
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>>136198347
>tfw even in death your ancestors are superior to mud-dredging stone-fuckers
>>
What tileset/graphics/color scheme do you use anons?
>>
>>136199427
Taffer, and none of them diagonal walls.
>>
>>136198242
As long as the tile is light you won't get miasma, but creatures can see through grates. It doesn't matter though, intoxication is so strong in this version that even pussy dwarves don't care when they see a pile of corpses.
>>
>>136199504
What's wrong with diagonals?
>>
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>>136151416
That's about what I expected, but spending more time underground and basing their entire culture on stone and ore, they might have developed a more communal approach.

And since we are already here I considered if they maybe used a different type of specialized chisel:
The multiple tips with the teeth would act to dig deeper into the stone an allow for more grip and less chance of slipping off while it is being hammered
>>
>>136199427
>being impure

What are some good ways to increase FPS?
>>
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>>136199427
Damn near vanilla colors, just a slightly more blue-black, with my own version of the curses_640x300 but scaled up to natively fit on a 1920x1080 screen.
>>
>>136200507
The fact that any dwarf can smooth or engrave without a chisel seems like a bit of an oversight, I mean they came up with a good enough reasoning for dwarves to be able to fish without a rod.
>>
>>136200452
I dont like them
>>
Is there a good/recommended general embark profile I can use?
>>
Is there any benefit to visitors other than free citizens with limited labors when you're already drowning in useless immigrants most of the time?
>>
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>"controlled" 2 layer collapse
>only two unconscious
Just as planned.
>>
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>>136198952
You ancestors are devious fuckers, this must be some ill-planned revenge of building from my fort from them.

Goddamn, another dwarf gone.
>>
>>136197831
that affect is a common thing to see on a broken gif, it isn't intentional
>>
Some way I can designate some stone for hauling with a higher priority than other hauling jobs? I just got some marble, but its close to a hundred z-levels down, so steel production is maddeningly slow.
>>
>>136202342
fodder
>>
>>136200980
They use their beards.
>>
>>136200980
It's all in the beard.

>>136203417
It's quite easy to replicate. Of course it can happen accidentally but the majority you see will be generated.

>>136204427
Hey you stole my bit.
>>
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>>136200606
i hat them
>>
>>136203770
use wheelbarrows or minecarts, theyre way faster
>>
>>136204427
>>136204579
I like when writefaggots describe dwarves with the colours of stones, metals and gems. But now I realized: what if dwarves actually can concentrate corundumor quartz or similar in their skin and hair, similar to how we use keratine.
they could use their hairs and nails to polish stones and metals
>>
>>136205148
Is it hard to set up minecarts?
>>
>>136206139
Hey in some mythologies dwarves are "born of the stone".
>>
>>136207032
It can be confusing, but you'll get the hang of it if you follow the guide on the wiki and make a few test tracks to get a hang of the system
>>
Can forgotten beasts come out of the magma sea?
>>
>>136207231
that would enable them to polish jewels and sharpen blades with their hair.
That reminds me how the death in diskworld would sharpen is blade with spider silk.
>>
Is it worth waiting for full grown chickens to butcher?
>>
>>136208713
YES.
unless animals are fairly large and require ten years or so to mature, always wait for them to become adults.
You should also leave around 50% of the first wave of children as breeding animals.
Chicken only take one year to fully mature and in terms of size grow 50 times.
>>
>cat based economic systems
>>
>>136208713
If you don't the only butchering product you'll get from will be their skulls. Chicks are too small to yield usable meat, bones or skin. If you only want totems to trade (for some reason) then butchering the chicks is fine.
>>
Begone page 10!
>>
>>136212165
Now I wanna make a pony-based economy and become vermin supreme!
>>
>>136216260
Life is, in a word, commerce.
>>
So uh, I got a colony of honey bees right in the entrance of my fortress

How do I get rid of it?
>>
>>136220063
How you get rid of everything you dont want. You build a wall.
>>
>>136220267
But that's going to block my entrance

I guess I could dig a hole under it? Or cave it in and build a new floor over?
>>
>>136220448
You build the wall to remove it and then you deconstruct the wall again.
>>
>>136220712
Hmm. Can bees sting stealthed creatures? A bee-based defense system comes to mind...
>>
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Post your fort Anon.

>slowly building fort only adding rooms when i need them
>no efficiency
>winding hallways with going everywhere for that organic feel
>made of piss
>>
>>136221615
>tfw multi layer fortress so it cannot easily be posted
>>
>>135890974
what the fresh hell is this?
Is this like minecraft version of dorf fort?

Can I play adventure mode with it?
>>
>>136221413
Bees sting too infrequently for that to be even remotely effective.
>>
>>136204884
>crap taste

>>136204579
>>136206139
>top tier taste

>>136222000
Armok Vision, and sorta?
>>
>>136223313
>Armok Vision, and sorta?
tell me your secrets anon
>>
>>136221703
>Multi layer fort
ew
>>
>>136224208
If it's any excuse i'm building near the magma layer so there's not much room.
>>
>>136224591
Im using a 1x1 embark tile, having room was never an option
>>
>>136220712
Actual cleaning labour to remove mud and splatter when?
>>
>>136224179
No secrets, just AV, you can have it follow the camera in certain modes as I recall, but it's not really an interface for the game yet.

>>136224208
>multilayer ew
>waaah my fps dies
>I dont understand why forcing dorfs to follow extra long paths across muh single layer fort is suboptimal
>>
>>136221615
>the size of those bedrooms
>separate, walled rooms for 3x3 workshops and farms
Fucking lavish. My dwarves live in 3x1 rooms if they have one at all and all my workshops are built in cavernous halls. There is no rhyme or reason, only industry.
>>
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>A vile force of darkness has arrived!
>two gobbos
The message showed up last time for a single baby snatcher, are the sieges meant to be this underwhelming or is this because the goblin civ is dying or something?
>>
>>136226489
Choose to succumb to the invasion out of pity.
>>
>>136226439
I build my workshops in 5x5 rooms so I can put a "drop what you just built" stockpile around it
>>
"I could do without all of those creatures and that tangled greenery."
>>
>>136228656
>Perhaps some day your stunted kind will learn to-
>*KSHUNK*
>Someone get this body to the furnace before it starts to smell any worse.
>>
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After a long climb, I finally reached the vast mountain lake.

Just a few miles across that lake, there's supposedly a virgin continent, untouched by civilisation.
>>
>>136232128
This >>136106904
is me, by the way. That map shows what I have waiting ahead of me.
>>
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>>136221615
>>
So for pumping magma, pumping into a 3x3 cistern instead of 1x1 or 2x3 is more ideal for not dying framerate death?
>>
So, uhhh, I guess mining admanatite leads directly to hell.

This isn't going to end well.
>>
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>>136232128
>>136232542
After a few hours of swimming, I finally landed on the mythical island of "The Natural Land".

I probably the first civilised creature to ever set foot on this soil.
>>
>>136233441
somebody discovered the fun part of this game!

Tip for mining adamantite:
>have a stockpile for stone blocks nearby
>have a stockpile for adamantite nearby
>have the miner also be a mason
>only mine one block at a time
>get ready to construct walls.
>>
>>136233274
If you're just filling a reservoir it doesn't make a difference. The temperature adjustments and liquid movement are the causes of frame loss, so once you fill the reservoir and the temperature of the surrounding material normalizes you fps will back to wherever it was before. And for such a small amount the difference would be negligible anyway.
>>
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>>136233695
A brief survey taught me that the bedrock, as well as the boulders on the island are purely made out of limestone, similar to the mountainrange enclosing the vast lake.
>>
>>136233734
I'll take those to heart, but it's far to late in this case.

I have a squad that's all legendary fighters, hopefully they can deal with this.
>>
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>>136234293
A shorter swim brought me off the small island, and to the mainland of the lost continent.

I landed on the shores of The Abbysal Jungles, a tropical rainforest covering the north-eastern horn of the continent. When I landed, night had already fallen, forcing me to set up camp. Hopefully, I can pass the night without any incidents.
>>
>>136235236
I may be alone in this, but I love how all this looks.
>>
>>136233734
>Minesweeper
Has no one else played this?
>>
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>>136235413
AV is always fun.
>>
>>136235784
I fear looking at my fort in 3d would reveal how little sense it makes
>>
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>>136235236
Having passed the night peacefully, I travelled through the (remarkably peaceful) jungle, finally entering The Fragrant Hills, a grassland covering most the continent. It's almost as heavily forested as the jungle i left behind, though.
>>
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>>136232560

fug some dwarves game and blooded up forbtress :DDD
>>
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>>136235942
Playing adventurer mode helps you get used to the line of sight and viewpoints from AV and design accordingly.
>>
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>>136236193
An hour of walking through the hills brought me into another jungle, this one called The Jungle of Wanderers.

I saw a honey badger, but strangely, it chose to run from me. Aren't those supposed to be even worse than wolverines?
>>
>>136237112
Honey badgers and wolverines both have [PRONE_TO_RAGE: 10] which gives them a 10% chance to become enraged when they see another creature. They aren't any more dangerous than other creatures of a similar size, just more likely to attack. If they don't rage they're functionally identical to a solitary dingo.
>>
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My legendary fighters took out about six of the eighty something demons. They also set the forest around my fort of fire, I guess even demons hate the elves.

The remaining dwarves and demons don't move though, I think the game bugged out.
I'll wait till they starve, then start anew.
>>
>>136237868
I was talking about real life.
>>
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>>
>>136238927
I was going to snarkily direct you to real life general, but as it turns out /rlg/ is a thing. Now instead I'm referencing a joke that didn't happen merely to bump the thread.
>>
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>Giant wren head
It won't die even after the dwarfs tried bashing it.
>>
>>136243196
You need sharper rocks, obviously.
>>
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>>136244932
Remember it being a bug with some parts being unkillable.
>>
>>136245203
Yeah, it's an old one, with lots of variations, children, duplicates, etc.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=787
I think that's the oldest reported iteration of it. Interestingly, the bug itself seems to grow and evolve with the game.
>>
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>>
Newb here, I noticed that this starting "pack" that decides dwarf stats always leaves extra points. Should I use them to buy items?
>>
>>136253009
Depends how mcuh you have and where you go.
100 points should be used to buy breeding pairs for animals, especially dogs.
less than 100 could be used for extra food or wood or specific stones. Being able to craft an extra pick or axe if needed early on is a great advantage.
>>
>>136253009
That's not the starter pack, it's the default "prepare carefully" embark profile. There are additional profiles with the starter pack last I saw, but they probably spend all the points to keep you from having to do so (that's the point of a custom embark profile, after all).
So yes, you should spend the leftover points or not as you see fit. It may be of interest for you to know that you can sell back the default items on the preparation screen as well to spend those points however you want.
>>
>>136254628
How about a pair of cats?
>>
>>136255826
>>
>>136255826
I had 1 female cat on embark, I gelded the first three males that arrived with migrants. I am now struggling to keep up with butchering all my cats and making soap and clothing exclusively from cats. You can't avoid the cats but if you can, don't lean into it.
>>
>>136256772
Sounds terrible
Animal neutering when?
Could be something my chief doctor would do between two drinking sessions while my dwarfs are bleeding to death
>>
>>136257184
It's out now, males can be gelded, you just have to be diligent about it.
>>
>>136257498
Not too useful to castrate males... Leaving even 1 uncastrated male makes all your females at risk of being impregnated, while castrating females allows you to limit the damage while still allowing reproduction

Perhaps there's a mod somewhere that changes the gender?
>>
>>136258191
Simply keeping them segregated works now that they gotta be able to touch to mate.

Changing gender is trickier.
>>
I told my dwarves to build some workshops, but they're just sitting there, construction inactive. How do I get them to build the workshops?
>>
>>136259851
Are you sure it doesn't need Architecture or something first?
>>
>>136259851
one of them must have the necessary labor active, a mason is needed for a masonry. some buildings also require a architect.
>>
>>136260016

Ah, thanks. That did it.
>>
>>136256772
>and making soap and clothing exclusively from cats

meow vey
>>
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I cannot contain my hype
>>
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>A kea has stolen page 10!
>>
I would watch someone stream themsleves playing if anyone wants to

You don't even have to talk if you dont' want
>>
>Anonymous has begun a mysterious construction!
5 decides my mega project.
>>
>>136269313
forgot to add: i'm on 0.40.24-r5
>>
>>136269313
roll

make a fort
>>
>>136269516
40.24 is shit compared to 42.06
>>
>>136269017
>tfw a kea steals your only anvil
>>
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Got so much beer in my storage I can't help but join in.
>>
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>>
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oh boy taking bets
>>
>>136271224

autistic cup bro
>>
>>136271224
>glass horn
>filled with what looks like a schawrzbier
>not mead or wine
0/10 not dorfy
>>
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>Head hair
It's all over now.
>>
>>136276863
We kind of need to know which shop he claimed. Without knowing that im guessing a wooden amulet or something.
>>
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>>136197246
There is a small island in the Sea of Weeping called Malderiki, upon which I raised a dark fortress. Every year afer the first rain, the Bloody Beach Wine Society (of which I am a member) gathers at my fortress to watch the island's humans grovel in the mud as their pathetic straw dwellings are ripped apart by the rising waters. On this island there is also a fish, called a Carpio Giganticus. Coinciding with the first rain, this fish swims into the flooded island and begins to feed on the older and weaker humans of Malderiki. Unable to defend themselves from the killer fish and utterly helpless, the humans make their way to my fortress in makeshift canoes. At this point, the Bloody Beach Wine Society opens a bottle of pre-revolution Sun Berry Sunshine, dated no later than 160, and places wagers on which human will be the first to reach the high ground of my sprawling trenches. Once the fish has fed and returned to the Sea, there are typically a handful of humans left on my trenches, at which point we raise the gate and release the cave crocodiles. Last year, during the cave crocodile feeding, a tiny speck of human flesh was flung from the trenches up to the balcony where the Bloody Beach Wine Society was gathered and landed on my giant cave spider silk shoe. I retrieved the piece of flesh and placed it in my mouth, washing it down with a glass of Whip Wine. Right now, YOU are that piece of flesh.
>>
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>>136281016
>>136197246
Have you ever drank a glass of royal elf blood? Of course not, I was just being colloquial to start this story with an anecdote. The first time I had a glass I was in the Forests of Singing, taking a celebratory drink in camp after completing a successful hunt. You see, in the Forests of Singing we don't hunt bear, or leopard. We hunted a more dangerous game: the white goblin, or elf. I finally had an elf child cornered in a Highwood grove when the thoughts passed through my mind: Should I skewer the child? Can I ever come back to who I was before this moment? I thrust my spear and made my first act of child murder. Mr. Zodsto , this is something you need to ask yourself: Can I thrust the spear on this deal and make the right choice? My offer is 10% funding for 85% ownership of your fortress and prima nocte rights to your daughters.
>>
>>135858786
Was it a visitor? They're badass sometimes. Had some mercenaries break a siege for me before my soldiers had even finished armoring up.
>>
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>>
>>136203923
dwarfs are already fodder
>>
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>>
>>136282679
Wonder what the death ratio is of players killing babies/children to the dwarfs getting babies killed.
>>
>Toady wants you to build a bunch of forts to explore in adventure
>never, ever do this because you always lose forts to FPS death, world corruption and generation fuck ups
>>
>>136287753
Even when these things don't happen, I tend to avoid my forts in adv mode due to all the merchants shitting it up. If the presence of hundreds of merchants didn't ruin the impression of a ruined fort enough, there are now also stray wagons roaming the sites.
>>
>>136287753

what's worse is playable FPS in fortress mode is 1 tile/hour in adventurer
>>
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>Gorgon shows up
>Turns every one within 20 tiles to stone statues
>Dies and reanimated
Now shes failing to bite the dwarf statues.
>>
>>136281131
Y-yes my Baron, thank you for your most generous offer. When I take this back to my people they will surely never call me a novice negotiator again! I tip my -cat leather cap- to you.
>>
>>136289690
So if I worked it out right they're petrified for one year... 403200 ticks
>>
>>136289690
That's a nice fort layout, anon. How long did it take to come up with it?
>>
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>>136291295
>>
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>>136291295
Reclaimed a DF fort and saw the main way down so just ended up doing channeled way down around a 3x3 area.
>>
What are some good world gen params to make the game more fun and better fps?
>>
>>136291925
turn up the small evil subzones and the regional interactions and evil weather to match.

For fps could play around with cavern settings beyond that you would need to use one of the mods out there.
>>
>>136277316
>Schwarzbier
>Not dorfy
>Preffering filthy above ground wine
Elf detected
>>
>>136291925
>max cavern openness
>no revealed history(discovering shit in adv mode is fun, especially now that we've got actual history books in the game)
>only one pole(bipolar worlds encourages the player to stick to the equator, while unipolar dittoes makes at least half of the world map permanently livable)
>>
>>136292085
>Preffering filthy above ground wine
Even in-universe dorfs get tired of always drinking the same old subterrannean booze. True dwarves celebrate diversity, meaning they not only accept, but also crave, above ground plants.
>>
>>136293553
>same old booze
>plump helm wine
>pig tail ale
>cave wheat beer
>sweet pod rum
>>
>/dfg/ digging deep again
>>
>change my training to 2 minimum for sparring
>dorfs barely do shit

going to set it to 10 now
>>
>>136295487
The only reason to ever use anything else than minimum is if you want them to execute several orders simultaneously. Some players might want to have a few dwarves patrolling or stationed while the other train as usual. This made more sense back when ambushers made a serious threat, though. Supposedly, ambushes are back, but they're really marginal, and I haven't even had any since the first 0.42 release.
>>
>>136295707
>The only reason to ever use anything else than minimum
Of course, I meant maximum*
>>
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>>136295776
>>136295707
I started fucking around with the schedule, I think I stumbled on the solution
>>
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>you will never homestead a virgin land with six other skilled friends to establish a future home for people
>your hard work will never be its own reward
>>
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>>136297418
>>
>>136297418
Isn't that basically what we'll have as of the next release?

I think toady implied that he'd release it before going deeper into the myth stuff, too.
>>
>>136298442
No he implied that the myth stuff was already done and he was going to finish the adventure stuff before moving onto artifact and magic and more indepth myths tied to the two.
>>
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>>136298592
>moving onto artifact and magic and more indepth myths tied to the two
>>
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>Help twitter @Bay12Games made this set of animals for a tycoon game about children dreams? :D
>>
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>>136300202
>Dream Tycoon
>compete with other sandmen to design the most popular dreams for children
>beware the nightmare gremlins who try to sabotage your dreams with nastiness
>leap from bedroom window to bedroom window spreading your dreams to sleeping children
>corner the dream market for your region
>live like a king on all the positive emotional energy you harvest
>you are now the Dream Tycoon
>>
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We have all had those moments where a dwarf finally blows a fuse and kills a room full of beings, weather man, elf, dwarf or even a multi-racial group. Just had mine Dwarfs real name was Cog Sezukrovod "Cog Slappedarch" and he was a woodcutter. Known for enjoying clucking chickens.
He lost all rational ability and started devouring and slaughtering a enemy party with his bear hands.
In honor of the killing I did a drawing of the faces that partook in the battle.
>>
>>136295942
A solution to what? The multiple-min-2 was a bug workaround for a bug that hasn't existed in almost 2 years.
>>
>>136301870
lack of sparring
>>
im in fortress mode, can I use dfhack to check if goblin civs are around me?
>>
>>136303478
Yes. You can use 'open-legends' to enter the legend browser, and use the historical maps to see whether you live on contested territory.
>>
>>136301951
You don't need to do that to get dwarves to spar. That bug that doesn't exist anymore. Not since july 2014. Doing min-2 pairs only guarantees that whenever one dwarf isn't sparring at least one other can't spar.
>>
>>136304008
>using the sparring exploit
Do you by any chance abuse z-levels, too?
>>
>>136304008
well when training was set to minimum 8 with squads of 10 they barely did anything
>>
>>136304323
I bet you abuse weapons to kill things, you hacking piece of shit.
>>
>>136304523
They have be sufficiently skilled to spar. Even then they'll spend at least half their time doing individual drills and demonstrations. Putting them in smaller groups doesn't change that, it just limits how many dwarves are available for any given demonstration/sparring match.
>>
>>136300787
I'd play it. Seems fun
>>
>>136305292
how skilled is that?
>>
>>136178924
>brownie Child
Looks like you got some desert people as slaves bro, congrats
>>
>>136307847
Usually once they get around skilled/proficient in both fighting and their weapon skill. Individual dwarves' personality traits may factor into it. I've seen dwarves that didn't start sparring until they were a little higher than that, and in a few cases dwarves that started sparring sooner. There's an rng element involved as well, though, so that could account for the difference.
>>
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Hmmm, I keep tinkering with it trying to trim out the grey but it makes it look all aliased every time. Does it stand out as is to anybody else here?
>>
>>136309681
Oh, and another factor that plays into it is having at least one available partner at a similar skill level. What range dwarves consider acceptable is hard to determine, but weaponlords will rarely spar with dwarves that have much lower skills, even if those dwarves have already gotten to a level where they can spar. But once those lower skilled dwarves start moving into master territory the skill difference stops mattering as much, and legendary dwarves will spar with them no matter how many +s they have.
>>
>>136264643
what am I looking at? Myths?
>>
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>>136309875
why did you post this
>>
How can I edit elves so they bring seeds?
I want cotton.
>>
>>136313307
I think you mean you want to enslave the elves to pick your cotton
>>
>>136313739
Yes but first i need them to bring seeds.
>>
>>136313307
Elves already can bring seeds, but they almost never do for mysterious elven reasons.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=7863
Doesn't appear to have been updated to confirm it for the current version (though it's certainly still an issue), so feel free to add a note.
>>
>>136303738
nice
I just dont remember where my fort is and I dont know how to find the place
>>
>>136314236
Think about it from the perspective of your local environment. Consider:
>what kind of biome you're in
>remarkable geographical features, such as oceans and mountains

Also, look for the dorf sites.
>>
>>136309875
>20x24
Please accept my earnest "why?".
>>
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>middle aged man makes money at home using one weird trick
>>
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Do you guys think Toady wishes to be the little girl?
>>
Twitter, texting, this Tanya girl, I think they're killing the Toad.
>>
>>136309875
I don't know, I would need to see it in action. Just posting the tileset is kind of like dumping out a box of legos at my feet and asking if your millenium falcon looks weird.
>>
>>136029279
What's this tileset?
>>
>>136325360
Looks like taffer.
>>
>>136325360
Taffer, the best tileset you can get.
>>
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>spend two days genning worlds
>finally find perfect embark
>no will to play anymore
>>
>>136328179
this is me
>>
>>136301146
Love your style as always Drew.
>>
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>yfw setting up a streamlined clothing and dyeing industry
>mfw
>>
>>136317125
Trying to get the 10x12 shape set but it was frustrating since there isn't a clean scaling available without going from scratch.
>>
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>embark on terrifying forest
>evil rain
>>
>>136332570
>"evil"
>>
>>136332570
I see nothing wrong with this
>>
>>136332570
We warned you.
>>
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>page ten
>>
>>136341513
I blame Kitfox Games.
>>
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>>136342021
I wonder what impact Toady hanging out with Tanya will have on DF's course of development.
>>
>>136342328
Who?
>>
>>136342328
Lots and lots of feminism.

>>136343103
Some vile succubus that is beguiling Toady.
>>
>>136343103
Owner of Kitfox Games, some roguelike-like studio. Toady has mentioned her in his devlog, and she's mentioned him on Twitter, so I figured we could make a meme about it to pass the time until the next release.
>>
>>136344286
He keeps talking about her a bunch and has met her physically.
>>
>>136342328
>Cog CogUrist cancels socialise: checking privilege
>>
When can I make my dwarves ride on the shooting star?
>>
>>136343985
>Lots and lots of feminism
We have that already with the lack of sexism and religion.
>>
So /dfg/, I've got a bit of an issue. The sedimentary layer at my latest fortress doesn't seem to have any iron ore in it, I've looked quite expensively. The layer immediately below it is metamorphic, so no iron, and I can't find and copper either. A whole lotta gold and silver, however, so I'm quite wealthy.
I've traded for anything iron or steel, but thats a very slow process. I've already dug into the first cavern layer, if I dig deep enough, can I find a layer with some iron ore?
>>
>>136346873
It'll get worse.
>>
>>136347996
If you have an Igneous Extrusive layer, you might be able to find some hematite. If not, you'll want to make glod and silver crafts/decorate said crafts with gold/silver or go for a cloth craft industry and buy up every single iron and steel thing you can find on every caravan, to melt them down. Ordering hematite/limonite/magnetite or iron bars from caravans will generally not bring many pieces, which will keep your industry running very long.
>>
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Can dragonfire destroy steel bridges?
>>
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>>136175656

pls resond
>>
>>136350232
>>136175656
Turn up the number of civs in worldgen too.
>>
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>>136127712
That game cheated so bad. One elf would always jump out of the way if you were bowling a perfect game. Made me so mad as a kid.
>>
>>136347996
No iron isn't really a big deal. Import what you can, supplement with bronze as necessary (import cassiterite and/or bismuthinite if needed), use copper if you still fall short of your desired uniform. If you start your military training early enough your dwarves will be so skilled by the time a real threat shows up that they could go into battle wearing nothing but a x(troll fur thong)x and a cheeky grin and still be fine. Almost anything that can kill highly skilled dwarves can kill them irrespective of whatever gear they're wearing.
And there's always the shiny blue stuff at the bottom.
>>
Doing a dry run of my design for the next version, super stoked about being able to order more than 30 jobs at once.
>>
>>136350232
No not really seeing as theres hilllocks. It will really depend on how some wars goes and if megabeasts wipe out some dwarf civs.
>>
>>136353249

Then why dont megabeasts drop down the population of goblins, elves, and humans too then?
>>
>>136353669
Might be the FBs
>>
>>136354482
This. I'm pretty sure only dwarven fortresses and mountainhomes(as opposed to hillocks) get attacked by those in world gen. I've also seen far more ruined forts than ruined hillocks, so there's probably a causation there.
>>
What pop cap is recommended for a fairly shit laptop?
>>
>>136355789
6
>>
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bump
>>
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Anyone got the screencap about the berserker dorf who would single-handedly destroy any new fort that a guy was trying to create?
>>
>>136330649
Thanks, my man.
>>
>>136358715
Whatever. It was obviously fake anyway.
>>
>>136355789
depends how shit

~50 runs on most of anything
>>
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Started fiddling around with producing awful glaciers and whatnot.
>>
>>136351484
>being able to order more than 30 jobs at once.
Am I missing something? I've seen things like this mentioned a couple of times but I can't see where Toady has said anything about it.
>>
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trying something new. created a world and will create one fort for every God of my Dwarven civilization, The Brown Banner.

Fort # 1:
God: Asmel
Fort: Glistendiamond
Group: The Brilliance of Wealth
Restrictions:
-no growing/hunting/fishing/brewing/gathering
-only things allowed to be produced in fort are gems, stone furniture, wooden necessities, weapons
-can only trade gems
-weapons must be encrusted with as many gems as possible
-no armor allowed, asmel's jewels will provide enough protection to a true believer

Job permission breakdown:

Monotheist Asmel worshippers can do any job, hauling disabled

Polytheist Asmel worshippers can do any job except for administrative positions and captains, hauling disabled

Non-believers can not be in military, no gem industry and no administrative positions.


Goals:
-be rich as fuck
-survive
-Make Asmel proud whatever that entails

Image below: Group Symbol

will update even if u hate it
>>
>>136361059
Some people are addicted to the silly manager. If you could only assign it workshops to use the jobs on then it might be great.
>>
>>136361059
>>136361059
http://www.bay12forums.com/smf/index.php?topic=140544.msg6843526#msg6843526


>Quote from: Tharwen
>Will the 30-item cap for manager jobs ever be lifted?

>We were planning on doing it when we get to the upcoming work order stuff.
>>
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>>136360560
>>
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Still 6 more months.
>>
>>136361071
That's actually a pretty good idea.

Have fun with it.
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