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/dfg/ - Dwarf Fortress General

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Snatcher!
Last Thread >>144218208

>Download the basic game here. Current version is Dwarf Fortress 0.43.03
http://www.bay12games.com/dwarves/

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

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

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

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

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Dwarf Therapist (Out of Date):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

>DFHack (Out of Date):
http://www.bay12forums.com/smf/index.php?topic=139553.0

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Starter Pack (Out of Date):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

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

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

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

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

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

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

Strike the earth!
>>
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Well, it's a damn shame this only lasts until I leave the screen, and the zombie merchants respawn.
>>
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>>144578937
>>
>>144579717
Bumping with a reminder of the bug: >>144575771
>>
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>hear of a beast attack and travel to a ruin I've passed by twice
>dig in and kill the cyclops that destroyed the fortress (how?)
>butcher him
>climb to the top of the fortress
>hurl his skull from it
>>
Ah, it's nice to see the old fort still kicking.

I consider making a hospital area, but we only have 6 wooden logs, and no way to secure anymore for the time being, so I hold off on that.

I notice that a lot of dogs were marked for war training, but no animal training zone was ever designated, so I put it in the old stockpile room that was mined out earlier.

I hope you guys are okay with mundane updates like this. It's a decent way to keep the thread alive.
>>
>>144581914

As I look around the fort, there actually IS a hospital area.

Whoops.
>>
>>144578037
I actually had a snatcher stop by; which coincided with a goblin siege of just 6 crossbowmen, which was unusually wanting
>>
>>144582367

It seems this dog was also put up for training. Poor thing.

I unmark it. It's existence is probably miserable enough already.
>>
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>>144582367
I think that's the use of the mini-map actually, doesn't it help you view hospitals and shit via the Rooms/Buildings menu?

Also tossing out upscaled curses for the hell of it.
>>
I'm trying to figure out how to tame things. I've got some Elk Birds chilling out in tightly closed rooms, having been tamed up to some level of Trained. My only concern is that, now that they're out of the cages, no one is coming by to feed them and they're not grazing.

Is it because the cave moss is only sparse, or is there something I don't know about?
>>
I want a dwarf fortress inspired mod for total war warhammer
>>
>>144582646
>his right eye tooth is gone
>right eye tooth
>eye tooth
What the fuck kind of dog is that thing.
>>
And we still have this guy to worry about. Normally I'd sic my marksdwarf squad after him, but we don't currently have one.

I queued up a couple crossbows to be made, but the problem lies in training them. I usually just have a fuckload of wooden bolts be made and let them have at it, but Girderpalace needs all the wood it can get. It seems copper is the only reasonable choice for training them, and I'm not sure if anyone had anything in mind for the usage of copper.
>>
It seems the only two with any marksdwarf experience are the tanner and the spinner, and both pretty low with that. Two peasants are put in, to make it look slightly less pathetic.

I hope we have enough leather.
>>
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>>144582670
Stripped down, just HD and no effects, round dorfs.

>>144583273
I want a Kill Six Billion Demons mod, if it wasn't for the eventual artifact/myth/etc release I'd try to do it now, but bleh.
>>
I know the population of turkeys is already quite high, but having more eggs isn't a bad thing. Besides, if they get too out of control they can always be systematically butchered.
>>
Elves, eh?

Well, let's just hope they brought some animals along.
>>
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>>144584460
Incidentally, as I haven't done shit for fort mode in a while and may as well see if I can't fuck it up amazingly for ya'll, I'll toss my hat in the ring for a turn.
>>
>>144584709

It's...something.
>>
>>144585023

You're funny, guy.
>>
Some of our dwarves have...interesting tastes. Must be all that medical stuff they do.
>>
>>144585721
That and the apocalyptic state of their civ outside the fort.
>>
I trade some gems for some grown wood. We aren't gonna be getting any fungiwood for a while, and we need all the wood we can get in this place.
>>
>>144585442
>"rustling fabric"
that's some rare thread right there I wonder how the trading civ had control of this material, weird raw calculations (other than some crossing the streams with vaults and proximity to it)
>>
>>144586567
it's random. a function of the not-yet-fully-smoothed-over instrument functions. you see it pretty regularly, actually
>>
>>144586759
ah right, that explains the forgotten beast leather bellows and bagpipes and such and such
>>
After trading away a few more gems for all their wood, I designate a leatherworking and tanner workshops. They may not get much use, but it's nice to have them anyway.
>>
how far out of date is the starter pack
>>
Hmm. It seems as if something's making these dwarves sick.
>>
>>144587814
It's 0.42 and the game is updated to 0.43 so.
>>
>>144587951
what's the minus of 42 and 43
>>
>>144587948
Ngggg, skyfire bad!
>>
>>144588028
one century
>>
someone in the last thread said you can learn medicine from libraries, is that true
>>
>>144588723
You can learn how to dance and write alt-history fiction from books, so why not?
>>
The Marksdwarves are finally training for once.

...Hm. I'm running out of even mundane updates. Perhaps I should do something interesting.
>>
A strange mood!

...and it's possession. I wonder if he'll make anything interesting.
>>
He claims a clothier's workshop..

...and idles in it. Uh oh.

He needs cloth, bones (!), stone, raw gems, cut gems, stone again, and wood.

I can only hope the pig tails bloom soon enough. If not, I might have to breach the caverns once again.
>>
>>144590979
>>144590513
one sock, coming right up
>>
It seems my only option to getting cloth would be to pierce the walls into the cavern and have them collect webs. With the military as it is, that's unacceptable. All I can do as of now is hope that he doesn't go berserk, as there's really not much room to wall him in.
>>
>>144592356
I can't remember if a hospital has been set up yet or not, can you reclaim some cloth from there?
>>
>>144592514

No dice.
>>
Oh boy.

Well, did any of you bring cloth?
>>
A new stairwell is designated, isolated from the other in case it needs to be walled off. This one is going to go far deeper than the other ones.

Let's get dangerous.
>>
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Guys w-wtf is going on? This is the third dwarf that died on me
>>
>>144593968
Vampire?
>>
Another one? Well, whatever.

By the way, here are the new arrivals:

-4 fucking traders
-1 siege operator
-1 architect
-1 mechanic
-1 cook
-1 butcher (as if we need another)
-1 brewer
-1 woodcrafter
-1 craftsdwarf
-1 gem setter
-1 papermaker
-1 weaponsmith
-1 miller
-1 child

We are now 108 dwarves strong.

I should make new rooms.
>>
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>werebeast appears
>dashes towards my animal pasture
>breaks one of my alpaca's legs
>leaves
>>
The queen herself decides to help dig out the tunnel.
>>
This cancellation spam is killing me.
>>
Who the hell destroys mugs, man?
>>
Oh dear.
>>
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Hey /dfg/, I'm building a castle around my fort entrance, and I can't settle for a height. Here's a picture comparison of the two heights I think make the most sense.
The dark grey see-through blocks represent fortifications.
The brown blocks in the corners are up/down stairs.
Should the walls be taller? Maybe thicker?
>>
>>144596558
no, that looks pretty good to me the way it is. I like that it's 2-thick to prevent anyone dodging through it (and so that soldiers can stand on it
>>
We've managed to hit the SMR without actually hitting any more caverns or the magma sea itself. Also I hope these leather bags will shut the goddamn job cancellations up a little. Sheesh.
>>
Every 3x3 embark is guaranteed to have at least one needle of pure cyan glory. It's a simple fact of Dwarf Fortress.

This is not a 3x3 embark. We may get none. Only time will tell.
>>
>>144596697
... So 1 high or 2 high?
>>
Ah, there it is.
>>
Are ambushes just sieges with 5-10 invaders now?
>>
Well, let's see if we can find our vein.

...if it spawned.
>>
Well, he finally snapped.
>>
>>144598597
At least he's not breserk
>>
Girderpalace now has its first elite soldier! Very nice.
>>
>>144596558
>>144597301
2 tile or higher walls prevents siegers (and adventurers) from grabbing the ledge of the fortification and climbing through it.
be aware that the higher you build it, the less LOS to the ground the dwarves (and enemies) will have. test this in arena/adventure mode.

2 tile wide walls prevents military from dodging through, in case that bug hasn't been fixed yet

BLOCK walls should be used instead of raw materials, because rock blocks come 4-to-1 and prevent climbing vertically with perfect effectiveness (but not ledge holds)

keeping the path that's behind the fortifications a single tile forces any marksdwarves to be immediately next to the fortification and thus maintain as much sight as possible through it.

using walls to seperate your fortifications isn't necessary; you can completely use fortifications only... unless you intend to accept that blocking LOS of your marksdwarves is FUN.
>>
...seriously?

Whatever. I'll put it in the queue.
>>
>>144599617
oh and:
1-tile wide moats are not sufficient any more. enemies will jump over gap with ease. moats must be at least 2 tiles wide.

any moat should probably extend out from your wall to the distance where your dwarves will definitely be able to see enemies and not have their LOS blocked by their elevation and position behind fortifications. For every tile of elevation i suggest at least 2 tiles of moat width, to force enemies into LOS and away from the wall.

enemies that swim through water or magma will do so. make sure all your liquid access points are properly U-bend and grate secured if you want to be safe and avoid FUN.

enemies that fly will nullify all surface seigecraft. hope that elves or goblins do not have flying mounts. put a roof on everything or just don't build a surface castle if you want to avoid this.
>>
The second axe lord has risen.
>>
>>144599617
>>144600282
Thanks, anon. How's a 2 tile deep moat with spike traps at the bottom?
>>
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>>144596558
You can hang a fortification over a wall.
___
d #
[ ] g

Can't climb up (outside of occasional ninja magic, seen it happen, dunno, the game just goes "FUCK IT, THESE GUYS ARE GETTING UP THERE NOW" sometimes, VERY rare, like 18 years of zombie sieges outside a barrier like this and randomly got like 6 zombies climbing impossible paths) but can still shoot down (and be shot at naturally.

Put a floor over the fortification and pillbox or your dorfs will climb out like retards sooner or later.
>>
>>144601648
2 wide can't be jumped over so that's good. (unless you're an adventurer moving at faster than walking)
Enemies will only climb when they really have to, and a pit that's dry can be climbed into and out of no matter how deep. (well, unless the pathfinding breaks) weapon traps with giant spikes or spears in them, on every tile of that pit/trench, could perform well in any case even with just 1 weapon in them.

upright spears/spikes however need the entire trap filled with spears/spikes to have a good chance of hitting (since the enemy only gets the chance of be "hit" once, when they fall on the upright spikes trap)

Ideally you'd want to flood the bottom level with water to drown any survivors, and give it a drain so you can recover any metallic items left behind for recycling

also, always make sure where you're digging/channeling out of, because you don't want to accidentally open a hole into your fortress.
>>
>>144603465
oh, and if you really want to get autistic you can setup an automatic repeater system to constantly retract and extend the upright spikes traps, so they constantly get stabby on anyone who falls in.

just be aware that unless an enemy is being attacked, there's really no way for them to misplace a step and go tumbling in; everyone moves perfectly, unless they're dodging an attack or are going insane. (and invaders don't go insane)
>>
>>144603465
>>144603672
Nevermind about that moat, built my barracks right under where the moat should've been.
>>
>>144603835
dig deeper
not just a meme
>>
>>144604230
I guess I know what (not) to do next time.
>>
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>>144603672
Nah, what you do is set up a dry moat withminecart tracks and a checkpoint-ramp powered repeater, and load it with silver carts.
>>
>>144604351
Is that to run goblins over?
>>
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>>144604540
Goblins, wildlife, clumsy dorfs, pretty much anything.
>>
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Has anybody here ever seen Toady in their dreams?
>>
>>144605485

i remember i had a dream once about some weird patch notes but that's about it
>>
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bon appétit
>>
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>>144610526
>FBs
>critically endangered megafauna
>dorfs will kill the very last ones just to sate their decadent tastes
>>
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DON DIE
>>
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>>144610795
>elves
>get their shit stomped in
>dorfs
>do the stomping
>>
>>144583397
Eh?
Eye teeth/cuspids/canine teeth, they're the four fang-like teeth in a mammal's mouth.
So a normal dog.
>>
>>144615882
Wish I could draw fag up a pic with literal eyeball teeth now.

"Seriously, your goddamn dog creeps me the fuck out, Urist."
>>
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/dgf/ is DEAD. i am NOT upset by this
>>
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>>144619153
I'm here. Please rate this small, shitty section of fort I made.
>>
>>144619393
No.
>>
>>144619393
Its alright. It's very textured and has a lot of things going on but it's not very utilitarian.
>>
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>>144619393
>The supports are confusing... traps or?
>the layout isn't too default, I can dig it
>this section right here though is the best
>>
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>>144619393
>messy, non-standardised, assymetric stair designs
>messy stockpile designation(are those supports part of a collapsing roof trap? if yes, bear in mind that the trap will scatter all the items in that room)
>letting dead dorf, along with all his belongings, rot in the pond
0/10
>>
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>>144621430
>>144621405
>>letting dead dorf, along with all his belongings, rot in the pond

It's also the drinking pond.

Don't mock me too much, this is the first game I've played since 2009, I can tell it's pretty awful bt this is sort of a practice fort. Here's the main level of shitty fort.
>>144620918
thanks anon
>>
>>144621773
Hey man, I wasn't hating, it amuses the hell out of me.

You don't need supports anymore btw.
>>
>>144621976
Really? But I had a cave-in earlier when I dug out a large chunk of surface, so I thought they would still be necessary
>>
>>144616484
This actually came up before, literally a dog got it's eye tooth damaged and it triggered my friend's autism
>>
>decide to head back to my glacier fortress after crossing frozen seas and mountains on a high adventure that lead to the slaying of a cyclops that destroyed a fortress
>take the long road home instead of crossing the mountains
>sleep in a hamlet
>wake up to the sheriff talking about bandits troubling them
>ask him about it
>he tells me about 4 other bandit groups before I decide these people need my help
>>
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>>144622309
Oh shit everyone here is elite/legendary.

Time to strangle them in their sleep.
>>
>>144622086
Any horizontal support is sufficient.

_+_ <- ok
+++

_+_
+_+ <- not ok

++++++++++
++++++++++
++++++++++ <- fine
++++++++++
++++++++++
____ + ____
++++++++++
>>
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>>144622542
That old sheriff forgot to mention a detail about Unitegarlics
>>
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>>144623534
Awesome. As I was scouting the camp by circling it I ran into a marksdwarf that was attacking a group of three zombies by himself. I shouted at him to join me and he did. My first companion.
>>
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Mother of God.
>>
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>>144623710
Brutal. I came across a camp in the wilds. A night creature and a dying human spearman. It must have been a heroic fight and there was no one to tell the tale.
>>
Can a peasant character eventually reach hero/godlike in terms of power?
>>
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>Left my fortress in Granite

>Came back in Limestone
>7 months later I still remember where this fucker was standing when I left
>>
When was the last time I even played this.

Oh God.

How much has the game changed?
>>
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>>144628487
I left as a peasant and returned as a hero. I slew bandits and cyclops alike.

After 7 months I returned to my fortress and petitioned to become part of the fortresses militia and was accepted. And peace ruled the snowy-wastes.
>>
>>144628661
Somewhere between a little and a lot
>>
>>144628661
give us a rough year?

i played last in 09, rejoined recently, now there's immigrants from other races who you can permit to visit your fortress, libraries and books, necromancers, taverns, minecarts, beehives, temples, heaps more shit in adventure mode, and a lot of other stuff i can't remember right now
>>
>>144628661
only you can answer the first of those two, familia

http://dwarffortresswiki.org/index.php/DF2014:Release_information
skim through the right panel
>>
>>144628661
Toady added 31 new genders and some otherkin stuff. I guess that subscription to Sarkeesian is starting to have results.
>>
>>144628965
stop that
>>
Do vamp necros still need to drink blood?
>>
>>144629107
Only one way to find out anon, you'll have to go on a mission for science.
>>
>>144628885

2012, I think.
>>
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Finally finished my grand adventure >>144628734
so its time to try this worldgen out.

It looks fantastic.
>>
How do I set custom pronouns for my OC characters?
>>
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>>144630586
Jesus Christ in Heaven aquifers EVERYWHERE

Don't get me wrong I don't mind an aquifer embark but LITERALLY EVERYWHERE.
>>
>>144630645
suicide succumb
>>
How are spears better than pikes?
>>
>>144631549
I don't know about in game.

I do know that pikes are not individual martial weapons and are meant to be used in massed formations with tens or hundreds of other pikemen. Pike hoplights were notoriously vulnerable to non frontal attacks.

So here you are, this single dwarf, with a really fucking long stick affixed with a metal head.

Which would you rather have? A more maneuverable pointy stick or a SUPER LONG pointy stick?
>>
>>144631837
I only know that Pikes get a penetration bonus (at least according to the wiki). Length isn't modeled in the game, all weapons act equally long I believe.
>>
>>144599617
A bit late with this correction, but block walls do not prevent climbing. Smoothed natural stone walls (but not pillars) prevent climbing. Block walls are supposed to make climbing more difficult, but climbing is in a pretty wonky state right now, and I've never seen an untrained climber fall off in fort mode.
>>
>>144623132
>Any horizontal support is sufficient
Orthogonal. Tiles can be supported from above or below as well.
>>
when I make a fort it always becomes spread out, so most of my dwarf spend their time walking
a lot

bedroom -> workshop -> dining hall -> bedroom
often with several loops

I already started with making specific bedrooms and a dining hall for farmers and animal care close to the outworld, but they often walk down to my big dining hall which takes forever

do I have to make sealed off wings?
how would I do that and still be able to transport goods easily?
is there a better way (besides ditching outdoor activities)?
>>
>>144630586
Sorry, I didn't check to see how the drainage to make the crazy little lump of glacier/tundra would do with aquifers. Turned out neat though.
>>
>>144635215
True, sloppy of me.

>>144634523
I tested it and it is quite a bit harder to climb at lower skill on a block wall, and I don't recall ever catching hold of one falling.

I do make a point of scaling the walls around keeps/sliding down them to exit, and they're all blocks, so. With a point in climbing they're doable, otherwise, nope.
>>
>>144637754
Yeah, that's why I specified fort mode. It seems some liberties were taken with fort mode climbing calculations, maybe to ease the pathing burden or to account for the fact that so few histfigs make it out of worldgen with any climbing skill. My experience in adv mode has been similar to yours, but in fort mode climbing accidents are exceptionally rare since some of the early .40 climbing tweaks.
>>
Just downloaded dorf fortress.

what can I expect?
>>
>>144641657
It was inevitable.
>>
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>>144641657
smokin' hot meems

also redpilled scholars which write titles such as "The Elves Exposed"

there's also monster girl rape
>>
>>144641657
Confusion at first, but you'll get used to it. Wrangling with the wiki. Your fortress slowly dying for stupid reasons. And, eventually, truckloads of fun.

It takes a specific type of person to endure the HUD and menus and learning how to get around though, so it might be an annoying experience for you. But if you're an imaginative or creative person you'll find this very rewarding once you get to grips with it.

http://mkv25.net/dfma/map-4062-reinhammers
>>
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>>144627019
First try got lagged out when random battles with other bandit groups spilled over into my site, so I moved north and redid it.

All set up now, the cart I'm on is full of carts full of magma, and the end of this floor has a bunch of carts and then about a 4 z level drop to the top layer of those bandits there.

Weeee!
>>
>>144641657
Reading simulator 2016. UIs from outerspace.
Someone post the image I'm referencing.
>>
>>144641657
The inevitable .
>>
Begone page 10!
>>
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>>144644018
>>
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N-no problem, Toady. I-it's not like I actually wanted to put my depot there or anything.
>>
>>144647149
Fucking rekted
>>
How can I protect my fort? I think I have military down but my entrance is always open and vulnerble. Walls? Walls with a roof? Walls with a roof and a nearby guard tower full of crossbow men?
>>
I have forgotten how great DFHack is for little QoL things and when its finally updated I am gonna be so fucking happy.
>>
>>144648476
Bridges and cage traps are so good that they are arguably exploits. Raise a bridge -> perfect wall. Cage trap -> perfect catch rate.
>>
>>144648476
here's what I have: >>144621773
walls to keep ground attackers out, with a moat around the outside, and 2 drawbridges which double as walls

you might want your walls to be taller and your moat to be thicker, as has already been discussed in this thread, since units can climb/fall down on some wall tiles, but that's the basics for keeping out ground attackers
>>144648682
>Cage trap -> perfect catch rate

not against [TRAPAVOID] creatures
>>
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>>144647529
Well, from looking at this: >>144627019 in comparison I can see some big chunks knocked out, and a few flying through the air or climbing trees (to get away from the fires I hope) but I still don't wanna risk getting close enough to see them cause the game will go "HA HA, FUCK YOU, SEGFAULT TIME" from 1000~ xbowgobs trying to plink at me at once.
>>
>>144649937
I don't even know what I"m looking at.
>>
artifact tier list

>weapons
>furniture
>large powergap
>>>>>>>>>stupid fucking crafts
>>
>>144650745
Where do querns fit in
>>
Bump DF.
I have old.

I didn't lose but I sure did have fun and stress last night. Elves walled in the Trade Depot, two squads of 6 and 5 goblins ambushed plus another snatcher looking for the two minor dwarves. I tried to prepare so well and thoroughly and I was at such chaos trying to get things to work out right, no losses but a muskox calf and eliminated one squad and one mace goblin (and all thieves and snatchers that month) before the last four grappelers took off.

I'll take a day of IRL time just digesting that little success.
Hey guys, goblins ambush in Spring not just in Winter. (and a double ambush is common enough.)
>>
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Did they have an army of warbeasts that didn't show up in legends viewer, or did these four elf girls really kill 75 humans by themselves?

Never underestimate the power of sharpened sticks, I guess.
>>
>>144651893
Sometimes legends are funky and don't list non historical figures in battles. Like it'll say a siege attacked your fortress. There were 200 goblins. You killed 200 but only 10 of them were "notable historical figures" so it just gets lost like tears in the rain.
>>
Do turkeys go infertile after awhile?
>>
>>144650926
mid tier

i keep getting fucking amulets, i'd love a quern for the meme value
>>
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>>144652021
I thought that was just a player fort thing? This was a worldgen battle. Then, every single human who died in that battle was a non-hist fig, meaning they'd be at a disadvantage against a hist fig that has managed to accumulate skill.

Interestingly, all of those elf girls were nobles. One of them was the queen, one the princess, one the druid, and the last one some other noble. They didn't have any family trees, so I guess they were just pulled from the site pops, perhaps after the "real" nobles had gotten killed in an earlier attack.

Pic is the war in its entirety.
>>
You have reached the depths of page 10.
>>
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>>144650310
Imagine they're red and you're a vampire.

I made them candy aqua for the cap-buff item I modded in (with the other buffs being semi-mega: purple, dragon: red, hydra: faded aqua, roc: green) and that represents about 2000+ goblin bandits in a camp that I'm chucking shit at from a campsite I built north of it.
>>
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>>144655104
>>
>>144652272
No, but there is a per-species cap, after which you won't get new pregnancies or fertile eggs (40 or 50, or thereabouts), and a percentage of the total per-species population (maybe 75%? can't remember) than can be children after which the same thing happens. After you hit either limit you won't get new pregnancies or fertile eggs until you go back below them, but already pregnant animals and fertile clutches will procede as normal.
>>
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>>144657000
>>144655104
>>
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>>144658273
>bags and bags of thousandstacks of gold
>tenthousandstacks of silver
>multiple hundredthousandstacks of copper
>why are all these goddamn leprechaun-wannabes sitting on more loot than I've ever seen in one place instead of just buying a town
>maybe running a bank
>I don't fucking know
>goddamn weird goblins
>>
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>>144661749
https://www.youtube.com/watch?v=bZfyrIPw3wY
>>
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Current Stronghold. Most successful fort yet.

The Ivory Crown - 2 years in
End Goal: have a wide variety of animals integrate into dwarf society and collect a SHIT TON of Ivory
Short Goal: trying to tame 5 giant elephants and building a functioning wall as my fort is defenseless

I have 80 dwarfs and 1 death. I'm purposefully trying to hold off mining but my wealth is already high. Need a bigger military but we dont have enough equipment to give everyone. I need the elves to give me more animals but im dangerously close to the tree limit and i cant cut down anymore. Im fully tasked as is and theres always stuff i have to build
>>
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>>144665737
here lies axedorf
he died as he lived
"I was attacked. You will know my ferocity!" t. axedorf
never 4get
>>
>>144665918
>Everything on one z level

vomit urist.png
>>
>>144665918
If you put it all on one level you're just begging for FPS death once you hit the population cap.
>>
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God I wish I had the patience (and sand for this embark) for glass windows.

This would look so nice with windows but its so not worth the time.
>>
>>144667724
>>144667808
aww shit i didnt know that. I guess i gotta move my military. Fucking shit how long does my fort have until the FPS death occures? Im a little over 2 years in and im getting 46 fps right now. Any advice how to fix it?
>>
>>144669975
>how long
It really depends on so many factors that no one can answer that. How much you dig, how you deal with the caverns, how much you produce, your pop cap, whether or not you work with fluids, how much livestock you keep, trees on your site, your visitor policies, size of your embark, strength of your pc, your fps tolerance... At low fps your site's weather even plays into it.
There's no fixing it. Every fort that isn't killed by game mechanics will die of fps loss eventually.
>>
What are some high value clay items?
>>
>>144669975
Mass slaughter any unnecessary pets, but make sure to keep a breeding pair of species important to your industries.

You may want to lower your population cap in the init file. If you havent hit the population cap yet, this will mean a full stop to immigration. If you HAVE hit the population cap, lowering the cap might still help, since any dorfs who die won't be replaced.
>>
>>144671674

>Mass slaughter any unnecessary pets
>tfw my friend lost all interest in this game when he saw slaughtering dogs and cats was an option
>>
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>>144672678
>being friends with neurotypical subhumans
>>
>>144673784

i have this bad habit of not letting any friends go if i can prevent it, but i'll spare this general the blogposting
>>
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bing
>>
>wanna test if libraries and taverns been fixed
>no starter pack

dropped
>>
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>>144679771
>>
>>144679771
what exactly does the starter park do for you?

I admit its nice and I use it when it's available but it's not a big deal either way.
>>
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>constantly struggling with alcohol shortages
>at one point my dwarves are even critically thirsty
>its leveled out now
>checking my stockpiles to see how much food I have

I see.

Well, the cooks is clearly to blame not me.
>>
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>>144679771
you don't want to be playing fort mode seriously for the moment anyways, libraries are still bugged, but the last news post suggests what seems to be a critical bugfix:
> they should store items properly in locations like libraries without hauling them back and forth over and over

> still using the starter pack
>>
>>144681263
>critical bugfix
while I agree this is annoying as PISS and should have really been fixed right away, the workaround is pretty simple. just don't build stockpiles that accept mugs, instruments, books, quires, or scrolls anywhere other than in the locations you want them. put the location-chest right next to the location-stockpile, and the hauling will be extremely minimal.
granted, if you wanted to have multiple taverns or something, I'm sure it would still fuck up
>>
>>144669975
>Im a little over 2 years in and im getting 46 fps right now. Any advice how to fix it?

This. Bumping for admit on how to prolong FPS death, iv mined 50 layers deep and i also build everything in 1 level like a dumbass and now my FPS is 15-20ish. Any advice would be welcomed. I was thinking about moving my living quarters / military to another z level but no clue if that'll help/
>>
>>144681031
I like being able to click on a single thing to open up therapist and shit
>>
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Post / Rate Artifacts

here's mine.

>Gay metal baseball cap not worth mentioning

>Boar Bone and Green Gem carved Epic of a Giant killing a legendary human hero

>King-tier throne engraved in Green Gems, boar bone carving tells of the foundation of the Fort.
>>
>>144682785
Shit, now it'll take two!
>>
>both my brokers have died horrible, violent deaths
good luck peasant #3.
>>
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>>144683202
All I got so far.

I rate it 3/5. Useful, but not very.
>>
>>144651818
oh and goblins did slay one dog trained to ambush that was chained by the door some of them made it in through. He was a good dog.
>>
>>144671674
That 'green monster' is that artist's, or that provenance's production of a goblin. It has hair from it's head down it's back and there is another moving cartoon of that walking and I dunno how many more of exactly it.
>>
>>144685392
>stone amulet
>limestone
Id be so disappointed if i was an adventurer treasure hunter and i stumbled upon that.
>>
>>144686384
Yea but it'll make some dwarf really really happy to wear.
>>
>>144686384
Be grateful to armok you shit
>>
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>>144683202
>Post / Rate Artifacts
I always get some shitty craft artifact that never even gets worn.
Rarely do i get furniture or weapons/armor.

The real dream is to get a military dwarf completely covered in steel-based artifact armors. maybe a few adamantine ones (especially the bladed weapon) maybe fancy materials like fireimp leather for a cloak, or nethercap wood for a shield.
> you manage to get a slade mace/hammer somehow
would be so based
>>
>>144689665
I tend to manipulate the artifacts in my favor by building all the work stations close to the population and storing the best stuff aroud them with stockpile. Doesn't always work but it mostly does, it can make the difference between a fools gold crown with mudstone engraving and a platinum crown engraved in marble
>>
>>144689665
>adamantine aftifacts
I remember being so hype seeing a guy get all these really high value mats with the base being adamantine, imagining the leader of my military armed with a gem encrusted sword capable of splitting titans in twain.

He made a fucking warhammer.
>>
>>144690513
At least it wasn't a grate.
>>
>>144686695
Dwarves won't wear artifacts unless they're assigned as part of their uniform, and you can't assign an amulet as part of a uniform. And the happy thought for wearing something valuable is small anyway, and only occurs once when they equip it for the first time, so even if a dwarf could wear it it would still be a shit artifact.
Artifact crafts are the absolute worst kind of artifacts you can get.
>>
>>144690649
I've had that before now too.

And a platinum sword.
>>
>>144690649
>At least it wasn't something useful.
>>
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I hope those Dwarf Therapist devs are working around the clock for 43.03

I'm not sure how far I can go without it.
>>
>>144692874
>not being able to play vanilla DF
GET THE FUCK >>>/OUT/
>>
>>144693209
Fuck off, you boy raping faggot. Managing >50 dwarves' labour is cumbersome in vanilla.
>>
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Is there any way to modify wrestling, such that it is more effective for everyone? I like to play Mantismen for Adventurer mode, and the fact that I cannot immobilize my enemies and eat their head while they're still alive grates on my immersion.

I can't even meaningfully wrestle some enemies: larger animals, most night-creatures, and all mega/forgotten beasts are all-but-immune to grappling.

At the very least, is it possible to mod a Mantisman's snatch attack to have the same properties as a bite, in that may latch on, rip, and tear?
>>
>>144671329
What embark size would you recommend in the future? Iv been using 5x6 and so far iv been trying to build large epic underground cities all in 1 z level, would spreading out my fort in 2-3 Z levels be wise or does it not make that much of a difference?
>>
>>144694482
Spreading your fort vertically will definitely make it more efficient, though less aesthetically appealing.
>>
>>144694482
You might be surprised what you find down there.
>>
I just got the announcement "Trade Depot destroyed", and indeed, my trade depot had disassembled into its components. Why would this happen? There were no tantrumming dwarfs, no enraged animals, and only a handful of giant cardinals for wildlife (which aren't building destroyers).
>>
bamp
>>
>>144695756
Did you make it out of ice?
>>
>>144694482
How big is right for you is entirely subjective, but 5x6 is excessive. Assuming you're >>144665918, you could fit that in a 1x1 probably, maybe a 2x1 (I'm not going to count tiles). That's pretty small, too small to satisfy most players. But if that image is typically the scale you dig on, then 5x6 is definitely unnecessarily large. Absurd even. You should probaby stay somewhere between 2x2 and 4x4. There's not a chance in hell you'll utilize all the space that even a 2x2 provides anyway, even if you were to branch out from antfarms into massive megastructures.
>>
>>144698791
kk thanks mate, that is me btw. Reason im so attracted to larger spaces is because i like to capture live animals but im beginning to find out that im not really using all that space and im capturing more animals then i know what to do with. Thanks for the feedback. Going to just re-do my fort since i needed a clean start anyways.
>>
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>>144699512
AHHHHHHHHH!

I JUST GOT MY EYES PECK BY AN EAGLE WHILE FIGHTING A WILD ELVES! I JUST GOT RAPED BY A PACK OF ELVES AND THEY KILLED MY HUMAN GF! REEEEEEEEEEEEE!!!!!! IM MAD AS HELL THEY KILLED MY WAIFU AND I COULDN'T DO ANYTHING!
>>
>>144700450
>>144699512
idk why i replied to this post my bad
>>
>>144683202
Not bad i rate 7/10
Currently starting a new fort but last fort i got an iron axe engraved in sapphire and a golden hive that told a story of our wardogs killing a gaint bat.
>>
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Kinda noobie question but i needs to know. How would i write it so my large region is
15% easy mode good terrain like like joyous wilds, mirthful, serene
35% Mid-Savagery with Neutral alignment
35% High-Savage Neutral Alignment
15% High-Savage Evil Alignment

Or will this kill all the elves, humans and dragons?
>>
>>144703901
nobody here understands that shit
>>
>>144704334
kek

sorry for being a fag then, i just thought i'd bump the thread and maybe get some help. Currently trying to understand the advance map settings but the best info guide so far are some faggy youtube couple im watching. Worth a try i guess.
>>
>>144703901
You're not going to be able to match up specific levels of evil with specific levels of savagery. You just adjust weights or minimum required squares and hope rng gives you what you want. Alternatively you can learn the world painter or perfect world.
>>
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Bump
>>
>>144709385
>that pic
kek

though i have to agree, somewhat, it is pretty stale and needs to be toned down (slightly) especially because being friendly with elves can be fun and people who dismiss with 'ye dirty elf lubber' usually dont have any meaningful input to add to the conversation.
>>
Firs time playing dwarf fortress after months of lurking. I already did a tutorial run to get an idea of how the game works so i know the basics of adventure mode and fort mode. But im not sure which mode i should start first, i'll be cool to visit my fort in adventure mode but then again making a fort with my retired adventurer sounds cool also. Thoughts?
>>
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>>144690513
I'm pretty sure that's happened to me before. gave it to my captain of the guard, he'd look sharp and would be unlikely to kill any criminals by accident

in that same fort I got this, made by our king no less, so I figure it balances out
>>
>>144710378
do advetureode first. its significantly less difficult and staessful
and desu i bit more fun because its more personal.
>>
>>144627897
No, if I recall correctly. Check the wiki.
>>
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>>144711018
>do advetureode first. its significantly less difficult and staessful
>and desu i bit more fun because its more personal.
>>
>>144712813
>not drinking while posting on /dfg/
Be merry!
>>
I'm new, and my dwarf fortress keeps freezing/crashing. during normal things. Saving, embarking, loading, and it actually freezes every time I try to quit the game.

Is there anything obviously I should be aware of?
Using the lazy newb pack, if that makes a difference.
>>
>>144712983
try generating smaller, younger worlds
not a perfect fix but I know I get occasional crashes with "small" or larger and 250+ years of history, and no crashes ever with "smaller" or "pocket" and 200 or fewer
>>
>>144712983
sounds like a problem with your computer, all you can really do is built a smaller world
>>
>>144713258
>>144713332
My computer isn't shit though
>>
>>144713419
try it anyway
especially with the 43.x update, big/old/highly populated worlds have TONS of stuff to track and it can easily get out of hand
>>
>>144692874
>>144469554
>>
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>>144713419
ehh idk but keep in mind Dwarf Fortress brings high-tec $4k 2015 gaming computer that can make up GTA 5 scrambling to their knees. An average computer cant handle DF if you doing huge shit on your map.

But if its not that did you do any odd edits to world_gen? Dont know them exactly but on the DF forums there's a few rare edits that can fuck up the world at a moments notice.


>>144683202
Bump this post for more artifacts. One of my favorite things in DF is to read new artifacts that get created
>>
>>144713419
Don't you have an error log or something?
Download another version, try vanilla.
>>
>>144714660
>>144713258
>>144713332
>>144713878

But that's also the thing. It freezes just on the main menu when trying to quit.
>>
How do you usually start an embark? What do your first couple of rooms look like, and in what order?
>>
>>144712983
Things to try:
Disable save compression. It's a known cause of save/load crashes.
Don't use TWBT if you are. It's suspected of causing some fort mode crashes, and known to cause some adv mode crashes.
If your embark is huge, stop. We're talking bigger than 5x5. DF running out of RAM is a common issue with large embarks. You don't need that much space anyway.
Check the bug tracker. Filter for crashes and try to find reports similar to your own. Sadly, DF has a lot of unresolved vanilla crashes and you might just be unlucky to have been hit by one of the rare crash issues. It doesn't happen a lot, but every DF player who sticks with the game will be affected by one eventually.

Despite what the other anons are saying, the size or age of your world are unlikely to cause crashes. If the world genned without crashing then it's not going to start crashing the game after you embark.
>>
>>144718073
are you asking as a beginner or are you asking for peoples tastes.
>>
>>144719496
Both. I keep starting over because my starting fort design feels uninspired and inefficient.
>>
>>144694371
Just put the CAN_LATCH and edged properties from the bite in the relevant attacks?
>>
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>>144719975
I usually build rooms for things as the need arises. First floor is workshops and military, second floor is stockpile, and third is housing. I usually branch them off 3 square wide hallways like pic related
>>
>>144719975
Have a brief glance at the terrain on embark, see if there's anything cool you would want to put in.

For example, if I have mountains I usually tunnel into the mountain a few z's above ground level (eventually constructing a ramp of some sort up to the corridor), then design a couple of main corridors with only a rough idea of the final shape, and progress as need demands.

If I have hills I like to put a tower on top of each, rivers then I like to have bridges, maybe windows looking into the river/through a waterfall.

Think of how your dwarves would build it. When you start you need the basics, fast. So put aside an area for a dorm, farm etc, then maybe later repurpose it when you have more dwarves.

I like to turn my starting area into my ghetto when I reach metropolis levels.

And I'd second guess the instinct to start over. I have started to regret doing that recently, as no matter how shit the fort it's always fun to ramble through it as an adventurer or find out that it's been conquered by the elven hordes.
>>
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>>144729221
Toady has been paying more attention to removing the negative effects of retiring/visiting with an adventurer too. The various merchants and item scatter and such.
>>
>>144726392
Alright, thanks!
>>
>>144731616
He has, but it's still so clunky that more often than not it puts me off.
>>
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>>144731938
Yeah, it is frustrating because it has a lot of potential to be awesome, same with the campsites.

I eagerly await being able to set up a franchise of taverns and come back to find them doing business.

I do love how easy they are to just whip up though. Now when you see a neat site or interesting traffic region you can just toss up a camp to play with it.
>>
>>144731616
>>144731938
what puts me most off, if I interject is the movement speed of certain creatures in general
I'm sure something about the animal people's raw tags affect this, like the [copy from quadrupedal animal's tags] which clash with the 'functioning member of society' values, and thus produce a sluggishly slow and somewhat inferior depending on the animal worker

ofc if they are deployed well and ahead of time they can do some damage
>>
>>144732661
that is the reports of one of two adventurer's I retired in a fort by the by
I was rightly bummed out with the advent of their lethargic demeanor
>>
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>>144731745
[ATTACK:SNATCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:snatch:snatches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:5000]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_INDEPENDENT_MULTIATTACK]
[ATTACK_FLAG_CANLATCH] [ATTACK_VELOCITY_MODIFIER:5000]

You will want to replace the relevant body parts and such, maybe play with the name, I think this would make more sense as [ATTACK:SLASH: etc and :slash:slashes: myself instead of snatch but those values should let you literally chop limbs off with melee attacks, its how I punch people in half and shit.

Now, naturally that's with the full buffs and shit, but even with a regular skilled demigod mantisperson this should do a good job lopping limbs off and such.

The kick is a similar type of attack with no edge/higher velocity so I can choose to knock people around/away/crush targets or go for knocking heads off.

Also added knee/elbow strikes linked to the relevant limbs with different force/weighting/recovery to let me go all anime martial artist on niggas.
>>
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What's the difference between
>you grab [limb]
>attack is interrupted
and
>you catch [limb]
?
>>
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>>144733259
Imminent/distant I think.

One counts as a parry, one an interrupt.
>>
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What is Toady's political affiliation?

Don't just answer yes or no: explain why you think as you do!
>>
>>144736036
He's obviously a constitional monarchist with an old way parliamentary house arrangement and the usual "run-off" method for selecting elected officials: tossing them into a pit with a bear.

You either get a bearpunching badass, or a bear, which goes over well with Russia.
>>
>>144736036
I wouldn't be surprised if he thought bush was still in office. Guy doesnt strike me as the type to pay attention to the outside world.
>>
How do I increase the FPS on this unoptimized piece of shit? I have the default init.txt settings, I added a color scheme and using a tileset.

I am on a 4x4 embark location, 100 population cap and I have 20-30 fps. I have an i5 2500k, 8gb RAM and an AMD HD7790 which should be more than enough.
>>
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>>144738730
fresh OC
>>
>>144739954
increasing fps is a complicated problem. The game was made before multicore processors were a thing so it only runs on a single core. Theres an entire article on the wiki about it.

http://dwarffortresswiki.org/index.php/DF2014:Maximizing_framerate
>>
>>144692874
I don't understand why /dfg/ is incapable of updating their mem layout
>>
>>144740327
accurate.
>>
Do I need a copper axe to chop wood right now? I'm wondering before I embark. I'm playing the latest version.
>>
>>144740972
yes
>>
>>144740972
The wooden training axe should be more than enough.
>>
>>144741164
not anymore
>>
>>144741164
;_;7
>>
>>144741318
>>144741164
Sorry my bad. I am using 43.02
>>
>new to game
>everything's going swimmingly
>A lady consort arrives at the fort
>Upon closer inspection, this lady consort is in fact a goblin
>gets 20ft into the fort, turns 360 degrees and moonwalks away
>never seen her again

wat
>>
>>144741752
Goblins can appear as visitors. But as we all know the only good goblin is a DEAD goblin.
>>
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>>144742360
Yer god damn right I tell yer wut
>>
I'm gonna hit the caverns, aren't I?

Wish me luck, anons.
>>
>>144740428
What PRINT_MODE should I use?
>>
>>144742802
you might want to "ramp" up your militia recruitment first, haha
>>
>>144742802
Betting on sand in half of it.
>>
>>144742802
alright i'll be the one to ask

what the fucks with all the ramps
>>
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>>144743114
>>144742802
The buildings will have one additional floor above, and some of them will have several floors below. The some of the "avenues" will have have workshops lined up by their sides, giving the impression of a busy bazaar with stalls.

Pic is how the little shits will live until the massive undeground city is finished.
>>
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I like it. Time for a new world.
>>
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>>144743641
FUG :DD

Guess who should have dug just a bit deeper? That's one heck of an aquifer: I'm almost ten levels down. It's not actually an underground lake, is it?
>>
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>>144743898
Special note of that top right corner. You've got dwarves, goblins, elves, and humans. And even just off screen there's a necro tower. Good area.
>>
>>144744004
Underground lakes should be much deeper than where you are.

The largest aquifer I have personally encountered was 12 layers deep (2 layers under the surface and extending to z-14)
>>
My bookkeeping vampire won't move to his office lads, any suggestions?

It's a few floors away from his bedroom if that's likely to affect it.
>>
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>>144744237
Yup. Looks like a typical aquifer. There goes all my ambitions.

pls kil me
>>
>>144745958
oh boy you're in trouble. better start building walls fast.
>>
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>>144746541
It's too late, anon. It was always too late.

Also, I had all of my non-miners except three attack the dorf caravan, so they're dead.

Should I try to dig an entire new entrance, starting from scratch on the same embark?
>>
>>144745958
My suggestion is always the same.

Magma.1809
>>
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What a great way to start a fortress. Undead chinchillas.

>>144747080
Yea just dig a new entrance.
>>
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>>144747591
I literally only have three dorfs left though, one of which is a babby.

Also, both of my picks are down in the big fucking water reservoir I spent five months digging.

Well, here goes nothing.
>>
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>>144747591
My dwarves can't manage to kill it and it doesn't have anything left to attack with. It's a battle of wills now.

>>144748016
I mean you'll get migrants right
>>
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>>
>pocket world
>1x1 embark
>180 dwarf cap
>280 enemy army cap

I just started but I'm going to stick with this fort for as long as possible and just keep building down, and down, and down, and down until I have like a multi-stage fort. I'm going to specialize in making clothes for right now, my guy is going to become a master thresher/weaver/clothesmaker/dyer its going to be dank.
>>
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>>144743618
To add some height to the rooms! Have you never seen a dwarven construction??
>>
>>144753150
Yes but why ramps instead of channeling from above?
>>
>>144751616
Sounds cozy.
>>
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Decided to to pick up the work on this tileset again.
>>
>>144754423
Why channeling from above instead of ramps FOLLOWED by channeling from above, resulting in three levels, centered on the z-level on which you started?
>>
>>144754670
Gladness.
>>
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I found statues far easier this time.

I basically took the civilian dorf tile, turned all the shades into the same shade of grey, and then put it on a pedestal. I hope it doesn't look too much like the mentioned dorf tile.
>>
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>>144758691
Comfy indeed.

>>144754423
Ramps are safer than channeling when mass designating.
>>
>>144754423
Probably an old habit, ramps used to be "safer" (less chance of getting miners stuck or causing cave-ins when mass-designating) than channeling some years back. Now that they're identical commands designated from different z-levels, it's a matter of preference or convenience. I prefer using ramps when I'm designating mixed dig and ramp commands because the channel designation (underscore) can easily blend in with the dig designation while the ramp designation stands out.
>>
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Fuck, pegged this guy with a log and kersploded his chest?

>>144760175
I used to get cave-ins from channeling single-z levels in big chunks, I've removed tons of entire embark squares with ramps without a cave-in.

It was safer in 40.24, not just years back.
>>
>>144760175
Digging ramps also means that you can designate parts with 1 z-level height, like doorways or multilevel structures, on the same z-level as the ramps. I find this more convenient than having to designate digging and channeling on different levels.
>>
Just started playing this game, is there any way to improve the menus for managing dwarves? it takes forever to do anything
>>
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>>144761130
Dwarf Therapist until dfhack updates and you can use the far superior Dwarf Manipulator (which doesn't have stupid ass sideways text bullshit) is pretty much it.
>>
>>144698643
>>144695756
No, it was made of wood in a non-freezing biome; it collapsed in Spring about three seasons after it was constructed. I wasn't doing any digging beneath it or around it, nor constructing above it. There was nobody near it. I sent some dwarfs out immediately after to see if it was a sneaking werebeast or something but there was nothing out there (and my fort entrance was open at the time so it could have just come in anyway).
>>
>>144761130
use Dwarf Therapist http://a.pomf.cat/adfwks.rar

It hasn't been 'officially' updated yet but the new update is available on github if you are capable of assembling it yourself (which is piss easy but you won't do).

here's my copy of lostdwarf.exe
>>
Is there a Dwarf Therapist for v0.43.03?
>>
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>>144762398
>>144762416
>>
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>make my leader my manager, broker, and bookkeeper

>meets with dwarven outpost liaison
>immediately goes to sleep afterwards instead of trading
>>
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>>144762875
>some say that poor human diplomat is still waiting
>>
>>144763859
>meet with liason job canceled: interrupted by undead rhesus monkey
>>
>>144763859
if the diplomat dies of old age in your fort, does this still start a war with the humans?
>>
>>144764513
You'd have to have killed multiple diplomats to start a war.
>>
>get tired of the fucking lag
>a thousand wrestler and bowgobs is too many
>add dragonfire to my interactions
>run up to a crowd of enemies
>grab the shield one is holding
>jump tackle them (dragonfall)
>breathe fire mid-jump
>come flying out of a goddamn cloud of molten metal and dragonfire surfing on a !!xXgoblin corpseXx!!
>like a final bawss
>>
>>144766449
watch out, we got a badass over here
>>
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Finally fixed neat 16x24 tiles for all tavern related stuff, like mugs and instruments.
>>
>>144743898
That little wall of volcanoes splitting the mountain ranges looks sweeeet.
>>
>>144594305
108 is the number of death. You should kill one of them to bring better fortune to the fortress
>>
>>144596802
How is that? Was the world genned without a Magma Sea? Do we have clowns?
>>
>>144769696
Nice try, Båx.
>>
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>>144766828
>>
What's better for positioning marksdwarves?
Stations or Burrows?
>>
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>>144768726
Bretty gewd.
>>
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>>144771265
Both choices work equally bad, but at least in theory, the latter should be able to tell them on which side of a wall/fortification they should be. I don't know for sure, since I always use stations+z-level difference to keep them in place.
>>
>>144771265
stations + physically blocking them from going where you don't want with locked doors or raised bridges is usually the safest and easiest, I think
>>
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Finally.
>>
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Will I be able to run Dwarf Fortress on a shitty $400 laptop, or should I just wait until I upgrade and save myself the disappointment?

I am willing to compromise if need be. I plan to play vanilla Dwarf Fortress (no mods or "texture packs") until I get the hang of things - not sure if that will reduce lag or not.
>>
>>144772346
DF can be played on toasters. It's all about how large your word and embark size is, that is the ultimate cause of how much lag you get.
Smaller world size and smaller embarks = less lag.
>>
>>144772621
Played it on a chromebook via a crouton and xfce4, worked surprisingly well.
>>
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>>144772621
That's all I needed to know! Thanks.
>>
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>>144772887
Any time, Anon.
>>
>>144772346

on a $400 laptop. DF plays fine. World generation on medium takes hours tho. Small worlds are fine.
>>
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Oh yes, this is my favorite campsite yet!

My main hall is actually the tops of the pillars right here. :D
>>
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>>144772887
>>144773109
>>
>repeated incursions of undead birds
>they can't actually hurt even my lowliest, weakest dwarves just give them minor bruises
>just enough to annoy me by flying about and occasionally interrupting jobs

>>144769593
Yeah that was the first thing I saw and I said on the spot "I'm using this world".

It's gonna be fun to traverse as an adventurer.
>>
>>144774064
>that 5X5 of the next layer down
A-are those tiles full of blood? How did you get so many goblins to follow you to their death?
>>
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>>144774489
And I picked this embark because of the sweet ass FLAT volcano cinder cone so leaving the surface feels like a waste of an embark.

>>144774513
>the hook-nose goblin is caught in a pool of magma

he's done something to generate magma and is throwing goblins into it.
>>
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>>144774513
You can actually get magma with minecarts and haul it around if you want, I have before I realized I could use a reaction to fill a minecart directly (since Toady accidentally or deliberately removed the ability to fill a minecart from a volcano) and just had the idea hit me.

I was just gonna do the pillars with the glumprong standing out in the middle of a field, then I thought "wait, if the floors are glumprong too they will hurt to land on!" so I did that.

Then I thought "fuck, if I hit someone too hard they'll miss the pillars" and started thinking about walls, then figured fuck it, may as well put magma in the bottom layer!
>>
>>144775630
What is so special about Glumprong? Looking at the material raws it doesn't seem to be particularly dense or heavy.
>>
How important are...

Focus
Willpower
Intuition
?
>>
Holy shit, those fuckers are jumping down in here!

THAT'S DANGEROUS YOU IDIOTS!

>>144776250
Very.

I usually do focus/willpower/intuition at 10 from the starting 5, they affect a lot of important skills, how fast you tire, pain, and intuition is useful during combat.

>>144776002
Only blood thorn is heavier/denser, 1250 vs 1200.

Plus it's a pretty purple and grows in sites with stuff like writhing tendrils and human blood rain.
>>
>>144776250
>Focus
Only good for crafting, IIRC. Possibly useful if you use mods, since masterwork equipment is two times better than a normal item of the same material.
>Willpower
Definitely not a dumpstat. Prevents you from passing out due to pain: at low levels, breaking a finger is literally enough to knock you out. At normal levels, it requires multiple broken bones. Don't bother boosting it, but certainly don't take points out of it.
>Intuition
Only useful for Observer: admittedly, Observer is a very important skill because it works in conjunction with Dodge to keep you from getting hit. Do not dump.
>>
>>144777132
no.
>>
>>144777095
>>144776871
Thanks Lori.
>>
How do become a hearthperson if I'm a dirty peasant who no one cares about?
>>
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>>144776871
Well there ya go, that's why you don't jump down into a deathmatch arena full of magma.

>>144777095

Focus Fisherdwarf • Archer • Siege operator • Ambusher • Surgeon • Bone doctor • Suturer • Record keeper • Student • Concentration • Observer

Willpower Miner • Wood cutter • Fighter • Crutch-walker • Pump operator • Swimmer • Concentration • Resists exertion/pain effects
>>
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look you fucking elf either give me your mystic material instrument or I seize it, kill you, and eat your oxen.
>>
>>144777597
go kill some bandits for people. Remember to go back to the people and spread the rumor of what you did.
>>
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Another gob tried to climb out so I went over and tossed them back into the deathtrap, they landed on a pillar so I was waiting to see if they went for me or tried to climb back out.

They did try to climb out and slipped, sploosh!

>>144777597
Training montage > break up a mugging somewhere > tell people about it > kill a giant bear or tiger or something > tell people about that too > ask to become a hearthperson.
>>
>>144777913
>>144777969
The same works for an outsider, yes?
>>
>>144778104
"sure"

I don't know. Probably.
>>
>>144778104
It's the only way to claim a site as an outsider: gotta first become part of a group as a hearthperson or bandit or maybe performer?
>>
When will romance be added to Adventure mode?
>>
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>>144780485
When you stop emailing Toady with your creepy elfxgob forbidden love fanfiction.
>>
>>144772346
I'm running Arch Linux on a X220 laptop that I bought for $95

>>144751616
I just started this game, I actually never really encountered fps problems on my 3x3 embark but I just assumed I would eventually so I made a smaller embark. Honestly you don't need much space in dorf fort, theres a lot you can do in even a 1x1 embark and that's AT LEAST 16 times faster than the standard default.
>>
>>144781084
I just want the Lady at the keep to spread her muckhole
>>
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>>144781393
Arch bros represent!

I wish camps were sizable instead of defaulting to 3x3, though obviously they aren't as bad as a fort unless you're using a shit ton of water moving.

>>144781497
>muckhole
Goddamn man, lol.
>>
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bmup
>>
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been playing df for 4 hours now and I still haven't even unpaused once yet
>>
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>>144783053
>>
>>144786737
you're gon get plans ruined by aquifers and caverns.
>>
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I'm finally happy about the slabs.
>>
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I'm pretty content with how the map looks, although there still are some blank tiles.
>>
>>144788128
makes me think of a NES rpg
>>
>>144788230
That's actually about the feel I'm going for. That's the set I'm missing among the existing sets. There are some sets based on Zelda and Ultima that come pretty close, but they're still not quite there for me.
>>
>>144788128
>No beard
that better be an ooman
>>
>>144788438
Thats exactly what I thought.
>>
>>144788525
It's the adventurer tile and yeah, it needs a beard or something.

Can you find a temple in a town somewhere and see how the engraved floors look?
>>
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>>144788525
It's the adventurer/berserk dorf/merchant tile. The dorf civilian and dorf soldier tiles both have impressive beards.
>>
>>144789336
What do the soldiers look like, and can you engrave a floor real quick?

curious how that looks with those smoothed tiles.
>>
>>144762875
A funny thing happened on the way to the Trade Depot.

We held the elven caravan on suspicion that they had violent tendencies, and it turned out a third of them (2 out of 6) were bersekers, as also two donkeys were.
So we opened the walls and Summer came but there were three stark raving crazy elves crawling around and one sad one. Well the Human caravan acted strange, the wagons promptly left and the beast-leading merchants stayed behind going around in circles. (I guess their civ had fought with this one elven civ we were in contact with?)

One of the Humanmerchant guards, chased down a Kobold thief that ran through our courts. and that was a confirmed kill as I inspected the merchant guard's pike, Kobold blood plus was {forbidden.} and then...
(to be continued)
>>
>>144792357
I thought the elves' time had run out when I noticed they were all dead, but,

The merchant pikeman's pike now had elf blood and donkey and mule blood on it WELL
and now this NPC pikeman has four famous names. I figure, stopped in and stabbed three or four of the crazy or sad elves and their beasts for the Big Bamboo notoriety.

I will take note of that merchant guard, will not turn out to be just another vapor visitor now.
>>
>>144792357
I misspelled berserkers, I bet you guys didn't even recognize the word with one letter missing huh
>>
>>144791540
I can't do the engraving thing since I've turned the game off and am about to go to bed. I'm not sure how the engravings look, and now that you've mentioned it, you made me a bit worried. I'll check it out tomorrow.

As for the soldier tiles, their only difference from the civilians is that they have horns on their caps. The statue tile is based on the civilian tile though, since the horns would make the tile too long.
>>
>>144792357
>We held the elven caravan on suspicion that they had violent tendencies, and it turned out a third of them (2 out of 6) were bersekers, as also two donkeys were.
Cannibals too.
>>
Do elves not bring plant seeds anymore? I haven't played since ~.31 or so, where they used to show up with bags of plant seeds (notably blade weed and rope reed for my aboveground cloth manufacturing business) but they just arrived and brought nothing but a bunch of "grown [wood] [shit]", not even the bins and bins of cloth you used to get, nor non-vermin caged animals.

Did I just get a dud elf civ?
>>
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>>144793032
Yeah, the inverse of the tiles you have is hard to picture, it might work out cool though, since the black surrounds will turn into bright white ones I think.

Curious how the engraved walls look too, took a while to get them just right.
>>
Are feather tree eggs usable? I occasionally see "feather tree egg yolks" show up in my kitchen menu but as far as I can tell they're just glob objects on the ground and nobody can pick them up or harvest them from trees.
>>
>>144793267
I got sunberry seeds on only the very first elven caravan at the first fortress I started in a current world. That abandoned fortress would still have a bag of sunberry seeds that were bred up, I suppose. "Make sunshine!"

Version 28_181_40d though or something like that. The local custom is to slangname a version with the least significant digits, but it makes sense to beware the most significant digits two.
>>
>>144797673
Read that book, "Feather Tree Egg Jokes" published separately.
>>
any remarkable goblin artwork around? i'm thirsty for some drawing inspiration
>>
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>>144801248
Friendly reminder NOT to delay setting up your military.

One guy in a bite proof suit can save your fort from loads of infected.
>>
>>144788230
Shit, man, that's perfect.
That's exactly what DF needs: a NES RPG-like tileset.
No offense to comfy HD anon. It's close, but doesn't quite nail the look. But it does look great.
>>
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Oh look

A baby.
>>
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And here lies recruits 1 and 2. Their iron axes sent back to the firey magma the hematite and forging fuel came from.
>>
>>144793267
They stopped bringing seeds and cloth almost entirely in .40.01. There's a bug report if you want to add to it. Probably won't do much good. The change wasn't intentional and it's not likely to be looked at before the economy goes back in. I guess there's always a chance Toady will accidently fix it before then.
>>
>>144807752
>they bring mythic god material cloth but not fucking seeds
ree
>>
>>144809884
I meant objects made out of mystical cloth like "shining" etc. Not the cloth itself, which would be AMAZING.
>>
>>144683202
This was made a while ago. The nature of it's descriptive name and decorations is portentous as the Pale Prince could reference to my King who may die some day, otherwise nothing else comes to mind other than it's candy property
>>
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had my first embark with a river
now I can finally test that 5580 power plant

until now I always pumped the water in a 3x3x2 well to get rid of stagnant water
with the river I can make the well, without the pump, right?
>>
>>
>>144810445
yeah no need to pump just add a floodgate so you can stop the water.
>>
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>>
>>144772346
I can run it on an Acer Aspire AOD270 netbook. The trick is to go for more comfy forts. I;ve found a 2x1 embark to be the most effective, and installing modest accelerated mod helps a bit. Frame rate hangs around 40 most of the time which is fine.

What matters the most is the speed of your processor core since DF only uses one I think.
>>
>>144810013
As far as I can tell it's just instrument pieces. Dwarves and humans can probably bring them too, but since elves only use wood and cloth they're a lot more likely to bring cloth instrument pieces. I haven't seen it happen with anyone but elves, I'm just speculating. I've seen humans and dwarves bring books and parchment made from shit like bogeyman and werebeast leather, though. It seems Toady just didn't add a sanity check for materials in genned goods added in .42. I wish he'd made the same mistake with divine metals in .40, it would be cool to get singing metal spears and such in caravans every now and then.
>>
>>144823818
this
>>
>>144820440
Single core, everybody do say so far as I recall seeing.

I have so little experience or information, like "why how fast is core memory" I do not know!
Fast enough to catch the CPU. hah.
>>
>>144820440
>What matters the most is the speed of your processor core since DF only uses one I think.
What the fuck Toady? Have you seriously not figured out multicore processing?
>>
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>>144823818
Would people prefer to help a newbie out instead of just sitting on page 8?

I just started a new embark and would love to get pointers.

How do people prefer screen shots? Since the tiles flash several times, and there's multiple z layers, it's hard to show all of what is on the screen in just a screenshot.
>>
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>>144829135
I finally didn't screw brewing up this time, so I at least have some ale.

Time seems to have passed me by though, as the screen told me it's already winter, but I haven't seen a caravan or had a migrant wave yet
>>
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Uh oh. I think I might actually have my first taste of fun.

What happened was, I was disappointed with my initial fort being dug out of just dirt. It's so.. Low. I thought my dwarves deserved better and so I started digging a stairwell to search for a better couple layers to set up my REAL fort.

Only problem is, within 10 z layers I hit a cavern. I thought I'd sealed it up well enough, and just kept digging past it, to un-disturbed rock.

Guess I didn't secure that stair case well enough, and not there's a troll rampaging through the lowest level of my current outpost

I've never even opened up the military or squad menus. What the fuck do I do bros

I'm this guy, by the way
>>144829135
>>144829606
>>
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>>144830518
I guess trolls can move diagonally. Noted. I have no idea if dwarves can or not.

Is my cavern anything special? Aside from being at z like -6, or 6 or however I'm supposed to measure that. 6 from surface.
>>
>>144831518
Every creature can move diagonally. Flying creatures can even cross z levels diagonally in the case of an open down or up/down stair that appears otherwise secure. To illustrate:
z1: WX
z0: OW
Where W=wall, X=up/down stair, O=open space, imagine you're looking at 2 zlevels as cross section from the side. A flying creature in the open space can move into the up/down stair. An important quirk to be aware of when securing caverns.
You're cavern isn't anything unusual. A bit tight, and resource rich with all the hematite and flux, but pretty standard fare.
>>
>>144832756
>you're
I'll just point out my own stupid typo before someone else does.
>>
>>144831518
I think for the first time I've seen a graphical pack that pleases my eyes. What is it's name?
>>
I dont know much about Dorf Fortress. Since everyone acts as if it was a living entity, would it mean that enemies pick up better equipment if there was any around?

... Is better material = better equipment in the eyes of AI, even if material does not fit the weapon?

What Im trying to say, if you were to drop adamantine warhammers outside of your fort, could you have goblin invasion *tonking* at your dorfs with amuzing toy hammers?
>>
>>144833353
The only way for an NPC(save for the fort militia) to pick up a weapon is to have them wrestle it from another character.
>>
>>144832915
That's Phoebus, the ugliest set there is, you doofus.

>>144833353
Sadly any visitors to your fort will be rather single-minded in their purpose, and will not consider their equipment.
One day we'll have a situation where the goblin king kills your legendary militia commander and rallies his troops with the aid of his foe's artifact battle axe, but as of now the only way for an enemy to pick up a new weapon is for them to grab it during wrestling and gain possession of it.

That's why we frequently see trolls beating people to death with a sock they ripped off a victim.
>>
>>144829135
Could you share how did you start running DF? Have you simply used Lazy Newb Pack? I've heard it is outdated
>>
>>144835705
if you are looking for info, just go vanilla.
>>
>>144835705
I just downloaded the lazy newb pack and watched the video tutorials that are in the OP. Pretty sure I've got a decent handle on the controls now I think. Just haven't had a fort GO anywhere before I just start somewhere new because I realize I crippled myself in my early fort building.

I'm gonna stick this one out until something !fun! happens though.
>>
http://dwarffortresswiki.org/index.php/DF2014:Dark_pit

>describing dark pits
>someho find dark fortresses and underground spires relevant to talk about
Who the fuck wrote this article? Dosen't the wiki have some sort of standards?
>>
>>144839514
It does, and this article has been given the second worst rating.
>>
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The local maps look fine. It's too bad I can't use the pillar tile for the sides of the gates.
>>
>>144839967
the thumbnail looks like an airship
>>
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This is for the anon who asked about engravings.

They look a bit weird, but so they do in default 8x12.
>>
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Is there any sort of digging enemy or anything? I mean it seems like it's comically easy to get a Fort on it's feet enough to raise a draw bridge and be (essentially) self sustaining. So there must be some other aspect of needing defenses, right?

New player asking. Mostly because I'm just trying to figure out what kind of pace I need to be going at. Or if I'm just rushing when I don't need to.

Basically, what type of defences do I need for a basic fort other than a draw bridge?
>>
>>144803495
There already are a few (at least two that i can remember) that are similar.

http://www.bay12forums.com/smf/index.php?topic=152766.0
http://www.bay12forums.com/smf/index.php?topic=157412.0
They both take inspiration (or even the actual tiles) from older RPGs. Neither from an NES RPG though.
Just posting for inspiration.
>>144841550
I assume that anon meant how it looks with ENGRAVINGS set to HIDDEN (or OFF or whatever).
>>
>>144842668
Disregard picture. Learning how2mobile
>>
>>144842668
It's planned (with the option to turn it off in the init files), but doesn't exist yet. There was a mod attempting to implement it at some point, dunno if it's up to date. DFhack is obviously necessary for it.

>Basically, what type of defences do I need for a basic fort other than a draw bridge?
A roof.

And if you don't want to get bored of your fortress, a military with metal equipment instead.
>>
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Finished up a hatch cover tile which matches the floors, and seems to work with most materials. It looks good when out of sight, as well.
>>
>>144842671
Yar, meant hidden engravings on floors mostly.
>>
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>>144846802
Here's how they look. You can compare them to the non-engraved floor/walls on the left side.
>>
>>144848741
Nice
>>
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>>144849358
Here's a version with pillars. The upper half is with the engravings, and the lower half without them.
>>
>>144849476
Very nice pillar.
>>
>>144849476
Cool cool, figured it wouldn't be as harsh and bright as vanilla.
>>
Are crashes while visiting your own fort customary or is it just a 43.06 thing? I had to find it 3 separate times because it crashed a little after I found it. Now, I have to keep saving and loading because dfhack can't quicksave.
>>
>>144852886
Upload save, create bug report.
>>
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>>144852886
>43.06
Are you posting from the future?
>>
>>144853697
Yep, ask me anything.
>>
>>144853904
How are you feeling today?
>>
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>>144849358
>>144850427
>>144851258
Thanks.

Also, how do you think these ruins look? I tried to make them look as "crown-like" as possible, but since I see ruins more often than crowns, the ruins got precedence.
>>
>>144854736
Makes sense as a ruin, you rarely see crowns sitting around anyway.
>>
>>144853904
Has President Trump been assassinated yet, and did they know I was the second shooter?
>>
>>144854939
>shooting the man who will make the myth release, as well as probably the boat release, real
>>
>>144854736
I feel like they're a bit too "intact" to be classified as ruins. Some asymmetry (i.e. one of the turrets being broken down) would make it a lot better.
But that would make it look ridiculous as crown.


>>144854939
Yeah, "[...]in the basement of the mother of the second shooter a game of 'Dwarf Fortress' was found running with a suicide note reading 'it keeps crashing. I won't go down without having some !FUN!. For Armok'. Next to it, a device labeled 'Time Machine' was found. There is no trace of the shooter as of yet."
>>
>>144854183
he he he
>>
>>144855236
>implying I wasn't preventing an invasion by wig-monsters from outer space

>>144855396
>implying I have a mother or that she has a basement
>>
It is so frustrating not to be able to smear my sword with this stack of Giant Scorpion Venom[10]. Should I throw it into the Well instead?
>>
>>144856013
http://www.bay12forums.com/smf/index.php?topic=106397.0
This thread doesn't seem to have a solution for your problem (I just skimmed through the OP), but I thought I post it anyway in case it contains information you can use.
>>
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I've finally finished all map-related tiles.

Here, have a comfy world map.
>>
>>144856479
Well, world map looks nice and solid, but nothing super exciting imho, i am more looking forward towards forts in your tileset.
>>
>>144856613
Well, sadly I don't have any forts to show off currently. I guess I'll start one now.
>>
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>>144856613
>>144856714
Great success.

I'll now get to test how well my tileset fits porcelain walls.
>>
>>144856714
Did u?
>>
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>>144820627
They bring instruments themselves. Which is nice. My current fortress has this made from moist fabric, worth 24k dorfbux
>>
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>>144857792
Yes. I'm digging it out right now.
>>
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Adv mode mounts when?

Adv mode controllable wagons when?
>>
>>144861794
boats when
>>
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So uh..
Will asexual roosters still do their thing with eggs? I really dont want to have to butcher all these chickens out of rage.

also mfw all roosters asexual :(
>>
>>144861794
>he hasnt heart of minecart anon
>>
>>144864529
naw sun. edit the raws so it doesnt happen again.
>>
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Fantasy DF

>You can selectively suppress announcements of certain job cancellations
>>
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>>
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>triplets

Neat!
>>
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>>144869614
ok the time to stop is now
>>
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bugfix when
>>
>>144871285
I guess the upside of this is I've never had a doctor with a skill above 5 before unless they came to the fort that way.
>>
>>144864529
I thought animals weren't supposed to be affected by that anymore after the "Made animals less afraid of casual relationships" fix. Are gay animals and prude animals two different problems?
>>
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>>144864770
*sage nod*
>>
My worm man necromancer claimed a human town. I guess I'm considered an elf civilization-wise. But my personal values are power is important, peace is worthless, etc. So how will this civilization act now that I retired it? Human values? Elf values? My personal values?
>>
Dwarfs and climbing: is there any way to prevent my citizens from thinking they are much better climbers than they actually are? I lost a woodcutter to thirst after he treed himself on the surface and I didn't notice in time, and later I watched a hauler-type jump onto my wall, then two tiles over to a tree, then leap around all mimbly-bimbly from tree to tree across an entire embark square in a desperate attempt to land a punch on a giant firefly before he missed a landing and fell into a pool where he broke a hand and a leg and drowned.
Besides my current solution of cutting down every tree and draining every pond, can I get them to stop this madness? Alternatively, can I mod them to actually gain climbing skill so they'll at least get better at it?
>>
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What's going on with the succession fort? Did /dfg/ fail again?
>>
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Someone posted a world with a 16 tile wide waterfall so I had to go make it and check it out.

Up top between the northwest cluster of town/hamlets and the nearest gobby civ is a huge river that has it.

>>144874076
[NATURAL_SKILL:CLIMBING:1] will let them catch stuff when they fall much more reliably.

[STANCE_CLIMBER] will let them climb with their hands full.
>>
This screenshot should give a pretty good idea about my tileset, in it's current state.
>>
>>144874572
I like it, if you want a suggestion, go around to the letters and look at the sharper/jagged looking parts of the curves, put a single pixel of like 10~25% translucency white there.

Also curious how the floor tiles would look if you replaced the central grey part with a 50~75% translucent chunk of black. They'd still look grey normally but it would make the engraved tiles more distinct and pick up the colors interestingly.

I did a lot of the single pixel anti-aliasing with this set: >>144793856 and there's just barely enough room to do so. It looks like you did similar with some of the tiles you redrew/drew from scratch but the letters are still kind of clashing with the smoothness of the other corners.
>>
>>144874572
I think i like it
>>
Stockpiles confuse me a bit. So, quick rundown. I have a stockpile for finished goods for toys, mugs, crafts, etc. Now the mugs are all stuck in there and my dwarves are drinking straight from the keg. I want them to have their own mugs. I created a mug specific stockpile in the meeting room, but that's not going to get the mugs from the finished goods stockpile. I even temporarily deleted the finished goods stockpile, but no one is hauling the mugs up. Any advice? And is there anyway to designate some stray items for hauling?
>>
>>144874284
Year 4 is still going somewhere.
>>
>>144876271
Dwarves should automatically add mugs to drinking stockpiles.

Make more mugs. Remove mugs from any finished goods stockpiles. If you have plentiful mugs and they aren't tasked to go somewhere else the rest will take care of itself.

Also you can [g]ive with a stockpile to send its contents to another. Try that with your mug + booze stockpile
>>
please stop having children migrants.

please.
>>
>No metal gear mod
>No doom mod
>No stalker mod
>mlp mod exists
>masterwork exists

fuck this community
>>
>>144879557
Go make it then faggot instead of bitching.
>>
>>144858218
I keep vanilla ASCII but your dwarves are better than most of those I've seen on here. What is your HD tileset properly called?
>>
>9 minimum training
>1 minimum station at note

>they all train

damnit I hate getting the military screen to just WORK.
>>
>>144880128
if i knew how i would faggot
>>
>>144870882
>>144879017

You are posting this, but surely you are completely aware where the feature is?
However existing pregnancies are going to coast forwards until they hit their conclusion.
>>
>>
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What can a master dwarf possibly make with 4 pieces of stone? Place your bets now!
>>
>>144880657
You may be misinterpreting my purpose of posting.

I am annoyed and seeking catharsis though sharing. 1/5th of my fortress will not reach maturation for 12 years. My fort will reach FPS death in less than 5.
>>
>>144881212
a sock
>>
http://www.seattleweekly.com/arts/enormous-dwarf-2610456/
>>
>>144881212
Cabinet
>>
>>144881980
neat
>>
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>>144875163
Thanks. I'll have a look at the text later, but it's pretty far down the list at the moment.

>What is your HD tileset properly called?
There is nothing "proper" to call it. I casually called my 8x12 set "comfy set". I think I'll just continue the tradition by calling this the "comfy HD set".
>>
>>144881286
Start a "daycare".
>>
>>144882238
Oops. I meant to quote >>144880183
, as well.
>>
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>>144881980
>an article about DF?
>better bring up minecraft!

If toady read these i bet he'd be annoyed. but I somehow doubt it
>>
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>no word on what the hold up is
>snappy about it
>can't do shit cause there's no other autist with his coding experience
>>
>>144880384
Use multiple squads and rotate them around, I don't think you can have one squad do two things at once.
>>
>>144881286
I've noticed children being very willing to enter conflict with wildlife and surprising effective once they start, so if you need something silly to do with them you could capture some hardy but harmless wildlife and start the kids at training.
>>
>>144883341
It "works" but not well. I have a good balance right now with 2 on station and 8 on training.

You're right the optimal way to do it is just have multiple squads and alternating months between train and station/patrol/rest orders.
>>
>>144883471
Funnily enough a child just kicked an undead peregrine bird and pulped its head.
>>
>>144882431
well, everybody knows minecraft and minecraft owes a lot of its beginnings to dorffort. so when you talk about it, to show its importance, you talk about how minecraft owes it so much.
>>
I've been thinking about efficiency. Is thread ever worth stockpiling? Build looms near cloth users and cloth stockpiles. Don't let thread be stockpiled anywhere. Let thread sit in looms. You'll never have so much thread to choke a looms production.
>>
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>>
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>siege
>half my militia dies in melee
>>
>>144885051
Depends on your condition, there might be times you want to stockpile thread to control what it is used for or what it is dyed with by setting up stockpile links, which you obviously can't do if it's sitting in a workshop and not a stockpile.
>>
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>>144881980
I love how the article reads like some mockumentary about some fictional music band.

It's comfy to know that the game actually exists.
>>
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I'm just waiting for the day one of these stupid bastards slips into the volcano while fishing in a pond that couldn't possibly have anything left.
>>
>>144886136
>hey urist if we pretend we are fishing we dont have to work
>i dont know ukdor that volcano is pretty scary
>what are you worried about? its now like we are gonna have to dodge a carp or something
>>
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What pace do you usually set for yourself? Like by what point do you have what accomplished in your fort?
>>
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>>144887601
I'm a little scared at how accurate the simulation matches up to the story.
>>
>>144888543
Basics (Bed, Dining, Drink, Food) year 1
Metal/Glass/Cloth year 2
Military year 3
FPS Death (aka breaching caverns) year 4

it isn't a general rule its just how it usually plays out. obviously if there's an aquifer or something things change. if its an evil biome military starts in year 1.
>>
Are there any guides on using the new manager stuff? I'm not quite sure how to specifically give an order to make bags if there are less than 5 empty bags.
>>
>>144888846
People seem to mention fps death a lot.

Is it really that huge of an issue? It seems like that gimps a lot of the game if fps dies so soon.
>>
RIP succession fort
>>
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This troll has just been sitting here for like 2 days after it destroyed my mason shop. My dwarves aren't attacking it, and it doesn't seem to care about them.

I want to kill it though. How?
>>
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>>144890409

Well it decided to break down a door. No idea what she thought she'd find back there, but good to know that doors are pretty easily broken.
>>
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Dragon vampire named Ertal pretendding to be a deity named Ertal.

PRETTY FUCKING SNEAKY!

Also love the whole "Hey uh.. is our resident god-lizard possibly a vampire?" and they're like "FUCK YOU, EVERYBODY HAS TO WEAR BUCKETS INSTEAD OF HATS NOW, EAT A SACK OF BABY DICKS!" or some shit.
>>
Damned furry bastards out of nowhere!
it appears to be the notorious 'recruit' bug
>>
>>144890083
It's something you experience more often when you git gud.

Sadly.

That's just how it is. Once all the things that normally destroy your fort are dealt with the only thing left is for the monumental amount of stuff to pile up, effect computations, and eventually bring fps so low it's no longer enjoyable.

Toady knows. The players know. Everyone knows. But there's little hope of ever "fixing" it. The 64 bit switch should hopefully make small gains in FPS and open up a lot of new avenues for optimizations that could greatly improve the game.

It's a real bummer because a lot of stuff, it really only matters in super high pop fortresses and that doesn't happen too much unless you're willing to deal with sub 20 fps
>>
>>144890194
it made it 4 years thats not bad.
>>
I'm trying to get creative and put stuff on the surface, but without building any floors or walls. That seems to always kill my forts with lag.

I made this nice temple with iron statues as walls.

Any other ideas?
>>
>>144891665
I've just remembered that roads are a thing.
>>
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>>144881212
>>144881397
>>144881991
I forgot to post results
>>
>>144893752
Description psl.

Although I'm pretty sure it's just the usual founding of the player fort. Well, a historical event is still a historical event.
>>
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>haven't played since 2014
>unfamiliar with new patches
>start digging out reservoir
>achieve a cave in, legendary miner falls down 6z levels and dies together with a legendary mechanic gathering the stone
>mechanic survives, is also my chief medical dwarf, only dwarf with medical experience
>1 week later
>another cave in
>lose 2 more miners, 1 legendary
>4 other dwarves who decided to sit around in the reservoir crushed by rubble
>all my legendaries are dead
>all that remains is sadness
>mfw
>>
>>144893752
That's not bad.
>>
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>>144894152
https://www.youtube.com/watch?v=bUFWXpYJKaI
>>
>the rutherer is fighting!

thanks announcement xoxo
>>
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>>144894152
>miner wakes up from cave in
>channels out last piece of rock
>12 (FUCKING TWELVE) dwarves down there gathering the clothes of those who died before
>cave in
>25 dwarves now dead or dying
>only doctor is dying
>not enough bed in the hospital
>no water for the wounded
>lost half my workforce to the reservoir
>it is so full of blood the entire 2 bottom z layers are coated
>Autosave
>DwarfFortress.exe has stopped working
>mfw

I think I reached a new level of FUN
>>
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Few questions:

Im trying to get into the whole dwarf fortress thing. Im beeing somewhat serious now, reading manuals and such.

However I've heard that Lazy Newb Pack is outdated, which causes this error on screenshot to happen.

Should I roll with version in Newb pack, or its possible to make Dwarf Therapist work with current patch 43? Also those ugly V's are driving me nuts. I'd also prefer graphical tileset compared to ASCII.
>>
>>144896294
The lazy newb pack includes an exe file that lets you simply double click on one of i think six graphics packs and it'll install it for you.
It also includes the dwarf therapist for the version in the pack. I think it's pretty handy and makes it easier to play when everything is already packaged and works together.
>>
>>144879017
>germany
>>
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A manual on reproductive practices, full of cheesy jokes.

Well.
>>
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I figured out how to create a squad so I could issue a kill command on this troll since it was for some reason not an immediate threat and no one just fought it on it's own.

This is my first time doing anything involving combat, so I guess it's time to inspect the damage.
>>
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>>144898506
My militia leader is apparently a psychopath.
>>
>>144898506
Trolls are pushovers if you have any metal weapons. If you try to make them wrestle with it it'll fuck some dwarfs up probably.
>>
>>144898158
10/10
>>
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>>144898506
So my militia leader guy (The only one in the military) walked up and started smacking the shit out of the troll. Troll proceeded to swing him around by his fucking toes, and bruise his heart.

My other two dwarves involved in the fight joined in. Nothing that looks serious, a bruised bone and fat I think. No idea if they can just sleep it off or what. But I think I might need to take a look at that bruised heart thing.

>>144898925
This fort only has what it's brought with it, essentially.
>>
>>144885072
I saved this.
>>
>>144898506
Is there a way to slow down time in DF when you unpause? Combat seems to happen so fast, I dont even understand what is going on.
>>
>>144896294
You should almost always play the most recent version. You don't need the LNP to use the rapist. You just have to update the memory layouts yourself. Someone upthread posted a link to .43.03's memory layouts. You also don't need LNP to use any tileset, graphical or otherwise. Tilesets don't need updating, as DF will never use more or fewer characters than it did the day it was released. The wiki has detailed instructions on how to install a graphical tileset. Make sure you don't download a version of your chosen tileset that comes packaged with raws or inits, as using raws and inits from old versions with the current version's exe can seriously fuck your game up.
>>
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>>144900553
not AFAIK. It really just looked like a buzz of activity and then it was dead

Now I don't know how to deal with this.
>>
>>144900553
Reduce your fps cap in init.txt.
>>
>>144901045
set up a hospital zone with a bed, and have a chief medical dwarf assigned. make sure you have clean water available or they will dehydrate / use muddy water for surgery
>>
>>144901158
That's one of the few "Can't live without things with DFHack.

Being able to change init settings without save quit reload.
>>
>>144901045
http://dwarffortresswiki.org/index.php/DF2014:Hospital
>>
>>144890628
They aren't easily broken. The whole time that troll was standing there it was breaking down the door. In the next screenshot, it has begun breaking down the tab)e that it's 2 tiles away from. It ought to be a lot easier than it is, and is probably a bug.
>>
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>>144898858
Or they've seen enough death to get hardened by it.
>>
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>Tarn hopes that one day in the future he can add plate tectonics to make a more realistic algorithm for generating mountains and volcanoes.
>>
>>144901158
Do I need to restart DF everytime I do that?

What FPS cap would you suggest for a comfortable combat/comfortable time skip(like giant construction beeing made)?
>>
>>144902679
>>144898858
Inebriation is so unbalanced right now that any dwarf that has a drink is immune to negative thoughts from death. At least until they sober up, which only happens in cases of severe overseer mismanagement.
>>
>>144902804
toady is truly a man among men
>>
>>144902829
I've been playing DF for so long that my comfort zone and your comfort zone are probably radically different. And 90% of the time spent in any of my forts is accompanied by some degree fps-death-throes, so my comfort zone is usually somewhere between "faster" and "please for the love of armok go faster".
>>
>>144881980
Damn thing won't load.
>>
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>>144902804
That would probably mix well with the floating eggshell region feature.
>>
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It seems you need a boning knife to geld skellies.
That tickled my funny bone.
>>
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>>144904570
Tickled his funny bone too, apparently, tickled it right off.

>>144902679
>>144903021
>>
>>144894152
> using channels
> not up/down staircases
> assigning everything at once
> not carefully level-by-level planning using the priority assignment during designating
>>
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>>144901306
I have a river near by. Will that work?
>>
>>144907269
Yes. Running water is never muddy in this game.
>>
>>144652858
I just noticed the elves' flag was a green swastika

Fucking forest nazis
>>
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>accidentally breach circus
>clowns decide it's more important to visit the caves than to entertain my dorfs
>they melt random cave walls
>cave ins everywhere

>can't even watch my dorfs die because I'm down to 1 FPS
>>
>>144873891

bump
>>
Can ballistas fire through multiple fortifications?
>>
>>144910540
Yes.
>>
>>144900553
Just pause and mash "." for on-the-fly variable fps.
>>
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>>144910348
They were burning trees causing the cave-ins, only ice walls can melt and that usually ends up encasing the source of heat.
>>
>>144913129
gnarly but is it all aquifers again?
>>
From the depths of Page Ten, I resurrect thee!
>>
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>>144913583
Don't think so. More varied settings from PW this time.
>>
>>144915662
post it up.

it's not a huge world is it
>>
>>144881286
ok I was wondering so I asked.

My prior gameworld, I played around with the init to output groups of 14 or so - always approximate on the number produced, ran something like 38 years watching much of that grow into little legends. Did FPS-croak that world eventually.
>>
>>144885648
"No contact" victory may be ideal.

Are you through the resulting temper tantrum spiral, or were those socially unconnected dworfs?
>>
>>144916786
I simply didn't train them effectively and let it happen naturally without any intervention.

They were proficient at best, and half dead.
>>
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>>144915727
Oh snap, too large for pastebin.
>>
>>144917412
just upload the txt to pomf.cat
>>
>>144917459
Site didn't load, but this one did: http://dffd.bay12games.com/file.php?id=12126
>>
>>144917459
it is down. that is bad.

thanks for the up.
>>
>>144881980
read that.

Byline, not only Pacific Northwest but also 01:30a.m.

Happy - Entropy Dwarf Moot
>>
My Dwarf kingdom is the last one in my world and i'm trying to preserve / expand it but we're right next a goblin civ that's 13 squares big. Right now im trying to make a few fort that acts as a sort of Military outpost to intercept Goblin hordes that have raided their kingdom and have destroyed the other Dwarven kingdoms in the legends. I wanted to make 3 such outpost but i want them to be self sustaining and strong to continue fighting off the horde. Any advice on how i should go about this?
>>
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>>144918175
No prob, here's a smaller version with the same pw parameters.

http://pastebin.com/Dzp0nqx4

The 257x257 is neat but it's so sparse comparitively.
>>
>>144747591
How do you get volcanoes like that tho? mines are always in some retarded elevation pattern with no flat surfaces anywhere
>>
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>>144922504
I think the 129x129 looks prettier, but the density of this one has potential: http://pastebin.com/nEfEc5Ds


>>144922923
Variety of methods, reducing the elevation range can help a lot, screwing with the erosion too.

Basically go check out the world-gen cookbook thread, all the pretty worlds with interesting adventurer mode layouts+neat fort sites I do are just me playing with perfect world.

On the other hand, vjek is a goddamn wizard.
>>
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Well, I set up a hospital area and assigned a chief medical dwarf, but no one says they need medical treatment and everyone is just going on their way.

Now I'm just trying to get this stupid ass drawbridge working.
>>
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>>144923432
Right after I finished building the floor to cover the stairway back in from the pit where the bridge is set, this fuck walked THROUGH the raised bridge, and fell into the hole, then took a nap.

Why don't the dwarves just do what I want them to do goddamnit
>>
>>144882238
So if anyone wants that they can look up "comfy HD set" and you will hand it over
>>
>>144883713
I tend to keep them all in their own squads except for example a swordsdwarf bodyguard for a skilled Marksdwarf, I would put the swordsdwarf in the Marksdwarf's squad.

The whole squad goofs off when their superior goes to take a crap, and then also when they get individually needing down-time. Hell, just have them in their own damn squad unless there is a reason (training can be one.)
>>
>>144922458
Good luck. I have seen "abandon fortress" where the pets die and your fortress dwarves run away, but I have not seen "retire fortress" and maybe the current version is more forgiving on that.

Do you have any experience with adventurer mode, it might benefit your strategy to go sniff out some embark sites and find out if the area is undead eeevil. Maybe hit the goblins a couple of times, kill some goblins that count for population.

I am half just making this up, the true advice is a "good luck."
>>
The wiki has a guide for building archers towers, but it doesn't say how to assign archers to it. Do I use burrows or what?
>>
>>144924947
[s]quads > [s]tation I think?
>>
>>144926845
station them to what though?
>>
>>144929537
The location?

You can also do patrol routes that have them hit various towers if you feel like going into it.
>>
>>144929982
So if I set up a route between both towers they should just fire on any hostiles without me telling them to do it yeah?
>>
>>144930815
Yeah, if they're out patrolling they'll plink away at stuff, just make sure they can't jump out and go try to skill up their hammerdorf side, as all marksdorfs are morons.
>>
Not today page 10
>>
>>144924947
On duty military dwarves ignore burrow restrictions. There is a "defend burrows" order, but its functionality is pretty limited, and dwarves will ignore that order as soon as they see an enemy.
The best way is to include a station order in the squad's schedule. It's simple and does exactly what you would expect it to.
>>
So I think TWBT is fucking with my dwarf fortress and causing it to crash, but not using it is fucking awful. How do I fix?
>>
>>144935720
scroll in till the game does it by itself
>see >>>144553556
>>
I realize a 2x2 is roughly 4 times slower than a 1x1. What do you guys usually play on?
>>
>>144935642
>>144932038
Thanks guys sorry for asking such a dumb question.
>>
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>>144938310
Eh, the military screen is kinda opaque until you get used to it.
>>
Fuck you page 10
>>
>>144943163
>le military screen is bad meme
How did it even start? The military screen is nice as heck. I just wish we could copy and paste uniforms.
>>
>>144947613
Didn't say bad, said opaque, until you get used to reading it isn't exactly obvious what is going on.
>>
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This is the second floor of my tavern, complete with bedrooms for my long term guests.

The building to the left is the second floor of my trade depot, in which I've put the manager and bookeeper offices.

The building to the right is the second floor of my well room, and to the right of that one, my workshop area begins.
>>
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>>144900981
Could you tell me , how do I avoid ugly letters in text? Whenever I install a tileset using Lazy Newb Pack, text becomes very hard to read. Its like piece of scenery is mixed into the text.
>>
>>144951865
It happens on version 0.43. On vanilla outdated version 0.42 everything is fine and dandy
>>
Why don't shopkeepers (priests) have anything to sell in the trade window? Or do I need some skill to trade?
>>
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Fine guys, take it then.

So earlier I was bombing around on my minecart and saw a zombie giant jaguar.

I thought "well fuck, time to make you roadkill" and hauled ass right for it.

Now, imagine if you will, that you're a merchant heading off to the tavern one evening (this actually happened btw) and you hear a god-awful noise up around the corner ahead of you.

Then: a fully armored dorf comes flying through the air and slams into the second story of a building across the street.

Immediately afterwards a zombie giant jaguar comes skidding along into the wall right below her, providing a nice cushion to land on.

She then scrambles to her feet and jumps out of the way right in time for a minecart which followed the two of them to slam into the zombiecat.

Do you:

a. Jump into the fray?
b. Comment on the inevitability of such events?
or
c. Casually turn the corner and keep going like nothing happened?
>>
>>144922504
>>144923402
Thanks! OO
I've always had trouble getting a good distribution of evil like this and end up with it in either clumps or killing off most sites and civs no matter what I do.

>>144922923
I set minimum volcanoes to 100 and checked the elevation. When I saw straight 0's I knew it was a flat one.

I'm just glad the caldera was near the surface instead of somewhere deep.

Unfortunately this means the whole embarks only about 40z.
>>
>>144937308
3x3 fuck it live a little

2x2 if its a very interesting area like a waterfall and I know it will shit on my fps from the get go.

1x1 only if I plan on doing something kuhrazy that will drain my FPS like an above ground super project

never above. even if fps wasn't a concern, 5x5 is just too damn big.
>>
>>144951865
The "Ugly letters" are because your tileset is replacing your font with shit.
>>
>>144954436
>b. Comment on the inevitability of such events?


with a small chance of c
>>
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Would you want to live in these public housings?
>>
>>144955126
the heck is that mineral? I can't think of any red minerals that form larger red clusters.
>>
>>144937308
playing on a 5v5 right now
tried genning a 6v6 and game crashed, so this is probably going to shit itself with the first siege
>>
>>144955307
Kaolinite.

>>144955093
Huh, I was pretty sure that post didn't go through.

>>144954718
Yeah, pw is wonderful there, and just playing with it and being patient enough to find the right good/evil squares balance.
>>
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>>144955307
The very best mineral there is.

I seriously consider turning all of those walls into porcelain brick walls, just to let my dorfs know how special they are.
>>
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given this situation, how do i make a farm? it's stone all below, and i don't want one above ground. I vaguely remember something about watering stone turns it to mud, but i cant see how to do that without totally flooding the place.
>>
>>144955513
>>144955672
oh right, what was I thinking. I'm used to seeing it in an aquifer most of the time.
>>
>>144956096
Well that's easy. Just irrigate it.

You can do it in multiple ways. Want advice how?
>>
>>144956856
yes, please
>>
>>144956096
Channel out a small "basin" inside an underground chamber, but make sure that there are ledges that dorfs can stand on in all directions.

Assign several ponds to the basin to have dorfs fill it with water, but inactivate all of them as soon as all tiles are wet(you DON'T want more than 1/7 water).

Then, just put the desired farm plots at the bottom of the basin. The tiles will stay muddy forever(unless you use the clean command in DFHack), but make the plots before the muddy ground gets taken over by wild flora.
>>
>>144957294
ok that makes sense, thanks
>>
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>>144956928
>>
>>144957496
turns out that was indeed silt, but not enough to make a sizable plot
excellent guide, thanks
>>
>>144957610
heres what it looks like in game (it was faster to actually do it than explain it in a sentence).

arguably >>144957294 is easier since you're just designating a pond and letting the dwarves do the rest but pumps make the entire job finish much faster with less labor, albeit with much more player involvement.
>>
>>144958057
oh and as a final note you could increase the efficiency by fencing in the hole with walls in a U shape behind the water pump to prevent spillage, and once you've completed the operation you'd just patch the hole with any material as a floor to seal your farm channel from the surface.
>>
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How's my mausoleum plan?
>>
>>144958286
Be sure to clear cut the top level of trees first then dig to avoid any nasty complications.
>>
>>144958286
also half of it is sand /10
>>
>>144958520
>>144958607
so it is, shit
ah well, 2 months of flooring will fix that right up

is having trees on the roof what causes caveins?
because one of my miners was killed just after embark by a cave in
then my woodcutter drowned himself in the river
there are alligators everywhere, and yet none of the deaths are their fault
>>
>>144958735
if the layer underneath a tree is mined out and a tree is cut down (or falls down naturally from age/natural processes) the logs will punch a hole in the surface which causes dust (bad) and hard to find openings in your fort (badder) and maybe dead dwarves (baddest).

it can be avoided by chopping trees then mining. once the area below is hollowed out trees won't grow above it.
>>
>>144958881
ah ok, thanks for the heads up
>>
>>144958286
Too flat.

(there is this really sweet bug you can exploit, which allows you to plan and dig your fort in ALL three dimensions)
>>
>>144959325
And I'm sure that works out marvellously for you, if you like wasting time on things you can't see on one screen.
>>
>>144958286
Do half those rooms not have entrances?

It might just be me being retarded but it looks like they don't have entrances.
>>
>>144959775
They don't.
I'll open them up when I need them, otherwise my miners are locked up for the next 10 minutes when I need them excavating storerooms and dorms.
>>
>>144959775
not him but you have given me a neat idea of building crypts that you have to descend into via stairs instead of directly entering with a door
>>
winter just hit
how do i make sure i have a water source? time flew too fast, i might dehydrate 20 dwarves if i dont get something sorted quick
>>
>>144960253
welcome to die

build a well.
>>
>>144960253
Crack an aquifer, if you have any. Try to find underground lakes.

If the water hasn't frozen yet, I recommend just digging a channel leading some water from your river into a small reservoir, reachable from your fort.
>>
>>144959415
Why would a race with such a knack at digging and earthworks limit themselves to a flat layout as though some unseen observer were looking down on them?

When I got past the "dig as I need/am able/oh fuck I need to connect that/shit what happened where did that magma come from" stage I started designing my forts around what they would be like from inside, and how easy/fun they would be to move around in as an adventurer.

If it's good enough for my adventurers, it's good enough for mah dorfs.
>>
File: 1365346676468.png (236KB, 392x541px) Image search: [Google]
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What is the end goal of DF?
I always avoided it because it seemed like it had a massive learning curve, and I did not want to invest all that time just to find out you win when you reach an equilibrium for you're society like so many other city/survival games.
>>
>>144960253
Oh god, are you me from a couple years ago?

Is this a time machine?

Why don't I remember posting here in the future?

Build a still, set out plant gathering anywhere you see something that could be brewed, get some brewable shit in your farms, and some rock pots.

Don't make my mistakes, past-me!
>>
>>144961037
i designated the entire map for plant gathering
did i do gud future me?
>>
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comfy HD library.png
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Finally finished up my library's first floor with some nice statues.

There are two floors above: the "ground" floor, which isn't actually level with the surface, but rather with the underground street, and the second floor. The ground floor has the entrance and the chests containing writing material, and the second floor has some nice windows overlooking the street.
>>
>>144961005
HFS and player exhaustion.
>>
>>144961005
The learning curve is in figuring out what to do with the sandbox of potential and tools you have/can obtain, and the utter lack of direction or goals or whatnot beyond "keep your little dudes alive as long as you can, and if you fuck up, fuck up gloriously" which so many games provide as a framework.

The framework in fortress mode is the edges of your embark, the mechanics of the game, the sky, and the Fun down below.
>>
>>144961251
So no real goal or win condition?
Just get your dwarfs to the point that they are not starving and sit back and watch?
>>
>>144961192
Indeed, and start growing a beard earlier, it turns out well.
>>
>>144961465
More or less.

Saying you aren't interested in a game that eventually runs out of contents a bit odd though. Yeah you'll eventually run out of things to do for a particular fortress but that will be in 10-15 hours and you can start a new one. There is a variety of embark types that change up how you handle things. There is adventure mode which is like the traditional game but you play as a Dwarf and often leave the quiet (or not so quiet depending on embark location) fortress life to have an adventure.
>>
File: Selection_009.png (22KB, 1243x368px) Image search: [Google]
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I feel like my dwarves might embark here because they got tricked.
>>
>>144961717
>Saying you aren't interested in a game that eventually runs out of contents a bit odd though. Yeah you'll eventually run out of things to do for a particular fortress but that will be in 10-15 hours and you can start a new one.

I have played a lot of games with a similar concept. They are usually fun/challenging for an hour or so, then you quickly hit the point where you can't lose unless you intentionally fuck up, usually before you even get halfway through the content, and the game just becomes incredibly dull.

Since DF seems like it would be a lot more costly time wise, I'm a bit apprehensive about spending all that time, just for an hour or so of fun.
>>
>>144962248
ites not very hard to "beat" dwarf fortress if thats what you're looking for. Just dig yourself in and farm and literally nothing can kill you as long as your fort is blocked off. Traps are also super strong for defense, and a properly trained dwarven army is pretty much invincible.

Dwarf fortress is a game of storytelling. Stuff happens, a lot of stuff can happen, if you stick with a fort passed the initial start its highly, highly unlikely you will have even close to the same game twice. The comic where the guys is fighting a bunch of hard bosses for fun and then dwarf fortress is like "THE HARDEST THING EVER" is highly misleading.
>>
>>144962248
Part of the fun is seeing if you can recover from Fun.

That's why Doomforests is my favorite community fort now. The shit where Taupe had everydorf being thrown at a forgotten beast, all but 11 dead, finally killed it... and then another forgotten beast runs up stairs and kills 7 of them... but doesn't QUITE kill off the fort yet, and then they managed to get it back up and running afterwards. That shit is fun. It's a lot of the fun of playing without dfhack, no safety net.
>>
Alright I guess I will give it a shot. Thanks anons.
>>
>>144962248
>They are usually fun/challenging for an hour or so, then you quickly hit the point where you can't lose unless you intentionally fuck up, usually before you even get halfway through the content, and the game just becomes incredibly dull.
Sounds like DF alright, if you play it like that.

However, there is just more complexity to DF: a whole world gets generated with its own history, and you can interact with the world not only in the "city sim" mode, but you can read about the history, and play an adventurer.

As long as you use the city sim as a tool (along with the other modes) to reach world spanning goals (rekindling a dying civilization, getting rid of a demon king, revenge for an old AI fortress that fell to a forgotten beast), it takes quite a while longer until you're bored.

It's also less boring if you're interested in designing fortresses, architecture, or trap engineering.


But again, if you really limit yourself to the city sim aspect, you'll get bored quite soon.
>>
Do leader ethics impact the ethics of the civilization at all?
>>
>want to become the greatest tailors in all the land
>settle on evil forest hoping for silver barb
>hoping for giant cave spiders so I can weave the finest fabrics
>it starts raining
>ITS RAINING GOBLIN BLOOD

Guys, armok just gave me the most metal fort I can possibly imagine. I'm not stoping this fort until the last dwarf is dead.

LONG LIVE MOMUZODAD!, "Cryptfeast"
>>
>>144967823
Good name.

Good luck.
>>
>>144967823
That's always fun, only thing I like more is pretty ooze/slimes in a nice blue or purple all over everything, better yet both!
>>
Requesting new thread due to the image limit.
>>
Wow, finally after all the summits I've done, all the screenshots I've taken of them with the same naming, just now I got the first "ConfusingCinder.png already exists, are you sure you want to replace it?" since I've been collecting them. I've got TONS of these shots too.
>>
>>144899503
Well but is the Troll, dead yet?
>>
>>144969198
Make one yourself. I give you permission.
>>
>>144882431
>Still, in the only moment I heard him speak with anything like bitterness, Tarn called Minecraft a “depressing distillation of our own stuff.” He paused, adding more magnanimously that the game “has its own things going for it.” The problem, he concluded, “isn’t with Minecraft so much as it’s with society.”
- The Tragedy of Dwarf Fortress

Yeah, he's probably a bit bitter towards it.
>>
>>144922458
Nobody else with the sending in advisors to you.

If the goblins destroyed other dorf kingdoms, then their ransacked halls=adventurer goblin dungeon to explore, classic as anything.
>>
>>144969502
>If the goblins destroyed other dorf kingdoms, then their ransacked halls=adventurer goblin dungeon to explore, classic as anything.
This.

In conquered dorf forts, the goblins actually hang out underground, rather than on the watchtowers.
>>
>>144961005
I have never had a Fortress last to the end where Announcer Voice says 'the siege is broken.' fer instance.

I have never breached a cavern under a Fortress, fer instance, though by no means does doing so mean that you have landed on a plateau of equilibriumus.

I had enough trouble keeping fortresses alive that I have turned evil difficulty down, and one part of a consequence is that I have never seen a Troll. I haven't had a FB Announcement. I cannot have won if I do not kill a Troll.

These are three player accomplishments absent.
>>
>>144970807
>>144970807
>>144970807
>>144970807
>>144970807

new bread
>>
>>144890847
>Goldwealthy
I knew it. It's always the jews.
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