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/dfg/- Dwarf Fortress General

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Last Thread: >>145350209

>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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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

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

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

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

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

>This pasta:
http://pastebin.com/iAduXzjn

Strike the earth!
>>
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>capture numerous undesirables in cage traps
>put them all in one room
>round up less than desirable pets and pasture them in same room
>seal room
>open cages
>once undesirables are done killing pets and each other, send in military to finish off any survivors
This is going to be great.
>>
How do you get an active squad to get to a burrow? Whenever I tell my militia to go to a certain burrow, they change back into their civilian roles
>>
>>145649052
Defend burrow orders.
>>
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>cyclops steps into weapon trap
>gets gelded among various other injuries
>>
>>145650398
Kinda wish adventure mode injuries were more complex desu
>>
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>>145650489
>complex injuries
>tfw the pile of assorted goblin chunks littering my camp isn't complex enough
>>
In adventure mode can you travel across the world?

I wana play both modes at one point, would it hurt my fortress game if I generate the world according to what the wiki's recommended settings for adventure mode?
>>
FUCK I have a vampire. How do I root him out
>>
>>145651471
Yes. No, not much. If you want more details look at the difference between the recommended settings and research what they do (or pick a compromise).
>>
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>>145651471
>In adventure mode can you travel across the world?
No. NPC adventurers can travel between different sites, but player adventurers are limited to the site where they started.

It's a planned feature, though. According to Toady, the dev, we might be able to travel between different sites in adv mode as soon as in 2018.
>>
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>>145651762
Ok, so seriously, what is the point of generating this massive world, with millions of history and events, if you are stuck in a tiny corner of it, unable to access or even be effected by anything not within you're immediate vicinity?
>>
Do humans sell Cotton? Just got my 2nd human caravan in a row with no Cotton
>>
Newb here, is there any reason NOT to use all of your starting points? The default leaves you with some left over and I was wondering if those get used on something else.
>>
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>>145651937
It's just an alpha, have some patience.

Just the last month, Toady said that he had started working on an algorithm that would help generate the landscapes outside the playable sites. When he's done with that(around mid-2017), he can start working on roads and fast travel mechanics. Sometime in the early 2018, we might be able to travel to other sites in adventure mode.

I'm pretty hyped fampai.
>>
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>>145652395
>Game came out 10 years go
>It's just an alpha

I had no idea it was even still in development.
>>
>>145651937
Also
>>145651762
Was rusing you. You can travel in adv mode.
>>
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I am not entirely familiar with the mechanics of taverns yet. Is it possible to set up a tavern area for dancing and serving and instruments and stuff, and another tavern area that's a booze stockpile plus a few chests for steins, and no one goes there except the tavernkeeper?
>>
>assign wheelbarrow to stockpile
>it ONLY uses wheelbarrows from that point
what the fuck? So the 40 idle dwarves wont help carry wood because there isnt 40 spare wheelbarrows lying around?

Would be faster to just not use wheelbarrows at all
>>
>>145651660
Is he 1100 years old? well then easy bro, if not, its the most OP dwarf
>>
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>>145651660
Could you have a fort full of vampire dwarfs or would it ultimately end in fun?
>>
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>>145651937
Yeah, they're trollan like a dark fortress on shearing day.

The biggest difference between a regular fort world gen and an adventurer one is stuff like bogeymen, you either feel like dealing with them or they're just annoyances so you disable them.

That and stuff that might be awesome in a fort isn't as fascinating when you're hoofing it around, and vice versa... though running around on the ground lets you find amazing sites, which yes, some will point out you can learn to recognize from the embark screen, but there are still details which don't show up there like this thing.

26 z deep, dual facing waterfalls, north one drops the whole way, south one is about 10 z from the bottom, natural zig-zag river canyon begging to have a chunk turned into an isolated fortress, and of course, writhing evil grass, purple trees, and kobold blood rain!
>>
>>145654230
you can but the vampires need to drink blood to stay productive. just like dwarfs need booze. other than that there are not much downsides. theyre stronger and dont die of old age
>>
>>145654581
Won't vampire hammerers attack other dorfs for drinking blood?
>>
>>145654581
>just like dwarfs need booze
Vampire dorfs need booze too, and unless the implementation of taverns changed how this worked, they WON'T drink any due to not being thirsty for anything but blood. This means that vamp dorfs will soon become really unproductive, making a vamp fort a really bad idea.
>>
>>145654849
I mean, it's a curse for a reason.
>>
>>145654749
>man-thinking.jpg
>>
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THIS CAN ONLY END WELL
>>
>>145653106
is this b8
>>
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>>145654849
Nah, tavern keepers will give anybody a mug so long as they aren't already drowning in their own vomit.
>>
Hey guys, just wondering why Dwarf therapist is out of date, was going to learn how to play with it, does it affect the game is it's out of date. I would obviously like to play the game with all the new shiney bits.
>>
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>>145655396
What a difference 100 years makes.

Doing an experiment to see if I can get the gobbos to cluster in the middle interestingly. So far so good.
>>145656116
Pretty sure you can update the memory addresses manually if they aren't already updated, and you can use the pre-release dfhack with dwarf manipulator which I prefer to therapist anyways.
>>
>>145655396
That world is beautiful. Care to paste your world-gen.text?
>>
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Can dwarves use shields with spears or are spears 2 hand weapons?

Same question for warhammers.
>>
>>145656519
It's funny because I was getting frustrated with the pretty swoopy curves that PW makes naturally and painted in some of the glacier/evil sections in the middle like a little kid with mspaint and it turned out pretty neat.

http://pastebin.com/TEF9NUVf

Note: this world has the hell layer turned off, enable it if you want candy and such.

I disabled it to play with the weirdness where approaching a volcano from the northwest on foot makes the obsidian/magma disappear if there is a magma sea but no hell.
>>
>>145656465
>re-release dfhack with dwarf manipulator which I prefer to therapist anyways.

wot
>>
>>145653080
No, tavern zoning isn't that precise. The game does look for the largest unobstructed continuous area in the tavern to determine where the dance floor is, but aside from that you can't really control areas that dwarves have access to, aside from getting autistic with your burrow assignments (which doesn't always work with needs based jobs).
>>
>>145656931
You painted glaciers / evil areas?
When I've messed with PW it seemed that the only painting that would stick is the elevation stuff. You mean I can actually paint on the temperature / savagery tabs and have it work? What about if I add a noise map to that afterwards?

Also how do you paint evil regions?

Thanks for the file, but I figured I was going to have to delve into weighted values wizardry in order to get that sort of effect.
>>
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>tfw captured a giant cave spider
Someone give me a foolproof plan for a silk farm that will work with a domesticated GCS. I tried the one on the wiki and it didn't work for shit.
>>
>>145657090

>pre-release dfhack
A fact
> with dwarf manipulator
A fact
>which I prefer to therapist anyways.
An opinion

Problem?
>>
>>145657201
Evil is using the squares counts, I had to fuck around a lot to get the rest to work right, make sure you turn off all the rejection parameters and shit like poles when playing with it, and painting sadly overrides noise maps, but it still looks neat.
>>
Is there a way to search for specific names when spreading rumours?
The filter only works with certain keywords.
>>
>>145656809
use wiki
>>
>>145657092
What if I set up my booze stockpile to have a lot of pillars in it, thus making it a series of very tiny unobstructed continuous areas? Will that keep all the visitors out?
>>
Do zombies ressurect even if I cut their heads/necks? I've being going at it but they never seem to stop coming.
>>
>>145657643
All the wiki says is:
>All dwarves can equip spears, but some must use two hands.
What does that mean?
Depending on how strong the dwarf is determines if they can 1 hand it?
>>
>>145657717
No, it'll just keep them from dancing there.
>>
>>145657903
It goes by size, not strength. There's a chart on the weapons page that tells you the percentage of dwarves that will need to two-hand any given weapon, just based on the staistic spread of dwarf sizes.
>>
>>145657976
Close enough.
>>
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>>145657903
>>145658082
Spears are one handed, no matter what the strength is.
>>
>>145657379

No, I just have no idea what you are talking about.
>>
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Can one dwarf have multiple noble jobs?
Like can my broker also be a bookkeeper and manager?
>>
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What the hell. This is my first serious experience with df zombies, and I'm fucking pissed.
>>
>>145658192
Yep, but once he dies you're fucked
>>
>>145658192
Definitely. I always make my current mayor my baron to save on the number of rooms I have to make.
>>
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>>145657201
>>145657410
I forgot that I did put some of the weighted value stuff in but I don't know what if anything it does with PW maps in place.

Still wish I knew how to undo a painted section.

Finally decided to finish the world-gen, ate breakfast and it was only at 360~ something, fuck it, this is high enough.

>>145657529
Not yet, with dfhack there's a script that was posted in the dfhack subforum which streamlines the rumors screen and adds "slew" as a keyword.

You can also tell stories about the person/creature, or as you more than likely don't know enough about THEM, the site where you killed them/it. Do this with a big crowd and introduce yourself afterwards it spreads fame really fast.
>>
>>145658230
Necromancers inside are resurrecting them, fight them around the corner out of sight of the necros or that will keep happening.
>>
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>10000+ quarry bush leaves
>just under 6000 meat
>some other non-brewable plants to cook
>2750+ plump helmets
>100ish brewable plants
>some honey I've been collecting
Boy, I sure hope my brewers and cooks like overtime pay.
>>
>>145658590
>forget to not allow tallow in cooking
>all those masterwork dog tallow roasts masterfully minced with dog tallow
>>
>>145659264
>eating dogs
You monster.
>>
>>145658464
Yes, I had heard about that. So I headed inside, and to my surprise there were 5 necromancers. Decapitated 3, but the last two got me. Fuck this, I was so close.
>>
>game keeps crashing while i try to place cage traps
please, i just want giant cardinals to fill my nestboxes
>>
>>145658367
How hard could it be to turn the filter into a search box?
Weird.
>>
>>145658167
There's an alpha release of DFHack on their github. Search last thread for it. Manipulator is a plugin which basically does what therapist does but it is integrated into the game.
>>
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Last heroic stand.
>>
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I'm trying to come up with a simple and standardised(and hopefully scriptable) gimp technique for making pretty maps.

I want them to have the early modern sea chart feel to them.

This one was made purely from the information in the detailed hydrosphere map.
>>
is there a "creative mode" (or plugin) in DF?
i want to build some shit for a d&d game and i don't want FUN to get in the way
>>
>>145660083
What kind of shit are we talking about here? Because depending on what kind of shit you want, you might actually want FUN to happen.
>>
>>145660083
You can turn sieges off, if that's what you mean. It won't be necessary though, since the entire fort mode is creative mode at the moment.

That will probably begin to change now that siegers begin to wear full armors, and armors wear down.
>>
>>145660195
just maps, basically. i might end up using some 3D renders if i can but that's just bonus stuff

>>145660225
what i'd like is instant building, not having to worry about my dwarves (if there is any on the map) and unlimited materials
>>
>>145660464
>what i'd like is instant building, not having to worry about my dwarves (if there is any on the map) and unlimited materials
I think all of those things, except perhaps the one about not worrying about dwarves, are possible with the help of DFHack scripts.

Although, what you describe sounds like minecraft.
>>
>>145660464
Give regular fort mode a try. Toady's original intention is for it to be a means of generating awesome ruins and dungeons to explore, and to my understanding it's still pretty good at it.
>>
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>captured and tamed 5 cave crocodiles after having lost many to forgotten beasts
>4 males, 1 female
Optimal croc farming conditions these are not.
>>
>>145661025
>embark on map
>put some traps
>a year later they are all full with elephants
>elephants keep getting trapped for the next 10 years
>war train about half of them
Those poor gobbos, haven't got a titan come yet though, can elephants manage?
>>
>>145661174
Depends on the titan. If it's made of flesh or water or some other wimpy shit they can rip it up just fine, but if it's made of a rock, gem or metal they can only be brought down by metal weaponry, cave-ins or magma (and not always magma).
>>
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2 cat lmao
>>
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>>145659520
I was talking about that last thread, it's easy once we've figured out the structures and set up hooks to just grab the data out of various tables and use a purpose built search function. Integrating one into the game, especially the way Toady tends to do things ("I'm gonna add minecarts, whoops here's physics and inertia", "I'm gonna add music, whoops here's a knowledge tree", "I'm gonna add in a way for adventurers to build campsites, whoops here's a native version of workflow") is a bit trickier.

Making the filter itself into one with a script is basically what that rumors script does.
>>
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Rate my build.
>>
>>145659681
>sites and roads are visible on the map
I just came anon.
>>
>get a pair of GCS
>build them nest boxes
>the female gives live birth to twins
Well fuck me, now I need to know if female GCS have breasts...
>>
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>>145662742
>mfw this actually happened to me on this very fort when different migrants waves brought some female cats and one male cat, but I was able to nip the problem in the bud by butchering the first batch of kittens immediately and having the sole male cat gelded
>mfw when applied the same solution when unwanted cavy pups started showing up
Thank you, oh great Toady, for giving us the ability to neuter pets.
>>
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>>145663003
Anon, it's a spider. It doesn't even have nipples, let alone breasts.
>>
>>145662742
>>145662792
>>145663339
New player here.
Is this just a meme, or an actual problem?
Should I slaughter my cat?
>>
>>145663527
Nah, just make sure that you geld any males that you find.
>>
>>145663527
It will become a problem, 2cat is a good choice early on to get a nice population, but you must control the population of cats.
>>
>>145663498
It's a giant spider that gives live birth I need to know.
>>
>>145663727
Why on earth would it have breasts, you fucking furry?
>>
>>145663818
Because they have two fucking eyes and give live birth.
>>
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>>145663727
>>145663818
Reminder.
>>
>>145664232
So do several species of real life snakes, and they don't breasts. On top of that, Toady hasn't worked out the mechanics for egg laying in the style of anything other than birds and reptiles, so invertebrates, fish and amphibians do and will give live birth as a fucking placeholder mechanic until he does implement more advanced egg laying mechanics. There is no reason whatsoever to think that GCS would have breasts unless you've been reading too much /d/ material.
>>
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>First time playing
>Following the quickstart guide

So, I thought I embarked closed to a river, turns out my wagon is on the side of a mountain 5 z levels up. Should I climb down to the river or can I set up camp here and just make my farmers have to climb whenever they need to water crops?
>>
>>145664850
You can set camp wherever you want in your embark zone. Just try to make it efficient.
>>
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>have had a male giant leopard for years
>finally caught a female giant leopard
>can now begin Operation: Breed Giant War Leopards
>>
>>145665876
>for years

lol his dick might not get hard at this point leopards dont breed late into their life IIRC
>>
>>145663727
Flip it upside down and check?

>>145664850
I appreciate your intuition there, but they don't need water yet, way back in the 2d era you needed the yearly cavern river floods for farming, Toady hasn't put something like it back in yet.
>>
>>145666106
I couldn't have had him for more than 5 years now, so he'll be good. Still, I wouldn't mind some more giant leopards coming along.
>>
>>145666220
slim chance at this point anon :(
>>
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>>145666287
>implying animals in DF can't breed up until the day they turn over and croak
And it'll be a while before Toady gets around to fixing that.
>>
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>>145666106
>>145666287
>>
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Yes please thank you put my civ in the middle of fucking Mordor that's exactly what I wanted.
>>
>>145666812
What are your worldgen settings?
>>
>>145666881
How can I find them in text form or whatev? Using Genesis mod btw.
>>
>>145663639
(different guy here) from what point does it become an issue? i have a couple of cats guarding my stockpiles and everything is going fine so far
>>
>>145667098
I usually stop at 8 cats, When I don't pay attention I start lagging at 20-30, though that may just be from other lag sources.
>>
>>145658165
Incorrect.
http://dwarffortresswiki.org/index.php/DF2014:Weapon#Size
>>
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I modded my game to give insects breasts that can spit milk like spit from the mouth in vanilla.
It was originally purely for realism's sake, but somehow I've been getting more aroused.

I'm playing a mantis woman right now. It's quite an erotic experience, especially lactating onto and then biting the heads off of males.
>>
>>145648084
>>Starter Pack
>>(Out of Date)
the last time it was up to date i was still a virgin
>>
>>145667098
Cats aren't any more of a problem than any other animal in terms of their reproductive capacity or their fps hit. They're unique in that they can spontaneously become the pets of any dwarves with a preference for cats, without you designating them as available for adoption. This means that if you decide you don't want so many cats around one day, you might have to hurt a dwarf's feelings to make that happen, whereas if you decide you don't want so many sheep around there's no consequence to a mass slaughter.
>>
>>145668037
>purely for realism's sake
>>
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>>145668037
>purely for realism's sake
>>
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>>145667003
>Using Genesis mod btw.
Oh.
Never mind
>>
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>>145668037
>purely for realism's sake
>>
How do I make arrowheads for my bolts?
>>
>>145669814
For adventure mode I mean.
>>
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>>145669814
u dont
>>
My embark has HELLA camels.

How do I butcher them after they're in a cage trap? The easy solution is to shove 'em all in a cage, link the cage to a lever and have them slain, but I'd prefer to do so safely at a butcher's shop b/c I don't want the corpses to rot.
>>
Is there any way to change my adventure stats? Wanted to become a necromancer and I forgot the damn reading skill.

>>145670205
You can assign an animal to a pasture to get it out from the cage. From there, just order said animal to be butchered.
>>
>>145670087
heck. So I just have to buy more bolts then?
>>
>>145670437
>Wanted to become a necromancer and I forgot the damn reading skill.
Is that something you can actually do?
How powerful can adventurers become?
>>
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>>145668037
...go on.
>>
>>145670609
Strong enough to kill forgotten beasts with a copper coin.
>>
>>145670609
As to how powerful, not really sure. If you get nice equipment and legendary skill though I think you can be pretty much a demigod.

As to the necromancy, yes, you can go to necromancer towers, get their books, read them, and that supposedly gives you the power to raise the dead, plus not being ever hungry nor thirsty.
>>
>>145670993
>and that supposedly gives you the power to raise the dead
As in, raise 1-2 zombies to fight of you, or as in fortress mode raise an army of undead and go around pillaging fortresses?

either way I'm interested in adventure mode now
>>
>>145661025
Oh hey, finally, another female cave crocodile! Surely, good times are ahead for my fortress.....
>forgotten beast arrives
>kestrel with deadly dust
>dwarves are having trouble so much as scratching it
>it's gushing blood now with a fractured skull and a broken spine, but no it just keeps on going
>>
>>145671483
You can raise as many as you like anon.
>>
>>145671483
Not sure since this was suposed to be the first time I became a necromancer. If it is the same as an adv mode necromancer, you can pretty much resurrect dead parts (corpses, limbs, whatever). So I don't see why there should be a limit.
>>
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>>145671615
>>
>>145671572
>final body count before the thing went down: 11 civilians and 1 militia commander
Maybe it's time I got myself a proper militia.
>>
srsly tho um how do I make arrowheads in adventure mode, if I can at all? I'm using a mod so that might be it.
>>
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>>145668037
LMAO 2 MANTIS' BREASTS
2 MANTIS' BREASTS.
>>
How do I activate/deactivate tracking mode?
>>
Question on scheduling I couldnt figure out from the wiki

I have 10 dwarves in a sqaud. I want 6 to train, and 4 to stand guard at all times. So I set two orders in the schedule allowing that. The ones standing guard starve themselves.
If I set 4 to stand guard, and 4 to train, will that allow them to rotate during the month since two will be off duty?
>>
>>145673119
IIRC 't' or 'k' with or without either alt or shift.

Checked the adventure mode quick reference page?
>>
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>>145673334
That fixed it, thanks.

On an unrelated note, this happened.
>>
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Newb question, should the entrance to my fort be 1 or 3 tiles wide? The guide is a little confusing on that.
>>
>>145673997
On the long run, dig it as wide as you want. But if you're starting, you need to at least make it three tiles wide so the merchants' caravan can get through. From the depot on, make it 1 tile if you want, and put traps.
>>
>>145673997
Link to passage in guide please.

As for an answer, you should think about why your entrance should be either 1 or 3 tiles wide.

Does it need to be 3 tiles wide? Is there anything that 1 or 2 tiles is not enough for?
>a lot of traffic, or wagons moving to your trade depot

So if your trade depot lies beyond your entrance, you need a 3 tile wide access at least up to the trade depot.

If you have a lot of traffic coming through your entrance it doesn't hurt either. For example stockpiles and workshops below with food gathering, farming, etc on the surface.

Most likely though the only hard requirement in your case is access to the trade depot.
Anything else is a matter of taste.
>>
>>145674262
Thanks I think I get it.

>>145674315
>As for an answer, you should think about why your entrance should be either 1 or 3 tiles wide.
I just struck the earth, I don't know the reasoning behind anything the guide says. Im hoping to figure it out eventually.

>Most likely though the only hard requirement in your case is access to the trade depot.
That's all I was worried about, making it to small/big and suddenly the fort won't work.
>>
what does it mean when a dark fortress is grey instead of purple?
there are still goblins around, so it's not a ruin
>>
>>145675094
Secondary fort, not one started by a demon.
>>
>>145675185
so no point in going in then?
ah well, I'm already there, so might stick around a bit
>>
Chance of a vampire being less than 50? I hjave somebody in my fort with 40 kills and only 35 years old
>>
When they say things like 3x3,5x5, exc. should I leave a 1 tile gap for a door between the room and the hallway or is that wasteful?
>>
What music do you listen to when doing combat? I personally play jesus metal.

https://www.youtube.com/watch?v=Xgs6gT0axfc&list=PL4F2D1DFE8A44B2ED&index=1

I'm not even christian or anything, this just does it for me.
>>
>>145675587
I normally just have a podcast on or something similar.
>>
>>145675502
Vampires use stolen identity, age can be false as well. Check number of relations, if its abnormally high, he should be blood sucker.
>>
>>145675587
https://www.youtube.com/watch?v=sV_Cagi25O8
>>
>>145675587
https://www.youtube.com/watch?v=XfR9iY5y94s
>>
Soooo if you mined to much, is there way to put the stone back?
>>
>>145676454
Ah, one of the first problems I had with the game. As far as I know, no: you'll have to keep looking at that ugly mistake you made.

Maybe I'm wrong though and dfhack can do something about it...
>>
>>145676454
Yes.

Just use the stone you mined out to build a wall where the old rock wall was.
>>
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>>145676581
> As far as I know, no: you'll have to keep looking at that ugly mistake you made.

This game needed to come with an OCD warning.
>>
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>fort has stupidly high amounts of food
>so much that it's becoming a hassle
>also 200 dwarves, so it's running slow
>no iron, no gold
>not fun anymore
Well, I'm going to go run around in adventure mode until I get bored of it, then edit the raws so that farming isn't so insanely OP and generate a new world for a new fort.
>>
>>145676994
you can sell food, you know?
one of my barrels was worth 6k
>>
>found my vampire
>built a room to seal him in
>begin to seal the entrance
>literally one turn before the wall is complete one of my farmers run in the room
>gets trapped with the vampire
for the love of Armok why
>>
I retired my fort just to see what would happen, and I don't see any option to get it back. It's not in the (R)eclamation list. Did I do something wrong?
>>
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Is it normal for this many animals to be in a town and how can I fix it.
>>
>>145678325
Let there be a final solution to the issue.
>>
>>145678325
You know what to do.
>create demigod adventure
>train it to godlike skills
>go there and exterminate all the animals

problem solved
>>
>>145678039
Oh it goes by dwarf name, not english.
>>
Trying to make a fortress in a volcano glacier, it keeps crashing after about 30 minutes. What do?
>>
>>145678528
It kills my framerate tho. Can't I just edit the raws so they don't have pets or something and then generate a new world?
>>
>>145678706
Could I remove their ability to be animal trainers but keep animal caretaker profession, and they would have like cows and stuff but no beasts of war?
>>
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and remeber kids
regularly take breaks
>>
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>site has clay
>it's ordinary clay, not the more valuable fire clay which doesn't need to be glazed to make liquid storage
I guess I should just be happy that I have sand on the map too, but Armok damn it all, it never stops being disappointing.
>>
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>>145681235
>site has kaolinite, fire clay, sand and rock crystals
>>
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>>145681375
But does it have iron, flux stone and a source of fuel too?
>>
>Travel to necro tower in adventure mode
>Companion gets slaughtered by corpse army
>Start hacking heads off by aiming at every neck
>Get to the entrance
>"dwarf neck shudders and begins to move"
>army of unkillable blood thirsty necks chasing me

Send help
>>
>>145681489
It also has platinum, gypsum and traces of aluminium
There's also a volcano
>>
>>145681530
You're supposed to pulp their heads.
>>
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>>145681621
>anon has found the one perfect site
>>
>>145681763
And if you dig a bit near the sea on the site you find bauxite deposits with ruby and sapphire clusters, each with a star variant inside
>>
>tfw I have never gotten a metal industry going
when will huamns be playable so I can just export crops and import my weapons without feeling bad
>>
>>145681991
>never gotten a metal industry going

Start small, it's possible to have a single metalcrafter at work for the first trade caravan. If you want to start fast, bring coal.
>>
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>>145681891
Well, it can't be ultimately perfect, since there are several mutually exclusive traits in any given embark that ultimately come down to a matter of taste (biome and local wildlife, presence of friendly neighbors, presence of unfriendly neighbors, etc). However perfect it is for you, there must be something in it that someone else may view as a small flaw.

(also just found some rock crystals, so that's a pleasant surprise)
>>
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Never checked the export agreement for kobolds before. I laughed.
>>
>>145682779
There was a problem with the embark, there were 3 gobbo civs in range and my civ decided it would be great to go to war with all the elves, there was also no fresh water.
>>
>>145675504
However you like.
>>
Taverns sounded cool but I feel like making one was a mistake, this is so much worse than the old meeting hall parties, now it takes forever to get my miners to do anything because they're all getting drunk and socializing with the goblin bard instead of working when I actually need something dug out

Are temples and libraries worth making? They don't sound as interesting
>>
>>145681530
Best way to clear those towers is to do it very slowly, go a step into the tower, get some zombies following you, lead them out of the tower and out of the necromancers' range, kill them, pick them up and throw them behind the tower

It can take a while but it's the most surefire way to do it
>>
How do I make my militia automatically attack fuckers that just walk into my fort? Not the attack order, but just killing the animal on sight. Badger people are coming in and grabbing shit like they own the place.
>>
>>145683967
Just station them in the entrance and keep them on alert and they should attack intruders they see
>>
>>145683671
If one of your dwarves' job is "socialize" in green, then they're socializing because you haven't given them work to do. The job is only uninterruptable when it's purple, which only happen when the dwarf's need to perform that activity has been neglected for a very long time. Incidentally, it takes a lot longer for a purple needs job to come up than it would have taken for an "on break" job to come up in the earlier system. So, you're either getting more work out of your dwarves than you would have previously (if the jobs are purple), or you're doing a poor job of giving them work to do (if the jobs are green).
And yes, temples and libraries are both worth making, as nearly every dwarf has a piety-related need and many have needs related to abstract thought or reflection.
>>
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Are dwarfs random every embark?
I keep reloading and it seems like I always have dwarves with the same skillset.
>>
>>145685346
prepare carefully
>>
Is it hypothetically possible for my character to die of old age in adventure mode?
>>
Will low civilizations high sites result in large empires or will it just make a bunch of abandoned sites?
>>
>>145686817
Depends.
Beasts can easily wipe out civilizations before they even have a chance to expand.
>>
>>145685346
If you select play now, the game has a default skill profile that it assigns among dwarves. It doesn't check for aptitudes or anything like that, it just randomly gens 7 dwarves and then goes down the list assigning the skills in order. If you want dwarves with a different skillset, see >>145685771.
>>
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>everyone died of thirst because I wanted to wait until the mechanic and mason had cleared all the rocks before I started making booze and stuff
What a stupid, noob mistake for me to make. Time for a reclaim. Will my bridge still be working?
>>
>>145686817
>>145687030
You might need to edit the raws to increase the population cap of individual civs.
>>
>Assign vampire to a pit and throw a troll and a flock of elk birds down there
>Assign him to his own squad and make him wrestle them all
>After he punches them all to death with his bare hands he decides he's had enough and climbs straight up through the hole in the ceiling above him

What should I do with this persistent fucker? I'm making his pit a level deeper and throwing a table and chair in there so he can bookkeep when he isn't fighting wildlife my dwarves throw in to him
>>
>>145687460
Good idea, I want big LotR empires, not 80 tiny nation states.
>>
Is there a faster way to assign militia to defend burrows than schedules?
>>
>>145688229
Can't you jus assign them to it via the military screen? It was ages ago I placed mine in burrows. Just having them train near the entrance and then throwing them at any invader works good enough.
>>
>volcanoes will never erupt
>>
>>145687460
>>145687741
Individual civs don't have population caps in the raws.
>>
What exactly is legend mode for?
It looks like an incomprehensible text wall to me.

Is there some way you could watch other civs grow/siege/battle/whatever?
>>
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Soooooo what exactly are rivers used for?

Because the guide only says to start by one, but never actually uses it, or addresses it.
>>
>>145691098
It's the complete history of the world you created. Unless you toggle an option in advanced worldgen to hide events that you haven't personally discovered during gameplay.
http://dwarffortresswiki.org/index.php/DF2014:Legends
>>
>>145691548
Water.
>>
>>145691548
A source of water is useful for hospitals and an emergency drink supply, but you really don't necessarily NEED one if you bring a lot of drinks on embark, get a brewing industry set up asap, and you'll probably be able to dig down and find an underground lake by the time you need a well
>>
>>145691548
It may sound stupid, but because of the water. For beginers, you don't need to actively do anything. But if you didn't have it your dwarfs would just die from dehydration in case you ran out of alcohol.
>>
>>145691548
>why have humans settled close to fresh, moving water throughout all their history?
>what are fresh water and marine resources used for?
Is this what "civilisation" does to human reasoning?
>>
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>>145691827
>>145691843
>>145691884
>Drinking Water
>>
I am about to start playing DF. Any stuff that I should know to make it easier to inject myself with this autism?
>>
>>145692984
Losing is fun.
>>
>>145692984
The wiki page for starting. Really. It's how I started and it was quite wonderful. It won't tell you by far all the fun stuff to do, but it will tell you the very basics to survive.
>>
>>145692984
2 cats. LMFAO xdddd
>>
>>145692760
>letting your babies and injured dwarves die
>>
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How long will this Kitfox episode last?
>>
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>>145692984
What made you decide to try autism in it's purest form?
>>
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>expand my foreign quarter because I have 15 human residents and 8 bedrooms for them

>>>>>3 instant petitions to reside in my fortress

ok it may be time to breach the volcano.
>>
>>145693435
I have 10000 hours of Dota 2. I just wanted to have some other form of autism where I don't need to micromanage Russian children when I don't have the energy to do so.
>>
>>145693509
You're allowed to refuse petitions, you know.
>>
>>145693596
Losing is fun
The interface is from outer space
The wiki is your friend
The difficulty is based on how much you cheese
>>
>>145693596
>I just wanted to have some other form of autism where I don't need to micromanage Russian children when I don't have the energy to do so.
>micromanaging Russian children
Well buddy, you just described Dwarf Fortress better then anyone else could.
>>
>>145693596
>where I don't need to micromanage Russian children when I don't have the energy to do so

I've got bad new for you anon...
>>
>>145693705
I have a problem saying no
>>
>>145693315
>Cleaning wounds with water instead of beer
>letting your babies drink water instead of beer
>>
>>145693887
Maybe if you ignore the petitions the petitioners will get tired of waiting and leave. It's like saying no, but in a passive-aggressive bitchy way that lets you avoid confrontation with the literal pixels you don't want to offend.
>>
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i'm not going to say no to a 300k bed but that sounds terribly uncomfortable in every way
>>
What the fuck is the point of elven trader? These little faggots dont even have anything
>>
>>145694335
Exotic animals

They should also sell seeds/cloth/drinks but it's bugged
>>
>>145693423
>Kitfox episode
Anon...
>>
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>>145691098
Adventurer mode?

>>145688893
O rly?

I embarked on this fucker, it had magma down below the top of the tube so I thought "cool, I can just build floors and slap some magma forges right out in the volcano" and then while I'm designating exploratory mining further down I see "soandso cancels building" spam and zoom up to it to find... the magma is no longer at the level where I punched a hole in the tube to build my forges... and in fact is starting to spill over the side and down into my entryway.

MOST times a volcano will never erupt, but I've seen it at least once, and still have no idea how to make it happen again.
>>
>>145691548
source of water (for hospitals) AND water current, used for wheels and shit to power machines
>>
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>>145694697
Didn't you know. anon?
>>
>>145694335
if i remember well, elves can tame ANYTHING
so yeah, that's a thing
>>
>>145695000
>implying he isn't fugging her
>>
>>145695351
All the Sarkeesian memes aside, I honestly think the Moon Hunters game seems pretty interesting. Like most mainstream indie games today, it suffers from awful aesthetics, but despite that, I think it looks pretty fun.
>>
What should I build once I get metal going
>>
How do you draft mercenaries from a tavern into a squad? Do they have to petition for residency first?
>>
>>145694796
Alright smartie pants

I want volcanoes that will transition from a stable state to an active state and in this active state eject magma outwards. Then I want them to return to a stable or dormant state.
>>
>>145694796
That's not an eruption, that's an unintended terrain generation bug.

Regardless, Toady mentioned that he wants to improve terrain generation with stuff like plate tectonics so maybe we'll get volcanic eruptions at some point.
>>
>>145695726
They will petition and if you accept them you can put them in human wave squads.
>>
Hypothetically if I generated a world that was almost entirely desert and badlands how would I go about surviving it in adventure mode? Could I drink blood or something?
>>
>>145695813
>>145695894
I still haven't been able to reproduce it either, I remember the site was on the edge of a glacier but I didn't know as much about world-gen as I do now so I was mostly just in "uh, I didn't know they did that" mode.

>>145696656
Assuming it's not superscorching you'll be able to find SOME water and then you can keep refilling your skin from a puddle when you dump it out if need be.
>>
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>>145696656
I mean I guess. Also pic related, is world.
>>
>>145695097
Not anything. They can't tame [EVIL] creatures or cavern creatures.
>>
>>145697121
heckk wrong reply

>>145696935
>>
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>I don't like when people abuse z-levels
>>
How do I take a pile of bodies from outside, and bring them to my atom smasher inside? I already have dwarves set gather from outside, corpses designated to be dumped, and they arent forbidden
>>
>>145687671
Put him in a room with a table and chair and lock the door. Set him to be your bookkeeper/manager or something.
Vampires may suck your dwarves empty of blood, but they still respect social boundaries and will not force their way through locked doors.
>>
>>145698792
That's basically what I did except I sealed him in a 2-level-deep pit instead of a locked room, and I'm going to keep throwing whatever animals I can't tame down there until it gets so crowded that they all start fighting each other, then watch the brawl unfold

In the meantime he's doing a good job of bookkeeping and doesn't seem to mind his troll and gorlak roommates
>>
Why won't my dwarves use the instruments I made, or move them to the temple? The temple has a few chests and an assigned performer but the instruments just sit in the goods stockpile
>>
>human traders show up
>I havent set up bridges across the river after my terraforming
>they decide to cross anyways
>half of them drown
am I going to get blamed for this
>>
>>145702742
You bet your ass you will.
>>
Ok so, I started a new embark, and 10min into it 6 out of 7 of my dwarves decided to just not work even though they are assigned jobs which have designations, etc.

I've had many forts and this has never happened. Any advice as to what may I be doing wrong/is wrong?
>>
>>145704456
These will sound stupid, but did you remember to enable the labors, and to bring the appropriate tools? All I can really think of
>>
>>145704456
Fuck me. I somehow selected marker only. Ignore this stupid post.
>>
>give humans massive amounts of goods
>maybe they will bring me seeds next year
>wave them goodbye happily
>THE DIMETRODEON OF FUCKING UP DIPLOMACY HAS ARRIVED
>Sets the caravan on fire
All I want is cotton holy shit
>>
>>145705903
AAAAAAAAHHHH I LOWERED MY DRAWBRIDGE TO LET IN THE KITTENS AND IT STOPPED ATTACKING THE HUMANS HELP
>>
>>145706130
There is such a thing as "acceptable losses."
You fucked up. Shoulda let the kittens burn.
>>
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>>145705903
>>145706130

Armok please
>>
>>145648084
the hallways make it look like a giant dorfbuck
>>
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>>145679943
>>
How do you remove ash from the world

As in the entire surface was burnt and every tile has ash on it, casuing an early fps death.
If you cant I will just seal the fort and watch them die
>>
>>145705903
>>145706130
>>145706724
This whole thing amuses me, but especially "THE DIMETRODON OF FUCKING UP DIPLOMACY HAS ARRIVED" because for some reason I pictured a dimetrodon in a disheveled suit and tie, still drunk from the party it had with a giant that helped it screw over a major peace treaty between some elves and goblins.

It stumbles in, almost falls over, using a nearby human to steady itself, crushing them in the process, starts to announce itself and then doubles over and literally vomits fire everywhere.

>Urp, oh, sorry about that... fuckin' giants are hardcore drunks
>m'still drunk
>woke up drunk, n'fact
>>
I hope with the myth generator and magic we will get something like creating magic weapons or equipment

not only magic stones, but things like a dragon fire sword
or a mug which turns water into dorf wine

with rituals like grinding down 100 fairies or dipping it in a barrel of unicorn blood for them to be usable
>>
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>>145706724
Since this save is fucked thanks to all the ash, I've locked everybody in the living quarters. Now we wait
>>
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>>145708907
Nevermind, this is faster
>>
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in which rooms do you put statues?
do you know where to put em during designation, or are you just fitting as many as possible later on?

now with temples I find myself not designating any statue gardens anymore

>>145708420
>goblins
>peace
>>
>have 3 axedwarves in full iron
>first siege
>they sit in the barracks training

Oh god how do I make them kill the goblins please help
>>
are stone/wooden weapons even worth bothering with? I always get sieged before I can get my metal industry going
>>
>>145708190
You can't, but ash doesn't cause fps death. If your fps has tanked then something else is causing it.
>>
>>145712098
Press s
>>
My library has five scholars, five scribes, four tables, 16 chairs, like 30 bookcases, and two chests containing quire, but nobody will write anything

What am I doing wrong
>>
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>>145714848
maybe no one has anything interesting to write about.
>>
>>145715230
But my dwarves have been hanging out with peaceful goblins, learning techniques for breeding and taming crundles, working with a vampire in the bureaucracy, and fighting giant forgotten beasts

This place should be a center of culture
>>
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>>145714848
>They asked me if I had a degree in writing
>I told them I had a degree in theoretical writing
>Then they actually gave me the job
>>
Does an un-raised bridge allow water to flow over it?

I'm trying to build a well from the river, and need a way to block the flow off after I'm done filling it up.
>>
There was a forgotten beast killing everything in the deep caves, but it vanished from the unit list

Does this mean it fucked off and it's safe to unseal the caves, or is it just hiding offscreen in an area I haven't explored?
>>
>>145716113
Floodgates exist for that exact purpose
>>
>>145714848
The only ingredient you're missing is time. Your scholars will need a lot of it before they're ready to write something. Lot's of time pondering and researching. Eventually they'll decide to write.
Your scribes are only there to make copies of written works already at your fort. Unless you have books or scrolls already available they won't do anything.
>>
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>a single ash fiend appears near my magma forges
>>
>>145716941
And how did he appear there anon? Because you of course taken all the precautions right? RIGHT?
>>
>>145716113
A bridge will do what you want. So would a door, hatch cover or floodgate. Bridges and floodgates have a 100 tick delay before they respond to a lever or pressure plate. Hatches and doors respond instantly. Bridges are additionally immune to building destroyers. Because of these factors, use a bridge if you need a building destroyer-proof closure, a door if you need immediate response attenuating horizontal flow, or a hatch cover if you need immediate response attenuating vertical flow. There's no reason to use a floodgate, as they suffer all the drawbacks of the other methods and none of the benefits.
>>
>>145716290
I've never seen an FB leave of its own accord. If you have unrevealed space in your caverns then that's probably where it is. Check the missing/dead tab of the units lisas well, in case it got its shit pushed in by a crundle or something.
>>
>>145718416
It's a giant amber quetzal that breathes deadly dust and just completely annihilated an entire pack of rutherers without taking a scratch so unfortunately I don't think it's going to be leaving on its own

I'm finally getting a military going but I'm worried I'd just be sending the entire squad to their deaths against this thing because of its dust
>>
>>145718812
>inorganic flying deadly duster
Dig a cave in trap for it. No need to throw bodies at a murder machine like that.
>>
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>>145708420
>woke up drunk, n'fact
>>
>>145720447
sir, I take offence to that filename and request you change it
>>
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>>145715414
>breeding crundles
>>
>>145720615
They lay eggs pretty quickly

I'm currently waiting for this clutch of 20 crundle eggs to hatch, then once those fuckers grow up my dwarves will be able to just survive off of eggs
>>
>>145721174
>a diet of water, crundle eggs, and misery
>>
>>145721289
This is truly terrifying.
>>
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>>145721174
But anon, why would you breed crundles when you can breed cave crocodiles? They produce more eggs per clutch, they produce more meat and bones when slaughtered, everything they produce is 4 times as valuable as what you get from a crundle, they're a lot harder to kill AND kick a lot more ass than crundles do.
>>
>>145721817
Because I haven't managed to catch any, but I have an entire flock of crundles that wandered into cage traps

I've only seen a cave crocodile once on this fort and it was there when I breached the cave for the first time and didn't have traps yet so it pathed right into my dining room and got beaten to death by my entire fort
>>
>>145721817
unrelated to all this but >more meat and bones when slaughtered

absolutely worthless.

just buy animals or kill wild ones. with all the lag that comes before year 3 its just not remotely worth waiting 2 years for mature cave crocs.
>>
>>145722140
>lag
What sort of old ass machine do you use?
>>
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They finally hatched

What do I do with these
>>
>>145722275
the kind that has 200 dwarves
>>
>>145722334
AAAAAAAAAAAAAAAAAA
>>
>>145722334
wait do they hatch right to adulthood?
>>
>>145722864
Seems like it, there's nothing on their descriptions about being young and my nest boxes are all claimed now
>>
>>145722567
How the fuck do you people manage to lag at such low populations will always be beyond me.
>>
does anyone have a seed for a world where the player's fort is the last bastion of dwarven civilization? I want to see how far I can take such a setup, maybe focus on being a center for learning and fighting good
>>
>>145722074
>Because I haven't managed to catch any, but I have an entire flock of crundles that wandered into cage traps
There's a metaphor that explains why that's such a shit idea, but I can't think of it right now.
>>
Any reason to use wood instead of Clay when building a surface town? Besides aesthetics
>>
>>145723468
Enraging the elves.
>>
>>145723014
go ahead and stream your 200 dwarf no lag fort bro
>>
>>145723283
But this is DF, the game is all about executing stupid ideas to see what happens
>>
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>>145723601
Breeding crundles is just unambitiously stupid though; there's no stupendous payoff if he succeeds, and no crashing defeat if he fails. Either way, he's just bound for mediocrity.
>>
>>145657358
Don't domesticate it. It won't shoot webs at dorfs. Put it in a single square with this layout. Make a dwarf walk in front of it and once it has sprayed just raise the bridge so you can collect the silk. Make sure the door is locked and non pet passable. I use a 7x12 room roughly Works great.
F= fortification
b= bridge
W= wall
*= spooder
f= floor.

bbbbbb
FFFF ffff
W*Dffff
WWWWW
>>
>>145724117
I was thinking of using some cavern creatures as bait instead of dwarves though. Might that work with a domesticated spider?
>>
>>145724385
As long as they're hostile it should work
>>
I haven't played this game for a very long time and just downloaded and started in adventure mode...

why thought that new talk system was a good idea? jeez it is almost unplayable, I just want to get a quest and kill some werebears but it takes like 20 key presses and 3 minutes to just do a conversation.

it is like accessibility of this game is going even worse. I am afraid to try fortress mode at this point.

building a library or an inn with visitors sounds great though. can you actually read books that your dwarves wrote?
>>
>>145724519
>I just want to get a quest and kill some werebears but it takes like 20 key presses and 3 minutes to just do a conversation.
i also just tried adventure mode, and came here to ask if there was a way to fix this.

Why does it just instantly end conversations after every sentence?
Is there some way to fix this?
>>
Will dwarves get upset if they dont get dwarven liquor? If I use surface plants for all my brewing, it will still satisfy them?
>>
>>145725296
Sure it will. They'll even appreciate it because now they have more variety.
>>
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>>145720601
>>
How much do you give your individual dwarves bedrooms?
A cabinet, chest and bed? Just a bed? Droms only?
>>
>>145725767
>not giving every dorf their own bactrian camel
>pleb tier anon
>miasa efels tunnels
>>
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>>145725498
>can't see the pun
maybe it's time I get some sleep
>>
>>145723468
It's more work. If that doesn't bother you, then no.
>>
>>145725767
At best I will give every common dwarf a bed, a cabinet, a chest and a door, but that's only if I have the space for it.
>>
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>Try adventure mode
>Try talking to someone
>Oh wow so many options
>Oh i have to go through the entire thing after every single sentence
>Get sick of this mid conversation
>Murder random farmer
>Tell villagers about it
>"It was inevitable"
>Slaughter the entire group
>One villager runs away, comes back and knocks me out, then murders me.

This would be a lot of fun if the conversation system was just a little better.
>>
>>145726024
>only if I have the space for it
An embark square is 48x48 tiles. At a lower than average map depth of 100z that means 230,400 tiles on a 1x1 embark. How do you imagine you could ever not have room for that.
>>
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so whats up with combat in this game?
I stabbed a dude on the flood in the throat 8 times with a spear and it was only when he passed out from exhaustion did he bleed to death.

Are throat stabs non-lethal on human farmers?
>>
>>145727508
easier to just turn his head into swiss cheese and call it a day.
>>
>>145727508
Bleeding to death takes time. If you had hung around doing other shit for a little while he would've bled out. It doesn't take as long as it seems from the player's perspective, considering that time is frozen until you take another action, though it's still probably too slow in most cases. Heart injuries are even worse than throat injuries on that count. Brain poking is almost always the faster option.
>>
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>Turn off migrant waves for the first time
>"Oh my fort will just grow in population from babies generated"
>6 starting dwarves are female
>"That's fine I'll just wait for the first of two waves"
>First wave has only one more male dwarf
>Terrified that the final wave will be all females
>>
>>145725906
No pun, literally had a case like:
'Knock knock.'
"What?"

It was very amusing, maybe had to be there, but something reminded me of it so I asked her if she remembered it, and she says "What who?" and I ended up hurting my back laughing.

>>145727508
What sort of spear?

The no quality copper one you start with?

An artifact adamantine one?

Well, obviously not the latter, his head would probably come off in that case.

Does kinda make sense though, I'd rather someone jab me in the throat with a pigsticker than run a battle axe or sabre across it.

>>145726932
There are a few convo tree options which will continue their own options, but the main thing is to remember you can just start typing a couple letters and it will pull up the convo option you want faster.

fav > ask a favor
tr > ask about troubles
rec > directions (think that's still the shortest one)
exp > express emotions
val > values
are > ask about area
ex > should pull up the exchange/trade option I think.

I don't use the vanilla keys for scrolling the pages and such though, got numpad 0 and + for entries up/down, numpad del and / for pages, then shift+ those gives various context relevant changes for conversations and lists and such.
>>
>Spend a bunch of time painstakingly digging out a cave-in trap room, building walls and new stairways to force the forgotten beast through it, chaining an animal to the room, and setting up bridges and levers as a failsafe
>Open the caves
>The forgotten beast really did fuck off

Well at least I have this set up for the next one I guess
>>
holy shit help me the river froze, and I dont have a still or a well
>>
>>145729119
Always either set up a brewing industry asap, or bring a ton of drinks on embark so they'll last you through the first winter

Your only hope now is to dig down and look for an underground lake
>>
>>145729119
Two words.

Plump. Helmets.
>>
>>145729119
Build a still.
No need to thank me.
>>
My fort is stuck fighting undead horse skin and hair, is this the end?
>>
>>145730349
They won't die. Make a civ alert burrow far from the reanimated bits and build a wall between you and them. Apply magma or atom smashers as soon as possible.
>>
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what a cunt
>>
>>145730349
>is this the end?
No. While >>145730507 is right about your future course of action, you must remember that reanimated skin and hair cannot attack. You just get locked in infinite combat until your dwarves starve.
>>
>>145730882
>FPS: 282321
I didn't know NASA browsed this general
>>
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>>145730882
Time to set up an "unfortunate accident"

>>145731325
Toppest of keks to you chap.
>pic related
>>
>>145731287
>>145730507
Thanks. This biome seems retarded if I have to micro like crazy every time something dies.
>>
>>145731325
>June 2016, Skynet became self-aware.
>We were certain that this was the end.
>Then it discovered Dwarf Fortress.
>...if only we had been right the first time.
>>
Is there any downside to accepting every faggot bard that petitions for citizenship into my fort?
>>
If I assign somebody a new room, will it automatically free up their old room? or will they just have two rooms?
>>
>>145732730
They'll have two rooms
>>
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>>145731509
From the thumbnail it looked like something else entirely...
>>
>>145732289
>tfw you aren't sure if it's too early to make a joke about goblins who are in the closet about wanting to make music and feeling ostracized due to a lack of talent showing up at your tavern with modified 40.06~ era fully automatic crossbows
>>
>>145681530
A body will reanimate as long as it has a grasp or a head. Severed heads have heads.
>>
>>145695351
Toady One is pure! Pure!
>>
>>145733270
>Toady
>not a cum dispenser
very funny
>>
>>145732289
they may get in arguments (therefore fistfights) with your dwarves

they eat your food and drink your booze. they ask for beds.

that's about it and those are slim downsides.
>>
>>145733986
Yeah considering I have 1500-2000 of both food and drink and a carpenter constantly making beds I think I'll keep letting the goblin poets stay here, they're fun to have around

I wish these scholars would petition for residency too though, I've had one naturalist come visit and in the two months he's been here he's either written or helped discuss 6 different books
>>
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Holy fucking shit I have so much to catch up on. The last version I've played was... 0.34.11

What major shit did I miss, can I still even use the therapist ???
>>
>>145734091
Scholars will sometimes walk off with your books.

That sucks.

But they will also write and leave books.
>>
>>145734445
Therapist not only works but got frequent updates, it's better than ever now

They've added a lot of cool shit to the game, taverns and libraries are fun to fuck around with
>>
>>145734445
Therapist and DFHack are both updated for 43.03.

Sieges are still piss weak because of the living world and time to travel to your fort instead of a regular every winter siege. Ambushers still don't come. There's a lot of major stuff you missed but it's all out there.
>>
>>145734445
Is this a meme?
>>
>>145734458
Speaking of books how the fuck am I supposed to bind the quire into proper books? There's always someone reading the quire so it's not available, and then sometimes when one is free all the book bindings I made are inexplicably unavailable for use
>>
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>>145734579
>>
Is there a hard cap to how many nest boxes you can have or something? Every time I try to build another one now I get 'Needs nest box' even though I have like 10 of them in the stockpile
>>
>>145734547
>Ambushers still don't come.
Ambushes were removed from the raws in 42.04.
>>
>>145734516
>>145734547
>>145734579

K that's great to hear, thanks guys. I was confused because the OP has a link to therapist but it also said outdated, so I wasn't sure.
>>
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What's the edgiest way in which to play adv mode?
>>
>>145735031
time_to_die
>>
>>145732898
It's never too early.
>>
Has anyone ever done extensive research into mandates? Do dwarves have any kind of counter that says "Okay we have enough floodgates"
>>
>>145735382
As far as I know they just mandate things because they're autistic and like those things and want to see them
>>
>>145735189
murder civilians and become a necromancer. bring genocide to the countryside.
>>
>>145735189
Full bandit, full bastard, accept being hated with no rewards or working quests yet.

>>145735259
Surprising how well the metaphor worked though.
>>
>>145734547
Sieges are fine, the .40 pathing bug that made them small and infrequent was fixed in .42.
>>145735031
No they weren't. Goblins stopped ambushing in .40, and it wasn't a raw-based change. Goblins never had the [AMBUSHER] tag. That tag doesn't cause civs to ambush, it causes their sieges to arrive as ambushing squads, like elves do. Elves still have the tag, and it functions the same as it always has.
This is a weirdly specific misconception that's cropped up here a few times recently.
>>
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ok then bye bye now
>>
>>145735717
>Sieges are fine, the .40 pathing bug that made them small and infrequent was fixed in .42.
you say this

and yet I get a siege maybe every two years if I'm lucky, and often times they're weak with less than 30 siegers.

its like you don't remember getting hit every year with 100+ gobs
>>
>>145735731
>iron
>masterwork
why?
>>
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>>145735717
>No they weren't. Goblins stopped ambushing in .40, and it wasn't a raw-based change.

That's not what the wiki says
http://dwarffortresswiki.org/index.php/DF2014:Ambush#Bugs
>>
>>145735847
no flux

dont feel like cheesing with smelting duplication

iron is fine
>>
>>145736018
Cant mountainhomes supply?
>>
>>145735189
Mod in genitals so you can rape children.
>>
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>>145735842
Where is your fort relative to the gobs?

You put your fort in the wrong spot like I did with this campsite and the assholes just move in.
>>
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Dem dorfs man, dem fucking dorfs.
>>
>>145736513
>talk shit get hit
>>
>>145736506
literally adjacent. I have been playing continuously since 34 came out till now

Sieges are weak as fuck and installing 34.xx will prove it to you.
>>
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>>145736513
I love watching dorfs interact with the wildlife
>>
>>145735871
You know that anybody can edit the wiki, right? Somebody has a poor understanding of ambushes and decided to share it with everyone. Note that it doesn't link to a bug report or specify what changed in the raws, and reads as though it were written by a 12 year old. It at least explains why the same misinformation keeps being repeated.
>>145735842
There are certainly conditions that can cause anemic sieges now that the world is active. But if you embark withing range of a healthy goblin civ and produce ample wealth you'll get annual sieges that can go well over 100. .42 even included 3 new d_init settings to cap invaders so that you don't destroy your fps, because it's possible to get so many now. You can meet that cap consistently, no matter how high you set it, if you produce enough wealth.
>>
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>>145736597
>>145736686

That time when my dorfs created a singularity, dem dorfs man.
>>
How do you make clay blocks? I want to start exporting ceramic crafts, but all the craft are red in the Kiln. I have charcoal, im harvesting tons of clay, but it still wont let me make crafts
>>
>>145736598
Played it, never could get 31 or earlier ones to work due to lacking the relevant libs and not wanting to fully uninstall the newer versions I have, but yeah. You talk about "literally adjacent" and whatnot as though that guarantees they will be paying attention to you over other targets.

Sadly my best sieges were never purely goblins, usually being a case where I got an early goblin siege around the same time as the local necromancers got fully mobilized and end up with a hundred something zombies punting wildlife around while thirty or fourty goblins pop in and wonder what the fuck made them think this was a good spot to attack.

I mean, I did pick the fight with them, since it was a reclaim fort that had goblin mini-towers and trenchworks in place around the surface box, but I guess they didn't figure the zombie hordes would get invited to the party first.

More to the point, sieges in .34 were a game mechanic, sieges in .40+ are part of the world interacting with your fort.

You could literally embark anywhere that wasn't completely secluded and the game would throw you a bone with sieges, now you have to take into account the state of the world you're joining.

My first longrunning fort had multiple impressive sieges through the 40.13~40.24 era but near the end it petered out completely because they were apparently in a two-front war with other gob civs to their south, so those losses and my meatgrinder militia left them literally half a dozen gobs in their main site.
>>
>>145737235
Clay blocks are in the same menu as crafts. There's one menu per material that you can create with in the kiln. If you can't make crafts you can't make blocks either. If you're sure you have the materials you need and they're accessible to the kiln, I can't speculate why you can't make things.
>>
>Meet with my outpost liaison twice
>Third time the caravan comes, he's gone

I kind of want to back up my save and check legends to see what the fuck happened to him
>>
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>>
>>145737643
dfhack
open-legends
>>
>>145737649
where did you find this?
>>
>>145737969
Not quite sure, since I've had it for years. If I remember correctly, it's from the isoworld thread. Someone posted a screenshot where they had used isoworld to map an entiry city and its surrounding countryside, and then someone else posted an edited version, namely the pic I just posted.
>>
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One of my dwarves was injured during an experimental cave collapse in preparation for the building of the well.

Now I have a dwarf needing water and it's winter so the river is frozen over. The only water is going to be the water in the caverns, but I walled that off and raised the drawbridge once I made contact with the caverns.

I've also got a lot of idling dwarves so it looks like it's time to learn how to military and breach the caverns

Wish me !FUN!
>>
>>145739352
Usually all you'll find in the first cave breach is a flock of elk birds and maybe a cave crocodile or a troll, you'll probably be fine
>>
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>>145739449
An elk bird?
>>
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>when Toady adds the ability to export detailed maps of the three cavern layers
>>
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thanks satan
>>
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I also have a surplus of iron equipment (Armor, a couple spears and swords), is there a way to just have my civilians equip this stuff without making them militia members?
>>
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>>145739926
I blame >>145715414
for this shit.
>>
>>145739951
Nope.
>>145739713
You can already do that. Or are you saying that you're happy you can do it?
>>
Can't find therapist for 43.03 , assistance would be appreciated.
>>
>>145740267
I don't know how, because I'm new and don't care about playing up to date so I'm using the lazy newb pack, but the thread tends to hate anything to do with asking about updated therapist.

The answer has something to do with really easily updated memory somethings.

TL;DR google it.
>>
>>145740267
>>145740583
what he said. open up the therapist thread on bay12. follow the instructions. delete the old memory layouts and paste in the newest one.
>>
What is the best weapon all around for dwarves? I dont want to worry about individually outfitting them with their special snowfalek weapons. I just want to mass produce the same weapon for my entire militia
>>
>>145740913
an axe.
>>
>>145739951
why would a civilian even want to equip armor? its just a heavy bother. think realistically, or rather autistically
>>
>>145740214
>You can already do that.
How?

I can only export detailed maps of the surface.
>>
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>>145740913
Minecarts.

The answer is always minecarts.

More seriously, battle axes with the stupid as fuck "slaps with the flat" and "strikes with the butt of the impossibly sharp weapon which could slice through fucking atomic nuclei" attacks removed is the best.

Pure vanilla? Pickaxes.

Think back to how many stories you've heard of "oh god the military is dead... I am so fucked, what can I do?" followed shortly by "nevermind, one of my miners was going upstairs to take a break and she stuck her pick right into the damn thing's brain" type endings.
>>
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Good time to go to bed.
>>
>>145742170
>sleeping on the job
look at this elf
>>
>>145742170
>goes to bed
>lets the king sleep without a bedroom
>>
>when your game crashes and on loading the caravan is still there
FUCK OFF THIS IS THE 4th TIME YOU HAVE CRASHED PIECE OF SHIT GAME I HAVE PLAYED THIS SAME SEASON SO MANY TIMES JUST LET ME ESCAPE AND FIND SOMETHING TO EXPORT FROM MY SURFACE SETTLEMENT
>>
>>145744817
>not saving and backing up hourly
n i c e
>>
What will Dwarf Fortress' day-one DLC be?
>>
>>145747336
special one of a kind bags of sand
>>
>>145747673
A unique colour dye for early backers
>>
>>145747336
A multicore version.
>>
>>145747336
ff14 skins for elves
>>
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>profane the objects god
>god gets insulted
>grants you immortality, super strength, the ability to detect life through walls and immunity to other night creatures
>meanwhile worshipping them gets you jack shit

deep
>>
>>145748948
Toad
>>
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wew lad
>>
What the fuck? Gorlaks just came to my fortress, they didn't cause any cancellation spams, just stayed a bit and fucked off, one of them being attacked by one of my guards dogs and conceding to it. This game.
>>
>getting back into stuff since i haven't played since .34
>first migrant wave has 2
>second migrant wave has 2
What the fuck is this shit, I wanna get something done.
>>
Hey guys, masterwork has been updated to 43.03. Just sayin.

>>145752340
Visitor maybe ?
>>
>>145752657
They came from underground, can visitors even come from there? Never seen anything about it in the dev notes.
>>
So I checked the wiki, can dwarfs really make alcohol without water?
>>
>>145741476
>esc
>export local image
>select z-levels you want
>>
>>145752994
Of course.
Do you really think that all alcohols needs water to be made in real life ?
>>
>>145752994
You can do that for real.
It'll probably be strong as fuck, but alcohol doesn't require water in any part of its production.
>>
>>145753324
>>145753351
I'm an American so you know...
>>
>>145754009
You poor soul.
>>
>>145754009
So sorry m8. If you ever travel to France, I'll have a nice bottle of red wine with ye.
>>
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>>145752657
Oh boy.

Now I can once again manage my succ adventurer and all his FUCKING NEEDS
>>
>>145754737
>make romance
>strong need

you dun goof'd
>>
>>145755348
why is it bad
>>
Is there a way to check my forts neighbours after creation? I haven't been attacked a single time and my only !FUN! so far has been crashes and drownings.
>>
>>145753251
I meant world maps.

I'm pretty sure those only cover the surface.
>>
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if I set this to 1 will this species gain spear use as a natural skill?
>>
>>145755373
there is no romance implemented at the moment
>>
>>145756668
Oh so basically the need will just build up over time? Shoot, time to re-roll then.
>>
>>145755984
Every world map tile has every cavern level so it would just be one symbol repeated over and over. Like, if Toady decided that O would represent cavern 1, then a cavern 1 map of a small world would just be a 65x65 square of O's.
>>
>>145648084
Does it works on ubuntu?
>>
>>145753324
>>145753351
No, he's right. Water is an ingredient in many of the kinds of alcohol made in the game. If we generously assume that plump helmets work like grapes when being fermented into wine then dwarven wine is the only native dwarven alcohol that wouldn't need water in its production. Beer, ale and rum are all made with water.
>>
>>145757386
There's a Linux version, yes.
Google lazy newb pack
>>
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>>145757139
Are you misunderstanding me on purpose?

I explicitly mentioned that it was DETAILED world maps I was interested in, not the ASCII dittos. Pic related. I imagine getting cavern maps in that quality would be pretty cool.
>>
>>145757428
Water isn't a mandatory part of the rum fabrication process, it is added to bring down the alcohol percentage. You wouldn't do that unless you're an elf.

You're right for beer, tho.
>>
>>145757739
No, I'm not misunderstanding you. I think you're misunderstanding the caverns. On a worldmap scale they're homogenous. They don't have different temperatures or weathers or biomes or anything like that. There are no rivers to draw or civilization sites to map. Features like elevation, drainage and volcanism identical to the surface. There's nothing to be detailed on the scale you're talking, differences between any two cavern locations are nonexistent at the world map resolution. The only significant differences that exist are local.
>>
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>>145732819
WEW
>>
Is there really no soil/clay at all in a location if the embark screen doesn't specify that it exists?
>>
>>145758483
Doesn't caverns consist of several smaller regions? I'm pretty sure there are differences between the regions; some are dry, some consist solely of muddy floors, et cetera. I think a detailed cavern map could be pretty cool.
>>
>>145758941
Yeah, they're divided into regions, but those regions don't do anything except hold wildlife populations right now. Whether or not a cavern will have water or plantlife isn't regionally defined, it's just down to rng. You can embark and find a mud floor cavern 2 with a bloodthorn forest cavern 3 and then in a different embark in the same world map tile find a thickly forested cavern 2 and a cavern 3 with all the plant life. I've never embark scummed to find out, but those features may even be generated at embark. Would be worth sciencing.
>>
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>>145760450
>You can embark and find a mud floor cavern 2 with a bloodthorn forest cavern 3 and then in a different embark in the same world map tile find a thickly forested cavern 2 and a cavern 3 with all the plant life.
That means that the caverns DO differ between regions.

>but those features may even be generated at embark
Why would they? The regions themselves are created during worldgen, just like any above ground region. Also remember that the caverns are fully explorable in adv mode, meaning they should be independent from any embarks.
>>
How is romance going to work anyway?
>>
>>145761386
>Slaves to Armok: God of Blood: Chapter III: The Dating Sim: My Girlfriend is a Night Hag
>>
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>>145761386
Can't wait to romance demons.
>>
>>145761979
I guess the vault slabs are getting a REAL use now.
>>
If I dig out a certain space from the outside and put grates over it, could I create safe crops?

If not, what is a safe way to farm above ground crops? I'm surrounded by two towers and gobbos, but I'm interested in them.
>>
>>145762438
You can just build a roof over it. A tile that has been exposed to the sun once becomes an above-ground tile forever, and can be used to farm above-ground crops.
>>
>>145762572
Didn't know, thanks. Also, I've heard about building destroyers messing up with random constructions. Is there any danger that they'll come for my farms just because?
>>
>>145763221
I got raped by yetis once, not fun.
>>
>>145722334

Can crundles join the fort as citizens?
>>
>>145760995
>That means that the caverns DO differ between regions.
It doesn't. It means that caverns differ between embarks. One doesn't imply the other. The fact that neighboring embarks can have stark differences in plant life suggests the opposite.
That's actually a really good illustrative case. You CAN embark on the border of two cavern regions, they always follow surface biome borders. But you will never see the same cavern layer showing more than one of the possible cavern types in the same embark, no matter how many times you do it. You'll never embark on a place where a mud floor cavern becomes a forested cavern at the region border, or where a bloodthorne cavern becomes an all-cavern-3-plants forest. There is one case of a highly visible feature you can see at these borders though. If one of the regions has cave spiders and the other doesn't, the border will be neatly drawn for you in cave spider webs. But plant life will be consistent across the entire embark. Every time. Because, as I said, the cavern regions only function as wildlife pop containers right now.
>>
>>145763221
Building destroyers can't destroy constructions, as they aren't actually buildings.
http://dwarffortresswiki.org/index.php/DF2014:Building_destroyer
>>
>>145763443
What you say is interesting, but I need some source or other proof before I can believe it. Is this mentioned on the wiki?
>>
>>145763619
Farms are buildings tho. They can also destroy the doors used to access the farms.
>>
>>145764229
>>145763619
Then If I only make my farms accessible from the inside of the fortress and surround them with walls + roof, they're pretty much safe.
>>
>>145764342
Yup, that's right. Just take in account the time your dorfs spend picking crops, going down to the food stockpiles and to the food workshops.
>>
>>145727174
What can I say anon, I like my 1 Z-level layouts.
>>
>>145763836
Sorry, all I can offer by way of proof is anecdotal. I've been playing for as long caverns have been a thing and have seen an awful lot of them. I may have picked up some of that info through forum discussions or FotFs over the years, but my experience has always been consistent with what I've said. But rng being rng, the possibility exists (as unlikely as it may be) that I've just never chanced across a data point that would disagree with any of it, and I'm wrong. I hope that if you ever have information that contradicts anything I've said that you'll report it here.
In any case, Toady has described the caverns as uninteresting on several occasions, probably in part due to what we're discussing, and has said that they would be getting some work when deep dwarves go in. That will probably happen with starting scenarios, so cavern regions might become a lot more significant within the next couple of years.
>>
So I used to play like 2 years ago, and I used a starter pack or setup of some kind that I think was called lazy newb pack. I noticed the one in the OP is outdated. Are there any like that still out there?
>>
>>145766812
I would check the link and go to the end of the thread. Dfhack is usually the slowest component of the LNP to get updated, and it was updated yesterday or the day before, so a new LNP might have been released by now. If it hasn't, then no. There's nothing else like LNP that would be up to date.
>>
>>145766812
It won't take much longer I guess, given what >>145767260 said. In case you're desperate for it, there's an alpha on github.

https://github.com/DFHack/dfhack/releases/tag/0.43.03-alpha1
>>
>>145767260
Appears to still be outdated, but thanks for the heads up. Guess I'll play on the outdated one. I need to relearn all this shit anyway.
>>
Are rabbits good for anything in this game?
>>
This game creeps me out.

Seriously, how did you guys get into it? I'm not talking shit, I'm genuinely curious why people would pick a text based game over something like civilization.
>>
>>145767805
Target practice.
>>
>>145768060
>why would someone pick a book over a movie?!?
>>
>>145768060
because its literally the most in depth game ive ever played. even if the graphics are shit. after a while you dont even notice the ASCII.
>>
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>>145768060
Is this you?
>>
>>145768060
Yeah what >>145768241 said. It's better than any other game in terms of mechanics. Graphics are pretty and all but once you get past them you realize this game is hella cool.
>>
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>>145768060
Because I have over 500 hours in civ as well as alpha centauri, various Total War games, M&B,EU4, CK2, exc.
This is what you turn to when you've hit rock bottom

Also what >>145768241 said.
It sacrifices graphics for the ability to have so much content.
>>
>>145768060
I like civilization, but it's just a game. Dwarf Fortress is a procedural emergent story telling system with a couple of games sloppily painted on as an interface.
You may as well ask why anyone would eat an egg roll when they could just have cabbage.
>>
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>>145768080
Can you turn any animal into a war animal?
It might be fun to release the rabbits.
>>
>>145769143
With a little modding, yes.
>>
>>145769143
you'll have to mod the raws to make rabbits war trainable. just add [TRAINABLE_WAR] to the raws
>>
>>145769274
>>145769339
Iv never edited the raws before, do I have to make a new world for it to take effect, or can I change my save on the fly?
>>
>>145769850
im not exactly sure. some changes take place immediately nut for some you need to create a new world
>>
>>145769850
>>145770343
That particular mod will take effect immediately in an existing save. The same way it would work when fliers were bugged and people would remove their [FLIER] tag mid-game and watch them plummet to the floor and explode.
>>
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Do different meats have different quality or is eating a prepared slug eye just as filling as eating wolf meat?
>>
>>145770961
Nutritionally it's all the same. If we're talking price, meats from more valuable animals will have a higher price, but otherwise there's no quality in food except for cooking.
>>
>>145769850
It'll work immediately, just make sure you change your save's raws and not the base raws. Changes to creatures and materials can usually be made to a save in progress, while entity changes and new objects or reactions will need a new world.
Incidentally, [TRAINABLE] does it, the _WAR] part isn't needed, and didn't function properly last I was aware.
>>
>>145771062
As it should be.
slug eyes and camel intestines will be the only thing on the menu for the next year.
>>
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If I bring eggs with me on embark, can they hatch later or are they just for eating?
>>
>>145770961
Dwarves care about the value of the food they eat. The more valuable it is the greater the magnitude of the positive thought they receive. But other than that there's no difference. A damselfly brain is as filling as a giraffe liver.
>>
>>145771432
How do you get that many camel intestines without getting the rest of the camel? Oh, right, the caravan. You know, you should really look into making your own food.
>>
>>145748000
trips check out
>>
>>145771616
Just for eating. Eggs have to be attended by the mother constantly after being laid to hatch.
>>
>>145771616
Just for eating.
>>
>>145771770
>>145771810
Same thing for fish?
I was hoping I could bring fish and breed them.
>>
>>145771932
If you want to breed shit, just buy some poultry and some nest boxes when you embark.
>>
>>145771998
Yea, but I specifically want to breed fish.
Have a little aquarium inside my fort.
>>
>>145772148
No can do, anon. You're going to have to embark on a river or the ocean and trap some aquatic creatures. How you're going to do that, I have no idea, as I have never figured out how to trap aquatic creatures alive myself (I kind of wish I knew, having a tank full of great white sharks to dump enemies into would be great).
>>
>>145772494
>great whites
>not a tank full of carps
>>
>>145772874
The meme is dead, anon. Carps aren't so deadly anymore.
>>
>spend an entire day setting up a surface fort
>just now find out that trees make the game constantly crash
>there are floating branches and leaves all over the sky
fuck
>>
>>145772494
if i remember well, you'll need glass cages (aquariums) and a trainer that can work underwater
good luck
>>
>>145771932
The fish you buy at embark are dead and already prepared for eating.
>>
>>145773182
It doesn't matter what kind of cages they're in. Cages are all watertight, and creatures can't drown, suffocate or burn while they're in them. In fact, the only thing that can kill a creature in a cage is old age. Well, also being drunk out of a goblet, but that's... um. Don't ask.
The naming difference is just flavor for now.
>>
>>145773182
One time I carved out an area, filled it with cage traps and opened it up to the cavern lake. I had a means to drain the area to retrieve anything that I caught, but I seem to remember never catching anything even though I had statues there as bait for cave crocs, giant toads and giant olms.
>>
>>145773154
What version are you on
>>
I haven't played DF in 5 years, if I try to pick it up again will I be overwhelmed? Last I remember it was extremely difficult to get the military to do anything or go anywhere and marksdorfs wouldn't train.
>>
>>145774287

military is fine, i've been using them to murder the traders

idk i have 13 marksdorfs for like a year and a half barely improving their archery, im doing something wrong i believe. the game is ever so much better anon! :D
>>
>>145773154
>trees make the game constantly crash
Only if you're playing a badly outdated version and only if you do a very specific and easily avoidable thing.
>>
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>>145772494
Discussions like these are why I can forgive bay12 for having the cesspool of the lower boards.

>So you're saying we need to build a whale gun?

Best.Pun.Evar.

>>145769039
Well, I would have said it's like asking why anyone would eat an egg roll when they could become a farmer or a cook.

It sounds lame but it's why I don't like to call df a game either, it fails a lot of the criteria to be one, but it does the story generation like nothing else.

When people talk about the pros and cons of using graphics vs a tileset and whatnot, it sounds like people are trying to be purists or elitists or something when they say they like a nice ASCII style curses based tileset like the vanilla ones (or my HD versions) but it isn't really about that.

Under each beard and U and g and R is a ragdoll with inertia, a full skeletal system, musculature, needs, wants, emotions, and various distinguishing features.

No graphics set will capture all of this without something like a full high resolution model with fully represented damage and deterioration.

My mind captures it just fine, though, hence why I like people to have these available so they can play on larger screens with a classic looking set.

>>145760450
You can also do silly stuff like I did with the volcano tube/magma generation glitch where you can wind up having not only all three layers exposed to the surface immediately, in many cases they are damn near connected via said empty volcano tube.
>>
>>145774287
The military system is the same as it was 5 years ago, with a few tweaks here and there. It worked properly then, though it was a very fiddly system very sensitive to user error. It still does, and still is.
>>
Guy's what's the best way to breed giant cave spiders? Will they fugg each other in cages? Or should I train them and then put them in a room? I tried that with Dralthas once but some dumb dwarf let left his shoe in the door and when one of them reverted he went on a rampage. Would not want a sequel with web spitters
>>
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Another set without the fancy diagonal wall corners or translucent ground tiles.

>>145775819
I think males and famesl in the same cage can impregnate each other still, but if in different cages no.

>>145775212
That and it matters a lot because you're not really ordering squads to perform maneuvers, you're trying to suggest where a herd of heavily armed and mostly drunk cats should go.
>>
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>setting up the kings throne room

>dwarf vomits all over the bedroom door

why
>>
Do caravans still come if I'm under a necro siege?
>>
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Finally finished up my roadside tavern.

The main tavern two floors has. Above that, there's one floor for me and my friend-os, and above that, there's a four levels high gable. That makes for seven floors.

I wonder what happened in the rest of the world during the weeks it took me to build this thing.
>>
>>145776287
Yes

They'll blame you if the zombies kill their diplomat too
>>
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it is time to stop
>>
>>145776287
No.
>>
>>145776628
>>145776673
... so?
>>
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Little 16x24 (or suited for little laptop screens) set without the fanciness.

>>145776241
Gotta cristen it.

Heh, the little kids pretending reminds me of Earwig talking about the first time they saw one in the new version, they were playing as a brown recluse spider man, accused them of being a night creature, they told him to stop this nonsense, so he started biting them, the kid beat them up until he passed out and left.

>Earwig: I am good with children.

>>145776287
It would be hilarious, but no.
>>
>>145776807
They don't. Sieges can arrive while a caravan is already present, but caravans won't come while under siege.
Wiki:
"Caravans will not arrive at a besieged fortress. They will arrive, though, if a siege is broken quickly enough, but it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do arrive before the siege, the attackers may kill them or chase them off if they can reach them. Consider this when deciding how you set up your trade depot and how heavily reliant your economy is on imported goods."
http://dwarffortresswiki.org/index.php/DF2014:Siege
>>
>>145776659
What's the best way to train axedwarves now that danger rooms got more or less fixed? I've had my military training in the barracks for a good half a year now and none of them have improved in their weapon skill
>>
>>145776484
That is the best part of camp building, all the time spent is a rather unique way to fastforward time without needing to switch to fort mode or retire/unretire.

I was like "1 hour per log... jeez, that'll take forever" after doing advfort shit, then I did it and after building a big huge fort I noticed trees starting to bear fruit, fruit which I happen to have a reaction letting me (somehow) smash them into a waterskin and get booze!

Roaming around the wilderness seeing what I can get drunk off of is remarkably fun.
>>
>>145777050
>>145776807
Guess it's time to test my battle axes in combat.
>>
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Why arent my fish going into barrels? They are taking up two floors of my warehouse
>>
>>145777126
Bring a dwarf with high axe skills so he can teach.

Combat

Danger rooms still work.
>>
>>145777520
Do you have enough empty barrels? Make sure they aren't being used for something else first
>>
>>145777126
Keep them training. Early skill levels come a but slower, as they're learning exclusively through demonstrations and individual drills. Their skills are improving more than you realize. Before long there will sparring and demonstrations will be more effective because your teachers have a higher teaching skill and the rest have a higher student/concentration skill. They'll be legendary before you know it.
>>
>>145777782
They can. Your depot is inaccessible to the wagons.
>>
>>145777984
Yeah, I just realised that. Sorry, depot wasn't built yet.
>>
>>145777782
>>145777984
Or you have no depot at all.
>>
>>145777782
The 'no liaison' thing apparently means your outpost liaison is dead and they haven't appointed a new one yet

It's especially spooky when you've actually met with him a few times and then the next time he's dead somehow, could be a sign your civilization is being invaded
>>
>tfw making migrants into slaves that endlessly mine while my first 3 waves live like gods sealed away
What is a good way to transport the resourcdes they mine, without letting them set foot inside the fortress?
>>
>>145778279
Make a minecart pass through a pool of magma
>>
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>>145778263
Yeah I just looked in legends and my mountain-homes were invaded and conquered by fucking ELVES.
>>
>>145778279
Minecarts or drop chutes.
>>
Are Green glass discs still ez money?
Or should I cut and sell the glass via jeweller?
>>
>>145777731

>Bring a dwarf with high axe skills so he can teach.

This. A Dwarf with Average Axe User, Average Armor User, and Average Teacher will go a LONG way and should always be one of your original seven.
>>
>>145778916
weapon traps are still hilariously overpowered in every way
>>
>>145777179
The thing I like most about adv mode building is that it's yet another "mundane" task to do in advneture mode. Planning your cabin can be just as time consuming as planning the first steps of a dorf fort, and actually building the thing can take over an hour in real life, and over a month in game.

Constructing becomes the full-time job of your character, and you're forced to make up a functional schedule. On a good day, you can build for 16 hours and sleep four 8 hours. Some days, you'll want to build for 8 hours, sleep for 8 hours and use the remaining time to gather more wood. Some days, you'll need to set aside time to gather food.

Adv mode construction has given the player a mundane role to play. Perhaps future versions will allow you to become a contracted carpenter, building other peoples' houses for a living.
>>
>>145779846
>adventure mode becomes a medieval life simulator
>can act out my fantasy of own my own herb shop in a medieval town with a wife and kids
cant wait for 2040
>>
>>145779846

Think bigger Anon. Future versions will allow you to create your own carpentry business, building entire neighborhoods and fleets of ships. You might even branch into Masonry and build castles and forts for your liege. Your character could be known as the man who built a kingdom.
>>
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shit thats one valuable instrument.
>>
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Also with that, my fortress just passed 10 million dwarfbux.
>>
>>145780116
stop, you're giving me an erection
>>
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>>145780436
kek

>herbalist grabbing whatever in the caverns encounters a cave crocodile and gets in a fight
>somehow manages to punch out half its teeth
>this cargo train of dwarves rushing down to stockpile the teeth with the militia in the rear coming to kill the croc
>>
>>145780116
I've always wanted to make a town that was basically a hive of scum and villainy. Just a nasty, sprawling mess near some evil biome and filled with evil characters.
>>
>>145652664
check some information about the game in, for example, tvtropes, you´ll learn what we love about the game, and we wont have to bear someone as new as you
>>
Can I make it so dorf fort exports its xml and stuff directly into the legends viewer folder?
>>
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>>145662742
Wow. thats a dank may-may you got there lad.
>>
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>>145780436
Funny how fast fortress value increases when you liquidate your candy stockpile into weapons.
>>
um "bump"
>>
>>145780609
That is indeed a kek.

>>145780471
Arguably they constructed one.

>>145779846
Yup, gotta track your needs too, need to set aside time to pray, sing, chat with any companions.

Course you can also become a necromancer and have hundreds of zombies slap constructions together in a couple hours.

Really world-gen towers are ridiculous looking now because that many zombies could build something which would embarrass the largest metropolis you've ever seen.
>>
Ok guys im trying to do an eugenics project
I started a new fort and got me some pigs. I want to breed them to be gigantic, fat and muscular to maximize the stuff I get from slaughtering.
Does anyone have experience with this? I know someone on the bay12 forums did this with cows and got some good results
>>
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>>145781692
interesting. a lady consort.

I wonder what led her to becoming cursed.

she won't be returning to her charge.
>>
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>butcher a calf and two horses
>all i get is this

what the fuck?
>>
>>145782905
non adult animals don't give many butcher remains.

thats a lootta hooves though
>>
>>145782968
Horses were adults though
>>
>>145783041
modded anything?
>>
Do wall grates in a river block fish from coming through?
>>
>>145782642
I would like to state for the record, that I did not have oral relations with that woman.

Yes, I have had oral relations involving the transfer of PLIMPS (Periodic Lunar Influenced Mammoth Person Syndrome) with many individuals, but in this case all I did was use a cigar to distract her while someone ELSE had oral relations with her.

I know I have let you down in the past, but I am trying to be better, because you deserve it.
>>
>>145782905
Looks like you got all hooves instead of any of the normal edibles. In case there was any confusion on the matter, no, that is not supposed to happen.
>>
holy shit building a tavern was a mistake
>>
>>145783647
>Bill Clinton is in your world
>Bill Clinton is cursing consorts
It was inevitable.
>>
>when I was chillin' building my roadside inn, 6 sites were founded elsewhere in the world
Shit, the world really IS activated now, isn't it?
>>
>>145785676
I don't know about the truth behind this but I've heard new sites aren't founded, only old sites are reclaimed.
>>
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>>145785771
Wrong. Reclaimed sites show a different message. Pic related.

It's well known that the in-game foundation of sites was part of the world activation. Toady's been explicit about it.
>>
Why have my hunters stopped hunting? There are a bunch of wild animals both aboveground and underground, and they all have crossbows and the ammo stockpile is full of bolts, but they're all either jobless or socializing
>>
>>145784753
>Make the Confederation of Waves great again, we need to build a wall around Spiralhame!
>Wait, what's that? We have a huge wall around it already?
>Shit... dig up something about the weremammoth scandal, hurry!
>>
>>145785771
The only thing I know of that doesn't happen after worldgen ends is beast attacks.
>>
>>145786741
Are the available creatures flying? Do the hunters have bolts equipped? Are your hunters also militia crossbow dwarves? Have you allowed hunters bolts of the appropriate types in the military ammo tab? Are your bolts in bins?
>>
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>tfw now that my scholars have some experience they're just nonstop pumping out new works, especially with the help of the occasional visitor

Soon enough this place will be the center of dwarven learning
>>
>>145740026
>>145739926
So it's a pimp cane?
>>
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>>145787831
Sadly, yes, you have to directly lead them to sites yourself, as I've done with a cloud of Rocs in the past, but never been able to encounter something like this outside of legends.
>>
I got two consecutive times that my fortress didn't attract any migrants. Never happened that to me. Is it going to keep this way?
>>
>>145788073
Looks like the bins were the problem, I disabled bins in the ammo stockpiles and the hunters immediately went and equipped them and started hunting, thanks anon, I didn't know about that bug
>>
>>145788660

Check to make sure your civilisation still exists.
>>
>>145788335
basically.
>>
>>145788660

Have you had a lot of deaths recently?

Have you been exporting goods?
>>
>name all my dwarves after their professions whatever thats just me

>some time later
an undead dwarf I had named appears out of nowhere and kills a brewer on the surface

CONCERNS

I've been mildly annoyed by undead birds for the last 4 years but I've never seen anything else. I have no idea how this could have happened.
>>
>>145790268
I had a necromancer siege and 2 of my 9 dwarves dies. Not sure if that's enough or what. Also I had to hold the siege for a whole year.
>>
Do you make your taverns into dorms for the guests, or individual rooms?
>>
>>145791658
>I just closed my fuckin game
time to re-open.
>>
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The tavern/dining hall in my fortress is usually combined. Dwarves will naturally try to eat in taverns if you supply tables so why not skip the middle man and just put it all in one place.

I almost always place bedrooms for foreign residents adjacent to taverns. Temples rarely get residencies and libraries occasionally, following the same pattern.
>>
>Accidentally let the vampire out of his pit
>He immediately drains three dwarves while I dig out a new containment area for him because the old one will be a pain to salvage
>Somehow my dwarves still don't realize it's him

The novelty of an immortal bookkeeper with no bodily needs is nice but I'm sick of this, I'm just going to drop a ceiling on him now
>>
>>145790431

It can be. Any time you have several deaths there's a chance migrants will think twice before showing up. If you heard more than 20% of a city died last season you probably couldn't move there, right?
>>
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Post your infographics.
>>
>>145792740
Can you put guest housing on a different z-level?
Is the guest housing part of the Tavern zone?
I am making my tavern right now and need to know if I can build it up with rooms on the top and the dining hall on the bottom
>>
>>145796526
sure. just make a bed assigned to a location.
>>
>>145796526
You can, just designate the bed as a bedroom with q, then press l and assign it to the tavern location
>>
>>145796271
But that IS savage, brutish and oppressive.
It's a fucking Gobbo!
>>
>>145798029
>t. Ethithi Flowerpicked
>>
>>145798029
Reminder that Goblin Marketers are real and IN THIS THREAD.
>>
MAking fort
>still dont have a barracks or even a fully secured fort
>already have mayor shitting out mandates
why cant migrant waves be more spaced out
>>
>werelizard shows up
>bites somebody
>dont notice
>few weeks later
>he turns transforms the dining hall
>now a bunch of people are werelizards waiting to blow
fuck were-X
>>
>>145799430
QUARANTINE TIME
>>
One of my dwarves got his arms mangled in an unfortunate accident involving a troll, and now he's been sitting on the traction bench for three months, and doctors are constantly diagnosing him but apparently not reaching any conclusions, and the hospital has a full supply of every material so it's not a matter of missing supplies

Does it just take ages for an unskilled doctor to finish diagnosing, or is there some kind of bug at work here
>>
>>145800068
its a known bug. enjoy your legendary diagnostician. or disable the labor. they will stop when he recovers after the x many months it will take.
>>
Is there any way to gather clay faster? I have a single kiln and 6 clay gathering tiles. Building up top so I need a fuckload of clay and they are taking forever
>>
>>145800920
disable like, all other laboors
>>
>>145800920
>I have a single kiln and 6 clay gathering tiles.
OH

OHHHH

I thought you wrote you had a single kiln and six gathering KILNS

1 kiln = 1 job. Build more kilns. Queue up gather clay repeat on all of them.
>>
I want to be a completely underground fort, but the problem is that Invaders only come from above ground, is there a mod that fixes this?
>>
>>145801573
Just don't block the caverns and you should have enough fun.
>>
>>145801725
I just realized how much i left out of that post, i meant to say that I want to make a fort that exists only on the third cavern layer, but i need migrants and want invasions. I want a mod that makes it so both of those things can come from the Cavern layer.
>>
>>145802043
Such a mod isn't possible with DF's framework.

Having underground activity in the form of caravans and armies is on Toady's agenda, however. It'll probably take years before it's added, though.
>>
>>145802043
On the opposite end of the map from your fort, dig a giant tunnel that leads to the caverns
>>
Oh, cool, I caught a rat from the caverns I breached. Cage traps are fucking sweet, yo.

What do I do with this thing now?
>>
>>145803415
Train it to kill goblins, or get a breeding pair and have a rat farm.
>>
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>>145803951
You mean I can breed a rat army?
>>
>>145804113
they are not war trainable, but you can make them tame. sorry for leading you on.
I think with some Raw editing they can be, but im not sure.
You can still breed it tho.
>>
>>145783498
Not as far as I can tell. My reservoir seems to let fish in, and bigger animals too, if they're caught in the current.
This has lead to my fishermen all fishing down my well instead of going outside now, so whatever works I guess.
>>
>>145804389
what does taming them do?
>>
>>145804113
if you add [TRAINABLE] tag in the raws i think, its been a long time since I edited any raws and toady might have changed the way it works.

>>145804810
Makes them not Attack/run away from your dwarves, and tells the dwarves not to attack or run away from it.
>>
A while ago I found an amber quetzal flying around my caverns so i sealed them off and didn't open them again until I had a cave-in trap ready, but when I finally reopened them, the forgotten beast was gone

Just now, after breaching a deep pit that goes down to floor 158, I found its corpse on the ground, and I can't imagine what the fuck could have killed this thing

Is it possible that it tumbled down the pit and fell to its death, despite being a flier? That's the only thing I can imagine killing this inorganic flying deadly dust monster
>>
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so that's why having money is useful
>>
>>145803415
Eat it. They have a very short lifespan.
>>
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>>145807245
>when you find a stash of 1000 copper coins at some fucknuts bandit camp
One macro later legendary archery legendary throwing.
>>
>>145805734
Could've fought another forgotten beast, jabberers, cave dragons, iron men, amethyst men. I can't think of anything else strong enough and/or durable enough to do it.
>>
>>145808141
You can do that with the first pebble you find.
>>
A bunch of my civilian dwarfs are chasing a giant grizzly bear around the map in a desperate attempt to kill it because it interrupted them building a wall. They're ignoring burrows. Is there any way to get them to stop? The bear is running for its life and I was hoping they would do the same because I don't really want to see a giant grizzly bear take on a handful of unarmed civilians. Why are civilians so happy to jump into unnecessary combat?
>>
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With this current setup, will trade wagons be able to reach me?
The first hole is 5x5, the second is 3x3, from there I have a 3x3 hall leading to a 5x5 room with a 3x3 door
>>
>>145808482
The difference is you don't have to do anything for coins. You just find em, grab em, and you have a massive stack. No need to get pebbles.
>>
>>145808498
Because dwarves are bad ass.
>>
>>145808716
Press shift D famalam it will tell you if a wagon can reach it.

The answer is no.
>>
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>>145809015
What did I do wrong?
>>
>>145808498
Just draft your miners and lumberjacks into a squad and order them to kill it with their tools
>>
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>>145809317
>>
>>145809808
Does the depot need 3 tile access to my storage room? I thought they only went up to the depot.
>>
>>145809981
oh I thought the entrance was on the opposite end. Either way just shift D and see if it works.
>>
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>>
>>145808716
remember to regularly deforest the area as trees will grow and block access eventually if you don't.
>>
>>145811296
stretch it out 1 tile in all directions and there you go.
>>
>>145805734
I ended up using DFHack to check Legends and apparently a cave dragon slammed it down the pit

Are cave dragons as terrifying as this makes them seem? I've never actually encountered one
>>
>>145809457
I don't want to kill it, I want the civilians to not chase it.
They eventually stopped and it wandered off the map. I noticed dwarfs jumping over ponds and thing in combat mode, which was pretty neat.
>>
>>145808498
place a trap, capture the bear and train it for war?
i'm almost sure that you can
>>
>>145812001
They're the biggest baddest big bads of cavern wildlife. Often a match for FBs since they usually appear in small groups. Catch some if you can.
Jabberers are the only cavern creatures that are a more valuable catch. They're about 1/3rd the size of a fully grown cave dragon (which is still larger than every other cavern creature except dralthas), but they reach that size in 2 years as opposed to 1000 (that's not a typo). They're also fully tameable since they have a child state, unlike cave dragons.
>>
>interrupted by buzzard
>interrupted by buzzard
>interrupted by buzzard
is this why they settled below ground? Holy shit I cant do anything because everybody has to stop and kill the fucking swarm of buzzards
>>
>>145811427
He doesn't need to.
>>145811296
The green line going to your depot means it's accessible to every point that green tiles reach. It's only 1-wide because that's the only path the wagon can take, the center of the wagon will pass over every green tile.
>>
>>145813769
enjoy your nowagons
>>
>>145808498
Activate the burrow as a civilian alert. Every dwarf that isn't in the military will stop what they're doing and go to the burrow. Make provisions to catch or kill the bear, though. It will keep pathing to your food and drinks otherwise, and you'll keep having the same problem.
>>145809457
This must be the most often repeated bad advice in this general. Doing that will make them drop their tools, and if they see something they want to kill they won't equip any uniform you assign them until after they finish killing it. So effectively all that does is disarm the only armed civilians that might be in the fight.
>>
>>145813881
You're telling him to dig a 5-wide path for wagons. It isn't necessary. The depot is accessible, and he's posted 2 screenshots showing that it's accessible. You just don't know how to read depot accessibility. It's okay to not know things so long as you aren't an obstinate dick when you have the opportunity to learn them.
>>
>>145813881
Who cares if the wagons themselves show up whe nthey just bring everything on mules anyways
>>
>>145814867
They don't.
>>
>carpenter spends over a season praying, meditating, other silly needs stuff
>does no work in the entire time
>ends up complaining he was away from family and friends for so long
Fuck this
>>
>>145815206
they literally do
>>
So question about doors,
Can you have 3 doors together in a row (basically to close off my entrance), and can wagons go through doors?
>>
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would be nice if we get something like an adventurer guild at some point
making your taverns into a hub for trade and requests with adventurers

like putting up an order to hunt down local wildlife and paying for materials
or hiring them as meat shield squads during sieges

of course, this would require a working monetary system
but economy is a huge pandora's box
>>
>>145815413
They don't. If wagons can't reach your depot the merchants bring much less to trade.
>>145815501
You can build two doors adjacent to one another and the dig away the wall next to one of them and build another door there. You can only build doors adjacent to walls but you can use that trick to put as many doors next to each other as you want. I don't know if wagons can pass through them, but I doubt it.
>>
>>145816050
> I don't know if wagons can pass through them, but I doubt it.

So am I just suppose to leave the entrance to my fortress wide open?

What if it rains? Won't everything flood? I'v basically just built a open hole in the ground and tunneled from that.
>>
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>>145812850
>Trainable: Hunting War
>Child: 6,000 cm^3
>Adult: 15,000,000 cm^3

It is totally possible to breed and train war cave dragons.

>>145814372
It takes micromanagement, as I recall it is easier if you start out by assigning them into the military, setting them to remain equipped when off-duty, and then enable the mining labor back.

>>145815501
>>145816050
You can also use a constructed wall and then remove it after the center door is built so the side ones support it.

D
D W
D

Gotta set up levers so it stays open though, same with hatches, which I used because of zombies climbing a wagon-only impassable ramp entrance somehow.
>>
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proof that wagons can fit through 3 tile wide passages
>>
>>145816382
The usual method of securing entrances is a raising drawbridge. You don't have to worry about rainwater flooding, rain only accumulates in murky/brackish pools that are present on your map at embark.
>>
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>>145816551
I assume with doors is what you're showing?
>>
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First time playing in a couple years, what gimmick should I go for?
>>
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>>145819438
Rule the world, obviously.
>>
>>145819514
I'm gonna die, probably really quickly. I need something at least somewhat attainable.
>>
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>>145819438
All scholars. Embark close to the goblins. Build the dwarf library of alexandria.
>>
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i have made a huge mistake
>>
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>Uncomfortable memories of demise from very first fort

I have no military and defenses are still incomplete due to being in early game. How much time do I have left before they wander over?
>>
>>145819759
I mean, I guess I asked for it. Sounds fun to try.

I'll probably bring at least a couple dudes who aren't scholars just to dig and shit
>>
>>145819851
RUN
>>
>>145819759
>>145819887
Oh yeah, I was never really good at this game years ago so i'm pretty clueless. What kind of skills should my main scholar bro have?
Any shit I should take on embark to ensure the success of this library?
>>
>>145820012
I'd go with:

1 scholar with some writing, reading, and whatever science you like Mathematician, Astronomer, Chemist, Geographer, exc.

1 scribe with 5 write/5 read whos job is just copying books.

1-2 military dwarf with 5 teaching (makes training other dwarfs faster) and whatever combat skills you want

and a doctor with all the medical skills (diagnose, bone setting, wound treatment exc.)

1 farmer 5 grower/ 5 brewing (dwarfs can eat raw food, but need booze)

and maybe a miner/mason with some building design skill.
>>
>>145819832
Looks fine to me.
>>
How do I move wild animals from a cage to a chain without training them and without having the entire fort murder them? I'm trying to put an untamed wild animal on a chain to use as bait for my trained GCS, but I tried putting a cave crocodile there and as it was being moved over to the chain a marksdwarf shot it in the face
>>
>>145820904
One ho has
>Great feel for surrounding space
>Sharp intellect
>Way with words
>Shortage of patience

Could she be a scholar? Way with words and intellect sounds good, but shortage of patience might be detrimental?

All my other dwarves are retarded to the bone
>>
>>145821253
Sounds good to me. scholars are somewhat new, and the wiki does not have a lot on it. You're breaking new ground with this expedition.
>>
>>145821497
Are these really the people we want breaking new ground?
>>
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>>145821091
Well it was coming right for him.

So I've got a dragon bone (replaced the lighter nether cap one) minecart running on an impulse ramp powered loop to grind wildlife outside of my camp.

I am assuming it will just keep rolling around while I'm out securing tribute from people and finding some worthy folks to hearth for me.
>>
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>>145821548
These are the exact people we want leading the dwarven scientific revolution.
>>
>>145820904
Any idea why I can't put 2 skills to level 10? I can get 1 skill to 10 and another skill to 9, with 1 pt left, yet the lazy newb embark profile I'm using has people at 10 in 2 different skills...
>>
>>145821706
It might. I know you mod your dragon bone, so it may be able to run over anything that gets in its way, but surely there are animals of sufficient size to derail it.
>>
>>145823558
The lighter one smashed a polar bear to death, I since added uh... 16 additional impulse ramps, it's hilarious to ride around on btw, I totally see why dorfs do this stupid shit before getting smashed into a wall.
>>
>>145822991
You ran out of over all points. You start with around 2k, and spend them on lvling up your dwarfs and buying stuff.

hit tab and remove a few beers or meat and that should let you get them all to 10.
>>
>>145823841
Thanks, got it.
Now I have some points for items left. Anything I should bring that's pertinent to writing books?
>>
Hey guys, where do I start if I want to learn this game? My friend directed me to this /vg/ but everything is outdated, does that matter?
>>
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>>145824172
Lots of pig tail seeds for making paper/thread.
>>
>>145824793
Well I embarked as I saw the reply. Oh well. I brought a piece of chest armour since i'm close to baddies, and the blood of a two legged rhino lizard..
>>
>>145824707
Go download the game(its free) then just follow this guide.

http://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide

You can use stuff like the Lazy Newb Pack if it proves to be to much for you, but try playing it as is before you go adding tile packs and what not.
>>
>>145825079

Alright, thanks for that. HOw do I add tile packs if I was interested?
>>
>>145825285
Just use the lazy newb pack tbqh. It has just about everything you could need, link is in the OP
>>
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>>145825285
>HOw do I add tile packs if I was interested?
My preference is the default tiles, but they always have instructions. You can find tilesets here:
http://dwarffortresswiki.org/Tileset_repository

and complete graphical revamps here:
http://dwarffortresswiki.org/index.php/DF2014:Graphics_set_repository

The official forum also has a lot of graphical mods:
http://www.bay12forums.com/smf/index.php?board=28.0
>>
>>145825906

Oh awesome, thanks for helping me, this should be enough to get me started at least, are you guys friendly for scrubs asking questions? Or should I be reading paste bins and shit?
>>
>>145826218
/dfg/ is 50% scrub questions, 20% wrong answers, 20% stories and 10% discussion.
>>
can I get some tips for defending a surface town, without covering it with a roof?

How to deal with climbers, flyers, regular defenses etc
>>
>>145826424
i just started playing like 2 weeks ago and hearing people ask questions i have answers to makes me feel good.
>>
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>>145826718
>defending a surface town
Get a load of this elf.
>>
>>145826718
>surface town

BAHAHAHAHAHHAHAHA
>>
How do I into breeding/generating lots of pond turtles/cave fish?

I have so much water omg and a terrarium it's gonna be great
>>
>>145827608
Sorry to burst your bubble but someone asked a similar question, >>145772494
I don't think anyone knows how to breed fish.
Maybe you can find a way though.
>>
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My first trader just arrived, and my broker is asleep. How long will they wait?
Also is there any reason to build more then one trade depot?
>>
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>>145823558
Ha ha, it did!
>>
Will a giant cave spider be able to see through glass walls and fire webs at them, or do I need to use fortifications instead?
>>
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>no devlog updates
>>
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New devlog
>>
>>145829306
Fake
Toady would say "he he he"
>>
>>145829306

I'm thinking of what would happen if he did that.
Probably they would get a UI team working on it and and go for more sprite based graphics.

I'm not sure how much Sony dumbs down games but imagining EA, lol. They would probably change it to like that mod that makes all leathers and all wood the same, make the military screen automatic and inaccessible to players, etc. I'm not even sure why they do these things... to make the game more "appealing to casual gamers" and such I guess but does that really make it more appealing?
>>
There are a bunch of troglodytes floating in open space above the cavern floor and as a result my dwarves won't do anything in those caves because they get 'interrupted' by the sight of the troglodyte, but they're so high up my military can't kill them

Is this some kind of bug, or are these things supposed to be able to fly or cling to walls? I don't understand how they're staying up there
>>
>>145830318

Presumably they spawn or are generated up there, and then cling to the walls. It's quite annoying. What you can do is dig through the rock and make a path from your fort to them and then kill them. Or if you wait a very long time they may fail a climb check and fall, I think. Or a flying FB can come and stimulate them or attack or something. Or you can shoot them from fortifications dug from a nearby rock wall.
>>
>>145830318
>>145830609

To clarify, they are "climbing" on the wall, but not pathing anywhere.
>>
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>>145830609
Pic related, I'm not sure how to even get to them, since they'll likely interrupt floor construction too

There are just five dwarves standing on the staircase staring at the troglodytes and getting 'interrupted' and they won't even leave to go eat, that job gets interrupted too

I'm worried soon dwarves will try to bring them water and get interrupted until my entire fort is standing on that one tile unable to eat and I'll lose to the stupidest thing ever
>>
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>>145830820

Instead of building, dig.
Dig a staircase in the rock from straight above or below into the green-square labeled tile. Then dig or staircase in the direction of the green arrow.

They wouldn't being water to them, that only happens to people resting injuries as far as I know. Only those standing there might die of thirst or hunger.
>>
>>145831279
This is pretty much what I'm attempting, but now they moved over to a harder to reach spot

If this doesn't work I'm probably going to watch 8 retarded dwarves die of thirst because they wouldn't walk away from these troglodytes
>>
>>145831482
Well fuck me, the miner dug down to where they are but then he started fighting one, and it tried to punch him so he jumped away and fell straight down and exploded
>>
>>145831482

You can draft the dwarves into a militia squad and order them to station in your dining hall, then remove the order. They should drink then.
>>
>>145831606

That happens at times.

I hope he fixes it this bug.
>>
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First trade, lots of stone and wood I had just lying around for an anvil, pickaxe, and a backpack. FeelsGoodMan
>>
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>tfw you reach the summit of something while clearly not being near the top

>>145831780
What the jumping to your death while dodging thing?

More that asking someone to punch a hole in a cavern ceiling and hoping they don't engage in combat is a risky sort of thing.
>>
>>145831279

what tileset senpai
>>
>>145832871

No I don't consider falling in that case to be a bug.
I meant the bug that makes them cling to the ceiling in the first place.
>>
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Is there a reason my fisherdwarf won't fish at this indoor pool? I haven't gotten a "nothing to catch" message and it's designated with a zone. I'm sure I used to be able to do this.
>>
>>145833930
I have the same question
>>
If none of your dwarfs have appraiser, can they learn it or are you screwed?
>>
>>145833471
Yeah, critters hanging on walls forever is odd, but to be fair, the ground isn't safe in most caverns anyways and trogs aren't totally mindless, so...

>>145833930
>>145834063
Doesn't it need to be 7/7?
>>
What are some good mods to kick up the difficulty? After binging so long on rimworld and not playing DF for 2 years, it feels boring with how easy and laid back the game is. I could just embark on some evil biome but then you just barricade your dorfs inside ASAP and it's the same shit.

Also is there anything in dfhack to make circles of varying size when selecting designations with the mouse? I've been trying to do all my digging with the mouse and trying to have really organic curvy forts but the lack of any kind of brush makes it hard
>>
>>145834653
Assign one as broker, get a caravan, they'll get appraiser.
>>
>>145828740
What did you hit?
>>145828803
Glass is opaque in every application except windows. Windows are vulnerable to building destroyers, like GCS, and creatures won't try to fire projectiles through them anyway. Fortifications are the way to go.
>>
>>145831279
Dwarves will bring water to any dwarf who gets thirsty enough, even sleeping dwarves or dwarves on their way to get a drink. A leading cause of the abandoned buckets bug.
>>
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>>145835168
It didn't hit anything, I just mean it's still zooming around the track though I've journeyed across the map and back a few times.
>>
>>145834820
I've just filled it up full, still fishing in the zone screen
>>
>>145835949
still not fishing
>>
Does sand count as soil? Can I grow underground plants below ground in sand?
>>
>>145836529
Yes, you can.
>>
>>145835631
Oh, I follow. I read your statement as meaning the exact opposite of your intent. Carry on. Or, uh, roll on. I hope its next victim is a giant polar bear, i want to know what it takes to derail it.
>>
What the fuck is wrong with my companion
>Rest at a city with my pikemen Siru, and a hammerman, both fellow hearthmen
>Reassume control of my character, only Siru is there. Oh well, I guess the hammerman just wandered off during the time lapse
>Traveling around, fighting wolves and shit
>Stumble upon a camp
>Speak to the lasher there, hey, it's a comrade apparently, since I say "long live the cause!" to him
>Talk to him about an army lead by elf marching on Shellsspikes
>Alright, cool
>Begin to walk towards the camp's tent, my companion Siru suddenly sprints faster than I can react and begins killing the shit out of a ANOTHER lasher, who is also a hearthperson of the same group as us
>Completely decimates him, he's dead in a few seconds
>What the fuck? I'm looking at the guy and inspecting the logs to see what the hell triggered this
>Siru tells me and the other lasher who just witnessed his comrade getting slaughtered this:
Pic related
>>
>>145821060
I went from 156 dwarves to 0 in exactly 11 days
>>
>>145835405

I don't think I've ever noticed a dwarf bringing another hale dwarf water.
>>
If I remove tree roots does it open the ceiling?
If so is here a way to fix/?
>>
>>145838649
cut down the tree before digging it out

build a floor where the hole is
>>
>>145827126
I see your ban has expired. Please get it back.
>>
>>145826718
help without memes please

will an overhang stop climbers at least? I will just deal with flyers by hiding inside
>>
>>145657839
Smash their head. They require an intact head to work, and I'm not sure but if they get their head cut off then the body may be able to fight independent of their head, so you essentially create more of a threat.
>>
What happens if you designate 2 meeting halls right next to eachother? Will they even use the second one?
>>
>>145843364
If they are closer
>>
>>145843364
First of all: why still use plain "meeting halls" anymore? They were just placeholders for the taverns, libraries and temples we have now.
>>
Should I make my militia squad axedwarves, speardwarves, or macedwarves? I already have a marksdwarf squad
>>
>>145844610
Warhammers.
Get some blunt damage in that squad!

Maces work too but I think maces look dumb in my imagination
>>
>>145844610
Marksdwarfs are useless apart from few forgotten beasts. Get one squad of axes, because once they get legendary they will cut things without a problem, hammerdwarves work slower but deal with certain armoured enemies axes would have trouble with.
>>
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>>145836786
A giant polar bear was sufficient to stop it after bashing the shit out of it so I said fuck it and went all the way, hacked it into slade and added another into the circulation.

Suffice to say it is goddamn lethal.

I put fortifications at the corners to eject corpses, they're all over the place.

Incidentally: if you build a camp and want your companions to use it and remain there even if you end the adventure with them, this is possible.

Building them rooms and assigning a generic zone to them (instead of a hall/inn/library/temple zone) works.
>>
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bumpin'
>>
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>>145846164
>>
>>145849105
That's a long wait (10 ticks) per frame there, even at 10.0 speed if I run alongside the track they catch up and pass me regularly.
>>
>when a titan comes by and kills your entire herd of grazing animals in seconds
>>
>>145850052
>when you figure out that they can also travel diagonally through zlevels and right into your fort via the river
ok
>>
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If you could see any new details or features added to the core game, what would they be?
>>
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>tfw you realise that you can build training grounds at your cabin
>wood block towers joined with stairways for climbing training
>wooden floors on top of water for endurance and swimming training
>obstacle courses that don't actually train your skills, but are fun to run through
>>
>>145851935
Put one in the mountains, go get a bunch of cloaks and robes and veils, set up relationship with one civ as freedom fighters so you can wage a proxy war against their enemies, then turn around later and deconstruct the keep one day.
>>
>>145851871
More complex (or rather more realistic) terrain generation. Especially the shape and location of mountains, plate tectonics, and volcanism. Ice, glacier formation, and accumulating snow as well as avalanches.

Other natural catastrophes like floods would be great as well.

Although that's more of a fantastic wish, not an actual expectation.
>>
>>145851871
I'd add way more depth to two things

1. How civs wage war. They do it more often and are strategic and stuff. Like, squads will attack hamlets and burn crops, poison the well, ect, or we could try and raid enemy caravans or assasinate important people, in addition to huge battles. I feel like having that sort of thing be a viable option means it would be easier for the player and his dudes (in adv mode) to contribute to the war effort.

2. More time-consuming peasant things to do. The adventure mode building was a good start, as these guys explained.
>>145779846
>>145780084
>>
>>145852535
This would be pretty cool.

It would also mean that abandoned sites would slowly be "swallowed up" by the stratigraphy, making ruins more fun to explore in adv mode, and bringing actual archaeology closer to being implemented as a feature.
>>
>>145852824

also >>145777179
>>
>>145852901
>bringing actual archaeology closer to being implemented as a feature.
Oh yeah, I am looking forward to several adventurer role feature arcs: thief, treasure hunter and explorer have so many interesting things coming up.
>>
>>145853443
>>145853443
>>145853443
>>
>>145773638
Do you remember the guy that drank himself from his globet?
That was actually creepy, even more in this kind of game. Spooky as fuck
>>
>>145776241
>Democrats dwarves
Now I´ve seen everything. Thanks Toady for this
>>
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>>145779846
>>145780084
>>145780116
>>145852824
Fuck guys, stop getting me hyped for things that will probably get made in 30 years
>>
How large should your military be? I have 2 squads (11 Axedwarves, 4 Axe Lords, and 5 others) now on a total population of 110. Do I need more? Do I need to make extra weapons in case I get a siege or should 2 squads be enough for now (I have ~450k wealth)?
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