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/dfg/- Dwarf Fortress General

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Last Thread: >>145648084

>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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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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>another autismflat fort as the OP image
>>
surface forts are not for elves, fuck off there is nothing wrong with developing a town on the surface
>>
>not building your fort in multiple z-levels for efficiency
It's like you're not even trying.

Alright, enough with the shitpost. I use DFhacks prospect because I'm a filthy casual which shows ~8k bituminous coal, but I can't find it anywhere near the reported z-levels.

Any ideas?
>>
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>>145853536
>>
Is there a notciable difference in wood and metal shields? mass prodcuing wood shields seems a fuckload easier
>>
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In adv mode can I turn other people into vampires? I feel like it should be an option to beat someone within an inch of their life, see if they are worthy, and then on the verge of death offer them another chance in the world as a lion among sheep.

It might also be interesting to just poison a well with vampire blood or give a child a necromancer slab and see what they become on their own.
>>
>>145853656
use dfhack reveal and look for it
>>
>>145853961
That's cheating anon
>>
>crashed after I clicked save
please be ok
>>
>>145854035
bad times incoming
>>
Page 9 already? Damn. Probably the americans sleeping.
>>
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>cut off someone's hands
>reanimate them and make them beat him to death

This game is wonderful.
>>
>>145856048
>sleeping at two and a half pm
This is why they need to make America great again.
>>
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Are there any ways to clean a tile (remove vomit, blood or maybe mud) without a dwarf performing a cleaning job? Any at all?
>>
>>145856764
You can use DFhacks clean all command.

I use it once in a while to reduce lag and remove vomit.
>>
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can you run in adv mode?
It's always 1 tile a tick and villagers/animals can move 3+ tiles at a time.
>>
>>145857160
oh yeah, but i meant a more legitimate, in-game way.
>>
>>145853656
Look up exploratory mining on the wiki. Then when you find a vein, use digvx.
>>
>>145857285
Not to my knowledge... Rain ay wash it away?
>>
>>145857207
shift+S selects walking speed.
>>
>>145857285
It can only be considered cheating if you use it to get rid of potentially harmful substances. If there are none that actually threaten your dorfs, you're free to use the clean command as you wish.
>>
where can I find the raw for my character in adventure mode?
>>
>>145858726
Individual creatures don't have raws.

Creature raws are for entire species.
>>
>>145858971
Darn, I was hoping I could edit my character after creating them. Oh well, that's ok.
>>
>>145853817
Give them a goblet with blood in it, they'll drink anything.

Leave necro books in a library, they'll get read.

>>145855336
I couldn't get someone to drink me, game crashes instantly when they do, but yeah, I used dfhack to put someone in a cage, put the cage in a goblet, and handed it to them.

They then drank themselves and disappeared right out of the universe.

>The elf clothier drinks the steel goblet.
>Elf clothier has died in a cage.
>>
>>145859251
You can just edit the species you belong to, if you want. The changes made will affect your adventurer immediatly.
>>
>>145859575
I was trying to edit his physical description. I dunno if I can do that.
>>
>>145859639
You can't by ordinary means. Perhaps some of the dfhack savvy anons can do that, but it's beyond my knowledge.
>>
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>>145859787
Ok, I'll figure something out.

On an unrelated note, does anyone know how difficult it will be to manage these needs?
>>
So does everyone use DFHACK because changing peoples labors in game seems like a fucking nightmare.
>>
>>145860196
"Eat good meal" is hard to fulfill in adv mode, since there aren't any kitchens. The rest of them are fairly easy to fulfill, but you'll want to have FAAR less of them. An ideal character only has 4-2 needs that are moderate or higher.
>>
>>145860306
Either dfhack's dwarf manipulator, or the rapist.
Or you just don't change people's labors all that much and deal with it.
>>
>>145860386
That's just a feature of my race I think. I'm playing the Masterwork mod (Yes yes I know I'm a terrible person) and using the succubus race. They've got demonic strength and charm and all that but they also have needs out the ass to balance it out.
>>
>>145860306
Unless you want to autistically micro-manage every single dorf, the vanilla interface works alright. Most of the time, you'll just want to give a certain labour, on which you're understaffed, to some useless idler. It's not that hard.

Of course, using manipulator is more efficient, but it's not really a must.
>>
Can animals graze on sand or does it have to be grass? Also can I keep them underground or do they need sunlight?
>>
>>145860545
>Can animals graze on sand
What do you think, anon? Are you the same anon who asked why people settled near rivers?
>>
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>>145860645
Well my crops are growing just fine in dry sand, underground, and my dwarves have yet to use the river for anything so....
>>
>>145861268
Do you have fisher dwarves?
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>>145860386
Is this any better? I went and tweaked some variables manually.
>>
>>145861341
No, should i?
>>
>>145861540
Looks ok.

Socialising just requires talking to someone once in a while. Excitement can be all sorts of things, but as long as you fight once in a while, you're kosher. Learning is good, because that's what adv mode is all about. Be creative just requires carving bone crafts once in a while, and wandering is just standard wilderness exploration.

I'm not sure what taking it easy actually means, but it's probably not a problem.
>>
>>145861628
Fish is good food and it gives you crafting materials, and it makes rivers more valuable.
>>
>>145861998
I've heard its either resting or telling stories. I'll have to look into it.
>>
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>mfw i have never tried adventure mode

Hmmm. I do feel like an adventure
>>
>>145862362
It's fun, I played as a super strong cunt who's only method of attacking was throwing things into one another.
Killing someone by throwing the corpse of his friend into him with all your might makes for a good time.
>>
>>145862362
>not seen: immediately after that shot, bilbo was held down and ripped apart by little magical kung fu shadowbabies who laughed the whole time
>>
I'm trying to get a tavern working. I have made a meeting zone at my dining area, there's food, booze, chairs, tables, chests and instruments, but for some reason I can't get it working. In the zone menu, the "assign location" has a "?" as key, and I can't figure out how to access it. In the keybinds menu there's nothing related to it.

I'm on .42.06 by the way.
>>
>>145862362
Adventure mode is a such chore. I always get lost within 30 minutes and die
>>
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>>145862484
>tfw no mod where you manage a bogey lair
>tfw no attack on titan styled "beast attacks" where adventurers attack your lair
>tfw no bogey caste system where you have specialised "sentries" with 360 vision cones, "fliers", and so on
>tfw no friendly cave dwelling bogey tribes to interact with in adv mode
>tfw no tiny friendly bogeys to keep as pets and bodyguards in adv mode
>>
>start up an adv character
>spend an hour making him just right
>he is mauled by werebeasts in the starting town in like three turns.

I'm rolling up a mammoth man with demigod stats right now. What weapon is best at killing Werebeasts?
>>
any good vid tutorials i can follow for adventure mode or should i wing it?
>>
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How large should your military be? I have 2 squads (12 Axedwarves, 6 Axe Lords, and 2 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)?

Also how do I solve pic related?
>>
What's the BEST tile set for a beginner like me guys? I'm thinking Taffer, but I don't really know. Do tilesets have to be up to date to match the new stuff? Or does it not matter.
>>
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>>145844249

I think of a dining hall as a more formal place to eat where feasts and such could be held, whereas a tavern is a more casual thing.

Pic related as to my view of a dining hall, much unlike a tavern.
>>
>>145864053

Vanilla default.
git gud
>>
>>145864370

I'll fuck you with my dwarven drinking cup.
>>
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>>145863513
Update on operation Woolly Vengeance.

I am going to punch all the werebeasts to death.
>>
>>145853679
wood is actually better than adamantine for shields, because material properties do not affect the efectiveness of the shield
>>
>>145865018

Except for the weight and bashing abilities.
>>
>>145865291
what do you have more, adamantine or wood?
>>
does dwarf therapist work with the latest version?
>>
>>145865402

lel
>>
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>>145862362
Do you think it would be possible to do a pacifist adventurer run? What kinda of immense power would it take to survive in a world without bringing any harm or death?
>>
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>>145865402
Elf detected.
>>
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>>145864053
Ignore this guy, SD vanilla is too damn small:
>>
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>>145864931
Currently fighting a wererhino in a fistfight. This is the most fun I've had in dorf fort in awhile.

I am

One Punch Mammoth.
>>
>>145865676
Weirdly enough, the power of music.
Your country could use more bards, son
>>
How do I make a tavern? I've used the guide on the wiki, but without luck. Can someone please make a clear walk-through?
>>
>>145865291
Wood is better than adamantine for shield bashing. Higher density=more blunt damage.
>>
>>145866268
i for zones, metting areas, tavern.
I think l is the key for areas like that, but i dont remember
>>
>>145866037
Is music/dancing effective against everything? Can I walk though a necromancer tower with a bunch of dancing dead?
>>
>>145866509
Yes but no not really. You'll die.
>>
>>145866509
Do it like MJ.
>>
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WEREMAMMOTH VERSUS MAMMOTH MAN

THE ULTIMATE SHOWDOWN
>>
>>145866329

I didn't say adamantine was better.
Though there is also the rigidity of the material to consider no?
>>
>>145866441
All I see is this
>>
>>145864053
Whatever looks best to you is what you should use. If you like taffer use it. It's entirely cosmetic, so your preference is the only thing that matters.
>>
>>145866509
If your music is sicc enough, they will start an undead rave party, and probably kill their masters in the process, rendering them dead again
actually, that´d be awesome
>>
any tutorials on how to use dwarf therapist effectively?
>>
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Can dwarves walk through filled stockpiles?
>>
>>145867010
Elasticity and impact yield ought to have significant effects on blunt damage, but don't. If they did, adamantine would outperform every material except slade for blunt damage. As it is, the momentum of an attack is the most, if not the only, thing you need to consider for blunt damage, and it increases with the weight of the material, the strength of the dwarf, and any velocity modifier the weapon has. I've seen it claimed that impact yield is a significant factor for blunt damage, but if that were true then adamantine would at outperform materials that were close to its weight but had much lower impact yield, such as aluminum or featherwood. It doesn't though.
>>
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>>145868958
Yep, no problem.
>>
>>145869104
i got a well-crafted silver whip from human traders
sounds like it was worth it
>>
>>145867071
Assign location.
>>
>>145869648
That's the problem. I can't access that for some reason. I can't find the binding in the keybindings menu.
>>
>>145869104

Oh, thanks then.
>>
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I don't know how you guys can get in the game with these ASCII graphics
>>
>>145867007
i managed to kill the weremammoth only to die of blood loss moments after. So ends operation Woolly Vengeance.
>>
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>>145870376
Imagination.
And the game being awesome.
>>
>>145870376
Watch out anon, that giant kea is about to steal your thread.
>>
>>145870421
Fear not brave warrior, your noble sacrifice will be remembered for about 2 weeks.
>>
>>145870376
Just download a tile-set to make it more understandable, have a decent imagination, and enjoy the complexity and minor detail that allow you to do amazing things no other game will allow.
>>
>forgotten beast show up
>send in millitary, 3 og 10 dies
>one of the surviving hammerdwarves
>seriously, this fucker
>"I feel great!"
>head is torn open
>>
>>145870863
Its fine, my new plan is to repeatedly create mammoth men in the town, retire them, and then eventually recruit them to create a werebeast-fighting elite mammoth monk squad.
>>
>>145853443
Cool snowflake.
>>
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>>145871150
the thrill of victory and battle can overcome any inane little injury you have, anon, didnt you know
>>
>>145872185
Good plan. Hope your world has plenty of werebeasts.
So do mammoth men become smaller when they transform into a werebeast? Can a mammoth man become a weremammoth? What would it transform into?
You must answer these questions, anon. For science.
>>
>>145874785
I'll do my best. Also to answer your first question, I use Masterwork, which has a Werebeast civilization. I don't think I'll run out any time soon.
>>
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>Guide says to start next to river
>Bring plenty of beer like everyone says
>Never use the river
>Migrants show up and all drown in the river
>Migrant ghosts bothering my dwarfs
>Finish the basic fort around winter time
>River freeze over
>Run out of booze
>Everyone starts to die from dehydration
>The river only had one job.
>>
>>145876467
>the river
>implying it wasn't you who had that job and you fucked it up
>>
>>145876563
My first game, I knew I was going to fuck it up. The river was suppose to have my back, but all it did was kill my dwarves and freeze up when I needed it most.

Never trust rivers. Or water for that matter. Next embarks going to be deep in the mountains.
>>
>>145876467
>ugg, me caveman
>river danger
>river dumb!
>>
>tfw 90 dwarves and 400k fort wealth, but no militia and not secure from flyers
>havent had a single siege yet
it is only a matter of time

What decides the size of sieges? Is it:
incremental (Eg: first siege is small, next is bigger, next is even bigger etc)

based on population

or based on wealth
>>
Am I the only one that has never lost a fort, not even the first one?
>>
>>145866268
>>145867071
>>145869736
Please, can someone help me with this, I really want to make taverns/libraries. For some reason I can't use the "assign location". There doesn't seem to be anything in the keybindings.

Any ideas?
>>
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>>145870692
>wrestler
>2 swords
>>
>>145876930
>it is only a matter of time
No it isn't.

>What decides the size of sieges?
Proximity to the nearest goblin civ.
>>
>>145876734
He would have had your back, if you prepared accordingly. You had more than enough time.
>>
>>145876734
>build well
>dont worry about water
>fish for 3 seasons
>1,500 raw fish
>>
>>145877191
never thought of that
>>
>>145877493
>build well
The quickstart guide needs to have this higher up. It's at the bottom of the page. :(
>>
Seems like an influx of new players after GDC/those recent news articles.

It's apparent on bay12 as well.
>>
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>>145878207
>/those recent news articles.
DF made the news again? Where?
>>
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>>145878468

http://www.seattleweekly.com/arts/enormous-dwarf-2610456/
>>
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>>145878207
>GDC/those recent news articles.
Never heard of it.
I came to /vg/ because /v/ was unusable due to E3 spam. Knew about DF from various stories told about the game. Came to /dfg/ hoping to hear more cool stories. After lurking a bit finally downloaded it.

Was tired of how modern games have become extremely pretty cardboard movie sets instead of deep worlds you can get immersed in.
>>
>>145878696

It's been a long time since I've lain eyes on that map.
>>
>>145878696

Also yeah I feel like most AAA western games coming out these days are shit/as you described. Basically indie/niche ultranerd games are the only good games these days.

DF is probably one of the greatest games ever made, so far. Have fun.
>>
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>>145878696
I stumbled upon the article about it when I hit the 'random article' button on encyclopedia dramatica in like 2009 (whenever 40d was the latest version). I couldn't believe what I was reading and thought it had to be a joke.

And now here I am, 7 years later.

40d a best
>>
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>>145879009
AAA has finally figured out that accessability and ease of use makes way more money than complexity. For evidence, see the extreme push for casual and mobile gaming as well as every single gaming company, nay, any company with PR being extremely and aggressively politically correct.
>>
>>145877024
Alright, nevermind. I took the vanilla interface.txt from the wiki which belongs to 43.03 and not 42.06, which I'm using.

Downloaded a copy of 42.06 and restored the original file.

It's working now.
>>
>>145877827
Not having a well wasn't your problem, running out of alcohol was.
>>
>>145878207
>“I’m going to attempt to prove that the game is not really as hard to get into as so many people think.” So begins the first of six 30-minute videos entitled “Dwarf Fortress for Dummies.”
yes because nothing says a game is easy to get into like a 3 hour tutorial
>>
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So most of my dwarfs are dead or dying from thrust. If I abandon the fort, can I reclame it with a new group of dwarfs?

Will it be haunted all to hell?
>>
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Why isn't my bridge stopping this water? It feeds from a river above and to the top, and then there's an underground tube connecting the room at the top to the room at the bottom, with an area hollowed out underneath the room at the bottom. But now it's flooding through the bridge and flooding this room. Now I don't even know if I'll be able to access the room to hollow it.
>>
>>145879293

I can't imagine being someone who was more satisfied with the lower number of attributes in Skyrim than Oblivion, but apparently those people exist? Or is that just an incorrect understanding on the part of Bethesda? If they had fleshed things out more, removed quest waypoints, etc., would it have sold less, do you think?
>>
>>145879906
did you make it a retractable bridge by accident
>>
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what in fuck.

This thing is the size of a titan.

I'M NOT READY
>>
>>145880049

>attributes
skills*
>>
>>145880056
How would I tell? I mean, I don't think I did.
>>
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>>145879495
I tunneled down, set up a stockpile, built a farm, made some stills, then winter came and we ran out of booze.

I guess next time I just have to bring more.

Kind of disappointed my first fort falls to thirst.
>>
>>145880285
>"oh no I'm so thirsty"
>"if only I was holding this canteen 3 inches closer to my mouth ;_;"
>>
>>145880285

The fuck is he doing? Did someone tear his lower spine apart so that he has to try to drink prone?
>>
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>Playing for the first time in years
>2 big gators next to where we have embarked
>Recall what just happened at Disney
>Assign swordsman to militia commander, kit him with leather armour and a sword I brought, assign him our hunting dog
>Tell him to kill gator
>Dog bited alligators toe and runs away in terror
>Militia commander repeatedly stabs gator in the head, getting his sword stuck in the skull while the gator continues to vomit
>Finally stabs it so hard its head is torn asunder
>The alligator vomits
>>
>>145880456
>cancels give water, needs empty canteen
>>
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>>145880669
>>
most effective way of training besides danger room?
>>
>>145880884
>danger room
>effective

Wasn't that patched out years ago?
>>
>>145880935
nope
>>
>>145880884

Sparring in squads of 2.
>>
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>>145880669
>recall what just happened at disney
>>
>>145881010
Will one squad of 10 with 2 minimum training work? There are always only 2 or 3 people training at a time anyways
>>
>>145880049
Less development time would be reserved for graphics, and it could scare away some people because of it being "too complicated".
>>
>>145881124

Probably yes but it would be less effective I think, since you're letting 8 people go off duty without training.
>>
>tfw I just now discovered box select options using the mouse with dfhack
FUCK ALL THAT WASTED TIME
>>
>>145881397
The what now
>>
>>145878667
>that 6x5 stairwell
>>
>>145881492
literally just clicking a start and end point for constructions instead of using the keyboard
>>
Can someone explain what the (out of date) means next to all the stuff?

Do I need an older version of DF to run with them? Will they still work? I'm new and what is this...
>>
>>145881269
Is there a quick way to merge the squads together for when something shows up?
>>
>>145881010
>>145881124
The groups-of-2 sparring trick was a workaround for a bug that was fixed almost 2 years ago. Paired dwarves don't spar any more often or any more effectively than squads of any other number.
>>
>>145881712

No. But you could just send them all to the same place.

Usually what I do is start off with like two dwarves in the squad, then once they get good enough and are sparring regularly I add one or two more, then increase over time.

You don't need to stick with 2 unless you're really minmaxing.

The reason 2 is better for sparring at first is because the more people seems to increase the propensity to do lessons instead; for example if one person is really green they might just stop sparring and do lessons until they get decent enough.
>>
>>145881852

Really? I wonder how much of what I do in the game is based on bugs that have already been fixed...
>>
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>>145881647
>>
>>145882956

Play vanilla fag.
>>
>>145881712
You can't, but you and the guy you responded to should probably read the wiki page on scheduling. You can set multiple orders for a squad. If you really want to use that obsolete training trick for some reason, you can give the same squad as many minimum 2 training orders for each month as you want.
>>
>>145881647
>>145882956
Dwarf Fortress is a frequently updated game. The various utilities have to catch up after each new release. That's what out of date means. No utilities are compatible any version that they weren't created for.
>>
>>145881647
>>145882956
It just means it isn't for the most current version.

Since everything with dwarf fortress is on a sort of lag when it comes to updates because of the frequency and irregularity of the releases.

If you play the lazy newb pack, which says "out of date" only because a new version was released and all the tools that are in the lazy newb pack haven't been updated to the newest version by their authors yet.

You'll be fine with playing out of date if you make sure you use the "2014" version of the articles on the wiki.
>>
>>145882892
All the other civs must be looking at your dwarves and wondering what caused them to adopt a battle-brother approach to training.
>>
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>>145883419

>Dwarf Fortress is a frequently updated game.
>>
>>145882892
It's a lot to keep up with. In the case of that particular fix it was one of the undocumented and possibly-accidental changes that came with conflict levels being introduced in .40.01.
>>
>>145883627
Frequency is relative. If you take a random sample of pc games and count the number of updates they've had in the last 10 years vs the number of updates dwarf fortress has had in the last 10 years, DF would probably compare pretty favorably.
>>
Do you consider starting on a volcano cheating at all? Thinking of doing volcano fort
>>
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This game turns me into a horrible person. I just grabbed a small elf child, broke both her legs, gouged out her eyes, ripped out her tongue, broke her arms then left her begging for help.

Why does maiming elves feel so good, /dfg/?
>>
>>145880285
If you had a farm, how did you run out of booze?
>>
>>145884995
thats what they are for
>>
>>145884995
rape mods when
>>
>>145884616
I used to consider volcano embarks easy mode. I avoided them because I didn't want to cheat myself out of a challenge. Then I got gud, learned to work with magma at all depths, how to transport it effectively through a variety of means, and started allowing myself to embark on volcanos again. Now I consider them labor saving devices, because I could move magma from the magma sea to the top of my map in my sleep. It's not challenging to me anymore. If you aren't in the same place, I recommend not embarking on them. You haven't really played dwarf fortress until you've cursed yourself for deciding to build a 200z pump stack. Unless of course it's an embark too good not to play, there's no reason to be masochistic about it.
Just remember that it's a single player game and you're not accountable to anyone for your decisions. You don't need our approval. Even if you do seek it, getting called a casual by dwarf fortress veteran on a forum for discussing dwarf fortress is almost a compliment in any other gaming culture setting.
>>
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>>145885075
The farm finished in winter. Took me that long to learn how the controls work.

The way it randomly switches from */ to +- to the arrow keys is asinine.
>>
>>145885715
Will wooden coffins stop them from becoming ghosts?

Should I just dig a mass grave away from my fortress or do the families need access?
>>
>>145885429
Add body part donger

add body parts anus and vagina

strike x with y

u done it
>>
what is the point of a jail? What criminal acts can dwarves even commit besides not making 5000 adamantite cages when the mayor demands it?

Also instead of individual cells can you just make one big room with a bunch of chains to stick all the prisoners in?
>>
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>>145886620
I wonder if you can give titans, werebeasts and demons huge dongers
>>
>>145886861
Tantrums?
>>
How do you fill the make merry need?
>>
>>145886861
If I'm not mistaken, if someone goes into a tantrum and assaults his fellow dwarves, that counts as a crime

If a vampire is caught in the act that might count too

Overall though the justice system isn't really worth it and you're better off finding dwarfier ways to administer justice, like sealing insane dwarves in a tiny room, or making vampires bookkeep for all eternity
>>
>>145887256
It seems pretty doable. Just slap the body part on the raws.
>>
>>145886861
>What criminal acts can dwarves even commit besides not making 5000 adamantite cages when the mayor demands it?
Unhappy dorfs will throw tantrums, attacking and potentially harming other dorfs. Locking them away gives you some breathing space. Also there's the vamps.

>Also instead of individual cells can you just make one big room with a bunch of chains to stick all the prisoners in?
Yes. I usually divide my prison into four to six "units", in which I put about four chains per unit. Turning one of the chains into a room will make all chains in that room function in your prison.
>>
>>145886620
but wot about impregnating them
wot about leaving your mark inside of them so a never goes by without them feeling your violation and taint on their body
wot about missionary consenting rape
>>
How can I muddy the surface? I want to make large farm plots on the top, but there is little tiles of stone that make the plots have gaps.
>>
Are books currently being read or copied at a table not shown in the total, or are these visiting scholars actually taking my books faster than I can write them? The library's count went from 30 down to 21
>>
>>145888284
>How can I muddy the surface?
Apply water.

>>145887845
>>145887403
Dwarves that destroy buildings or furniture while tantruming will also be charged with a crime.
>>
>>145887968
I dunno I guess that's a lil more complicated.
>>
What is the best pre-steel armor type?
>>
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>>145870421
Damn, would be amazing if you could have become a weremammoth mammoth, for The Mammothening Part 4: Tuskception

>>145889903
Black Bronze is a bit better than Iron in some cases, but they're very close.
>>
Troll just ran into my storerooms tipping my shit over, it's dead now.
What do I do with its mangled corpse? Any actual uses?
>>
>>145890328
To be honest I'm now terrified of that town. I may have avenged my fallen character, but god knows how many people have been bitten. There could be dozens just waiting for the full moon.
>>
Is there any way I can fix the 'can't cut trees with stone axe' bug myself?
>>
I dont know why I though manually pumping from a river was a good idea
>>
>>145891314
Nah, it's coded in, glitch from the training axe fix.
>>
>>145892167
Oh, shoot. I'll just have to wait then.
>>
>>145890328
Black bronze isn't a weaponable or armorable alloy. It's gold, silver and copper.
If you mean bismuth bronze, its properties are identical to regular bronze.
>>
I assigned a guy as captain of the militia and axedwarf, and then noticed he has trouble breathing due to a past injury

Should I replace him, or will he be a fine warrior anyway?
>>
>>145892568
>then noticed he has trouble breathing
Oxygen is overrated. He will probably die before he ever gets in a fight
>>
How can I make money as a storyteller?
>>
>>145892568
Just make him a vampire so that breathing isn't a problem.
>>
>>145892803
He's one of my starting seven and he's been working with that injury just fine for 2 years now and regularly spars with his subordinates and hauls heavy shit to the workshops so it doesn't seem to affect him too much oddly
>>
>>145892494
Derped, yeah I meant bismuth, was watching a cat show and got distracted while typing, and I think the main reason I go to that is just because it's worth more than ordinary bronze.
>>
>>145893032
Guys pls I would really like to learn a way to earn money in a way that doesn't involve leaving town. The entire place is evil badlands and thus no place for a peasant.
>>
>>145895691
>tell boring stories
>wait for listeners to fall asleep
>stab them in the head
>take their money

Murder and murder accessories is currently the only profitable industry in adventure mode.
>>
>>145896029
Oh really? That's a shame. I guess I'll have to hunt whatever deformed fauna lives outside the towns borders in order to stay alive.

The sheep here are our only source of food.

They are also perpetually on fire.
>>
>>145896243
>They are also perpetually on fire
screen caps bitch
>>
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How screwed would I be if I had to fight this, /dfg/?
>>
>>145896959
>Organic
>Not flying
>Blood

You can take it down with marksdwarves easily enough, just don't let anyone go retrieve the corpse
>>
>>145896959
harmless to a decent militia
>>
Do paved roads do anything besides look nice?
>>
>>145896959
Depends on how bad the blood is and how much it gets spread around. If it bleeds a lot you'll want to shut down the cavern until you can arrange to clean it, unless you know the syndrome isn't very bad.
>>
>>145896243
I'm with: >>145896664 here, post it!
>>
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>>145896664
This is some kind of bird rather than a sheep, but my point still stands. Most everything out in the badlands is on fire. Bugs, vultures, iboms, sheep... its all on fire.
>>
>>145897557
Prevent trees from growing. Give passing dwarves a happy thought if they're skilfully made. That's about it.
>>
>equip my miltia with axes and shields
>hammer demonstrations
>one dwarf has become a wrestler
are they even training their axxe skills?
>>
>>145897675
Wait, so do you have fire sheep or !!sheep!! ? Because that thing in your screenshot isn't on fire, it is fire.
>>
>>145897893
They will, just give them time, also check the equip screen in the militia menu and make sure they're actually using them and you didn't leave individual choice enabled or something
>>
>>145897937
It is a fire sheep. As in, a subspecies of sheep that constantly generates flame yet is unharmed by it. Same with almost every other prey animal in this hellscape.
>>
>>145897893
The dwarf became a wrestler because his fighting skill exceeded his weapon skill or hit novice before the weapon skill. A dwarf can't gove hammer demonstrations unless it has a hammer or crossbow equipped. I'm pretty sure there has to be at least one other dwarf equipped with a hammer or crossbow to attend the demonstratio , but you may only need a dwarf with the hammer skill. Did you actually assign the weapons to their uniform in the military menu?
>>
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If I have two barracks, but knock out the wall between them so the squads can see each other, will they sort of passively train together by watching each other's demonstrations? I remember my engraver became a master observer and competent in every fighting skill from his time spent engraving the barracks while the squad sparred, so I'm wondering if I can take advantage of the same thing here
>>
>>145898649
No, demonstrations only benefit the dwarves whose jobs are watching the demonstration. Observer trains merely by being in LoS of combat or sparring. You're mistaken about the engraver, observer is the only skill that can be increased just by being around an activity.
>>
>>145898649
Which tileset is that?
>>
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Why aren't you running a 1x1 fort, anon?
>>
on a scale of 1-10, how much does the mayor really need an office and dining room?
>>
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They laughed at crundle breeding, but now my dwarves dine on the finest delicacies known to man
>>
>>145896716
what is the context of this?
>>
Where can I get iron and stuff in adventure mode? Having to forge a battle-axe to chop wood is a bitch.
>>
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>>145899547
I am, but it's in the middle of a 3x3 since I can't control the size of a camp directly yet.
>>
>>145900735
Someone was asking about the political affiliation of Toady, someone else replied that he doubts Toady even knows there are elections coming up, and a third anon drew the image.
>>
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Does embarking on a world generated road increase the number of traders, or have any effect at all?
>>
>>145901369
Nothing.
>>
>>145899547
I like my forts large and inefficient, but beautiful.
>>
>set up reservoir for a well
>winter comes
>literally the only tile that freezes is the one below the well while the rest of the reservoir is fine
>>
>>145900983
Alternately, could I use DFhack or something to spawn one in?
>>
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What about city dwarfs?
Does embarking next to a city/fort/exc have any impact at all?
>>
>>145901873
Creatures that come from that site will take less time to reach your fort.
Though that's really only noticeable with sites that are at war with you.
>>
>>145902412
That's a shame. I would like to do more capitalism ho.
>>
Goddamnit NO
>>
>>145901369
Well, I notice camp sites in spots like that tend to get a lot more visitors. The one I just posted down in the volcano is kinda in the middle of nowhere, no visitors.

The ones I put in the area where my zoomed-in travel map overlaps another zoomed-in travel map are just constantly buzzing with activity.
>>
Is it possible to remove the clothes from a dead elf or goblin in fortress mode
>>
How do I find a 'sedimentary layer'? I've read this is where you find iron. I've dug down to the magma sea but i only ever found intrusive igneous or metamorphic rocks
>>
>>145903627
You mean how you find sedimentary layers to embark on? Or how to find iron once you embarked on a sedimentary layer?
http://dwarffortresswiki.org/index.php/DF2014:Sedimentary_layer
>>
Does generating a huge world add to FPS death after the world is generated? Or just the embark size?
>>
>>145903919
I set out on a place with flux stone but I've dug all the way down to magma and i only found intrusive igneous and metamorphic rocks? I am looking for iron
>>
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>>145903326
>>
>>145904068
Your site might not have it, you'll have to import it from merchants
>>
>>145903941
Size of the world doesn't have a direct impact, but a bigger world usually has more creatures, civilizations, etc. And that does take its toll on performance.

>>145904068
Sedimentary layers are layers that contain the stones/minerals/etc that are listed on the wiki page linked above.

Within those, there might be clusters of iron ores. You won't find "pure iron", but iron ores that have other names.
>>
>>145904068
Only hematite is found outside sedimentary layers and it's found in extrusive igneous.
>>
>>145904251
>clusters
I mean veins. Sorry.
>>
>>145904189
Well that sucks I really wanted to be able to have a metal industry. Almost everything is marble and granite and slate here... Maybe I will restart, my fort sucks anyway.

I am playing with aquifers off, I've heard aquifers make sedimentary layers spawn though. Is there truth to this?
>>
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>Hunter gets injured somehow and has 'severe blood loss'
>Never checks himself into a hospital or gets treated, just continues hunting like normal until one day he drops dead in the ammo stockpile

Also this happened

Dem dorfs man
>>
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>>145879842
>thrust
>>
>>145905197
>>
>giant humanoid monster with two heads
This is my first megabeast

Will a squad of 10 axedwarves be able to kill it
>>
>>145905545
Probably, giants and ettins and cyclopes go down pretty fast if you have multiple soldiers with mid-tier skills

With a basic militia all you have left to fear are bronze colossi, dragons, and inorganic beasts really
>>
>>145905728
Don't forget webbers!
>>
>>145899846
tantrum/10
>>
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>>145853443
What's the catch? How can a game be this good/complex? What is a major flaw this game has?

Graphics, UI, and Optimization doesn't apply to this question
>>
>>145906440
the creators will die before version 0.5
>>
>>145906440
>What is a major flaw this game has?
dude 2 cats LMAO
>>
>>145906440
It has hundreds of flaws, lack of balance, bugs, and is far, far away from being finished.
Furthermore, it more often than not prioritizes complexity over enjoyable streamlined gameplay to achieve emergent storytelling.
That's not everyone's kind of game.
>>
>>145906714
pls dont be toady or threetoe anon :(
>>
>>145899547
I want to make sure I get candy.
>>
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Oh wow I'm doing so well in adventure mode building a cabin and keeping my food larder stocked and overall not dying and-
>>
>>145906714
Why do you think this?
>>
>>145906985
Sounds like a fun time.
>>
>>145906820
I meant compared to other games. Is there anything that does a better job telling a unique story than dwarf fortress?
>>
If I forbid a hatch on a pit, will dwarves still throw things through it, or do I have to unlock it and quickly lock it again before they can climb back out? I'm having trouble getting this GCS to stay in its pit
>>
>>145907479
>Is there anything that does a better job telling a unique story than dwarf fortress?
There isn't (in my opinion), but as I said, it doesn't come without compromises in other areas.
>>
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>>145906820
>balance
>gameplay
>game

We need to find a way to meme up the idea that df is not a game, it is a story generator.

You don't play with a lego set because you think the mechanical aspects of the blocks are technically superior to other construction toys, yes it happens to be true, but the reason you actually play with them is all the shit you can do and imagine and then build to let your imagination run away with.

You can do a lot of that with df, you don't build a fort to beat the game, you build a fort as a place to make things happen, you don't adventure to complete a storyline and unlock rewards, you do it to see things happen, take part in things happening, to see what stories you can find, to try to include yourself in them, to write your own.

I'm not wanting to put a camp in the middle of these goblins to try and defeat their entire civ, I'm wanting to see what happens, will I get a random group of chilled scholars and performers who got caught up with a bunch of soldiers and find me? Will I end up getting sick of all the fucking bodies laying around and the endless slaughter? Will the horrid sludge falling from the sky make them rot to death?

I don't know.

Will I be able to make anyone around the icepit of death care about what is happening? Are there people who try to cross it? Can I find them and see what they're doing?
>>
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This game couldn't have been made without this man. Just FYI, as Toady's older brother and mentor he deserves more recognition.
>>
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>>145907479
Mount & Blade is the only thing that comes close but its nothing really like it.
>>
>>145907828
The main thing I appreciate Zach doing is helping come up with ideas and stories and then figuring out how those stories could emerge on their own, because that is such a neat idea.

Go check out The Parable of Stanley btw, I watched that one scottish guy (the mirror's edge/rift "OH MERCIFUL JESUS! THAT IS A LOAD OF BAD NEWS" dude) playing it and it was really entertaining, a really clever deconstruction of the "here's a sandbox, but you gotta at some point follow these paths, so it's still story driven but you can do it at your own pace sorta" games.
>>
My militia has no armor experience, so I dont want to give them breastplates yet.
Does chain mail slow them down a noticeable amount in combat? Or Should I just stick with leather
>>
>>145908345
people shit on him because he doesnt do art or code but people dont understand that having a good brother and friend is more important when it comes down to a game that is this complex. Anyone else typing anything else into that source codes hinders development.
>>
I just realized that the Liasion from home has been sitting around my fort for nearly a year. Is this normal?
>>
so I asked a bookbinder if he could lead me to the guy who knows where to find the titan
that's going to hurt :D
and he actually joined me, but now he doesn't want to guide me

how do I actually make him to point me in the right direction so I can find that guy?
>>
>>145909417
Doesn't the compass show where he wants to go?
>>
>>145909823
how does the compass work? is up always north etc?
>>
>>145910016
Haven't messed with it enough.
>>
>>145906985
OH JESUS IT WAS AN AMBUSH

THERE'S LIKE 5 OF THEM
>>
>>145909823
what symbol would that be?
I found it in the south of that area, but still. as it is I don't really see the usefulness of a guide who just stands around

>>145910016
it tells you in which direction to go, top most is closest
>>
I am being invaded by 45 goblins right now. Only five of them are actually goblins, the rest are animals. I have 10 axedwarves. Am I fucked or do I have a chance?
>>
>>145911583
nevermind, more just showed up. And I think are are more that I cant see. Time to call up an emergency draft and shit out iron axes
>>
>>145911810
can you record it for us?
>>
>be me
>sleeping outside near some trees
>wake up
>ohshitboogeyman.jpg
>just some ravens fighting some dingos
>i sigh

lol those silly birds
>>
>>145912162
#justdwarventhings
>>
How do I reactivate a retired adventurer?
>>
>>145912345
If you go in Adv. Mode again you'll have the option to play him again.
>>
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>>145912345
Just make a new one and under races it should let you pick a retired adventure or something
>>
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>>145912162
>mfw boogers
>>
>>145901626
Is your well covered by a roof?
>>
>>145912537
>>145912545
Oh I see it now, thanks for the advice.
>>
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Can you raise animals underground? I'm thinking about embarking in a Scorching zone and the wiki says they will die from the heat above ground.
>>
>>145912854
>>145912854

if they actually were bogeyman i would've spelled it correctly.
>>
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>>145913082
No. You lower things underground. You raise things above ground.
>>
How can I tell which furniture has been encrusted with glass and gems so I give it to my noble and not some smerd by accident
>>
>>145913641
k?
>>
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>caravan comes
>it has tons of great stuff
>game crashes
>caravan comes again
>it just has random shit that i dont want
>>
>>145914817
>mfw all these modfags
>>
What are the advantages of plate armor of a breastplate?
>>
>>145914971
you dont have a face?
>>
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I accept.
>>
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ONE

PUNCH

MAMMOTH

I'm fighting demons now I guess.
>>
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just entered a bandit camp
is this amount of bandits normal?
>>
>>145915330
better start running, boi
>>
>>145915330
no
post results
>>
>>145915316
>calling anything that didn't actually emerge from the underworld a "demon"
>all these mods with their fucked up terminology
>>
>>145915785
Hahha

hhhaaa

oh boy

>didn't actually emerge from the underworld

As it turns out, disabling the magma sea can have some very FUN consequences. Demonkind now openly walks the earth, having found their way from below.
>>
>>145915330
>recruit status implies no combat skills
Pretty sure those are refugees.
>>
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So I almost have a silk farm set up, the idea is that when I lower the bridge, the spider will web the puppy and run towards it, hit the pressure plate, close the door above it, but this pressure plate will also open the door on the left past the bridge, so the spider will next run there and try to get the bunny, but hit another pressure plate, which closes the second door and raises the bridge, and then I can use a lever to open the first door and collect the webs at my leisure, then lower the bridge and do it all again

The only problem is I'm worried that the spider will wander around in the enclosed area and might randomly step on the plate again, re-opening the door on the right and killing the bunny, ruining the failsafe part of the whole thing, and I can't think of an easy way to prevent this, even moving the bridge right up against the plate isn't foolproof because it could still stand on the ramp and move back to the plate

Anyone have any ideas on how to improve this?
>>
>>145916018
Yup. You can kill them but get too close too that many active combatants and you'll freeze all the time.
>>
>>145916013
Disabling the magma sea doesn't cause that to happen. Whatever that is was added by whatever mod you're using.
>>
>>145916141
Er, *will also open the door on the right, not the left, the idea is to make the spider run back into its bridged enclosure
>>
>>145916267
They're listed in the game as being native to the underworld, so they must have gotten out somehow.
>>
Can you assign multiple nobles to one dining hall? Like can I just make a nice dining room in the noble section, assign it to all of them, and then have their need for a dining room met?
>>
>>145916525
No, dwarves won't share a single room unless they're married
>>
>>145916606
What if I put a table in the room for each noble, and designated each table as its own dining hall
>>
>>145916691
In theory it should work, but keep in mind that the value of a room is divided by the number of room designations occupying that space, so you'll need a really opulent dining hall for this or else they'll all complain that their dining room is shitty

Make it large and engrave everything and throw a bunch of silver/gold statues in there or something and it should do the trick for everyone but the monarch
>>
>>145916464
Where is this "list" you talk about? Judging by the screenshots, you're playing adv mode, and thus shouldn't be able to see the unit list.
>>
>>145915712
I stated to fight, because I wanted that fame, but as >>145916153 said, it was a slideshow, so I quickly hauled ass and got out of there
>>
>>145917340
When you click on their description you get stuff like "Is native to the Underworld" and "It smells of brimstone."
>>
>>145917601
That's added into the description blurb in the raws by the modder, it's just flavor text.
>>
>>145917601
That's just what whoever authored the mod wrote. It doesn't mean that the creatures actually come from the literal in-game underworld.
>>
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>>145915330
Just start swinging anon. Post Results
>>
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>>145906820
>lack of balance
Not every game needs to be balanced. Only competitive multiplayer online games should really be worried about it.

Take Final Fantasy Tactics - the series as a whole, even, if you want. Horrifically unbalanced. Hilariously gamebreaking stuff is available to you almost from the get-go if you know what you're doing.

Still one of the most beloved games out there. This is only an opinion.
>>
>>145917715
>>145917731
Oh really? Darn, I was hoping he took the randomly generated demons and put them in the overworld/figured out a way to let them run free. Now I have to go and do that myself, ugh.
>>
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>>145906820
>balance
>>
>middle of 90 golbin siege
>Migrants have arrived
Do military migrants ever show up with their own armor and weapons?
>>
>>145917738
too much lag

seriously,
all the talking and path finding?
no way I'm gonna sit that out
>>
>>145916141
I can't tell what's supposed to be what in your image, I don't know that tileset. So I'll just offer some concerns that immediately come to mind that may be relevant.
Pressure plates don't just toggle buildings open/close state like levers do. They give an open signal and then a close signal 99 ticks later. This sounds problematic based on your description. First, it won't close a door that's already open for 99 ticks. That would mean both doors would be closing on the same tick, and the spider will be unlikely to have to have changed targets and moved to the bunny in that time. So it will be stuck in whatever room has access to both doors. If it did go to the bunny, then that would mean it ran over the second pressure before the 99 ticks had passed, and the door leading to it would have another 99 ticks from before it closed. I can't remember if bridges lower or raise on an open signal, so you might be left with the bridge lowered, after the close signal fires. That part shouldn't be an issue, since you have a lever connected to it.
Also, remember that GCS are building destroyers, so if it's stuck in a room with access to a door but no creature to target, it will destroy the door and then kill whatever bait animal was behind it.
In short, I don't think your plan will work.
>>
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>>145918467

>helping graphicfags
>>
>>145918467
Yeah I ended up trying it and the problems were that 1) the doors kept closing right away like you said, and 2) apparently a GCS will only shoot webs at its target if they're on the same z level, so it didn't spit any as it ran towards the doors

The building destroyer thing wasn't an issue because I set it up so the doors were a level higher and locked by mechanisms though, but it didn't work anyway for the other reasons

Making a working silk farm is a lot tougher than I thought, I might just end up looking up layouts next time I feel like trying this
>>
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>>145918819
>not just letting people enjoy the game however they want
toady put in graphics support for a reason, you know
>>
>>145919270
Vanilla Dwarf Fortress is much easier to show people that know what they're talking about is what I'm saying. Inexperienced users use graphics, is all.
>>
>>145919270
Let it go, it's a meme.
>>
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I'm starting a new fortress, probs 3x3 size due to my shitty laptop
What biome should I start in? I was thinking of doing a desert or wasteland this time around for some fun
>>
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>>145919896
3x3 isn't what you pick for a shitty laptop, 1x1 or 1x2/2x1 or even 2x2.
>>
>>145919896
>3x3 size
>shitty laptop
it's your funeral
>>
>>145919896
I agree with what the other two said. But desert fortresses can be fun. Hope you like glass.
>>
Will know where my militia is through doors? I plan on letting them into my fort, hiding one squad in some buildings, let the goblins pass, and then exit the buildings while the goblins are fighting my main squad
>>
>>145920078
>>145920116
>>145920210
1x2 comfy desert fort it is
>>
>playing first new fort for a few years
>pretty comfy, nearly finished constructing an above-ground connected to my base by a tunnel constructed entirely of cobalt
>neglect military, after about a year get invaded by a two-headed giant, scrap together a militia and manage to kill it after taking 4 deaths
>everything runs smoothly for a bit
>start setting up a hospital to treat the wounded
>suddenly
>"The dead walk! Hide while you still can!"
>50+ zombies lumber into the map
>desperately start sealing off the fort, including walling off the tunnel to the inn, locking the guests inside
>right as I'm sealing off the last entrance, the mayor enters into a martial trance
>dashes unarmed out of the fort smack dab into the middle of the horde
>manages to get a few solid punches off on a zombified rabbit before getting absolutely shat on
>everything cools down after that, prepare for a siege
>Suddenly
>Cyclops has arrived!
Welp, so much for a comfy tourist trap fort.
>>
>>145920420
Invaders won't path to any enemy they can't see. Unless they have extravision, or something.
>>
>>145920608
Zombie Cyclops incoming.
>>
>>145919896
>"not paying attention to the file extension was a mistake - You in 2 seconds"
I had to wait a whole second to fucking see some skeletons.
>>
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So I downloaded the LNP or whatever and then I installed the current new dwarf fortress version over the older one, and I also tried to put taffer into the graphics section, but everytime I launch the game I get something like taffer.png not found.

http://www.bay12forums.com/smf/index.php?topic=107924.0


What have I fucked up?
>>
>>145921589
>What have I fucked up?
>I installed the current new dwarf fortress version over the older one
For starters.
Can't say what you did with your tileset, that might be caused by the same mistake.
>>
>>145921589
downloaded LNP
>>
When do militia eat their rations?
Will they eat if I give them a move order and leave them there for a bit?
>>
>>145863760
I normally put every dwarf in a squad and make the schedule so only 3-5 of them train per month. This makes sure that they have discipline and that eventually they will all be legends. Plus no one can fuck with a 100 dwarf army. Unless it shoots webs.
>>
>>145921948

FUCK, I just wanted things to be easy for my first go, I'm really sorry dad.

>>145921921

I just downloaded a file from his fourm called taffer master, I extracted it into the lnp graphics directory, launched lnp installed taffer and tried to launch it.
>>
Trying to set up a turkey farm. I've got the lady turkeys alone in locked rooms with a nest box, so no dwarves can jack the eggs.

Do I need to somehow let papa turkey in so he can blow his load on top of the eggs? Or does he just magically do it if he's close by?

pic related, papa turkey is in the southern room
>>
>>145922427
I tried it years ago with a bunch of mods and hated it.

Tried played vanilla a few days ago and fell in love. All the mods/tilepacks/exc just add more complication to an already complicated game.
>>
>Breach Hell for the first time
>There's a stairway leading into my fort right next to an adamantine spire hole
>Instead of rushing into my fort, the demons somehow find their way into the magma instead and just swim around in the magma sea for a month while my craftsman valiantly walls off the entire tunnel and then starves to death inside because the demons got lost and couldn't find their way in

I don't even know how they got into the magma sea, I haven't actually breached that except for a single-tile hole up above that's well past the tunnel they all ignored

This was underwhelming

Does webbing cage traps work on demons? I have a few giant cave spiders lying around and could have some fun making a demon zoo
>>
>>145922948
Yes, as long as they aren't webbers.
>>
>>145922948
Why the hell did you have a path leading directly to your fort right next to adamantite?
>>
>>145922769

I'm trying to deal with vanilla, I just find it hard to understand what's going on with all the synbols.
>>
>>145923815
I wouldn't call it 'directly', it's a very winding and annoying path

Honestly though I was starting to get bored of this fort because I have over 4000 food and drink and my military has easily dealt with every siege and megabeast so far so i figured why not

Update, a few demons got out of the magma sea somehow and tried to go into my fort, but they were leeches made of steam so my military killed all of them and nobody was even injured beyond exhaustion, and I'm having someone seal the path they came in from too
>>
>>145923953
Press K and move over them.
Part of the fun is not understanding everything. :D
>>
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>>145922769
>tilepacks add complications
>>
>>145924146
Ah, I see.
Well, good luck with the demon horde, whether you make a zoo or not.
>>
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>>145924303
For me the tilepacks took away from the experience, with ascii I can use my imagination and see a lavished fortress, with the tile packs, im playing an ugly NES game.
>>
>fight a siege in multiple stages through my city
>set up massive amounts of traps in the slums/useless labor residences
>open the gates
>goblins pour in
>cages catching most of them in the main street
>green glass discs slicing the ones who run into the secondary passages
>close the gates before the rest of the golbins can pour in
>send my militia in to pick off the survivors
>clean everything up, let the civilians back into their homes
>INTERRUPTED
>INTERUPPTED
>what the fuck
>some golbin war dog things are stuck in a pond
>ignore it because I though there was no slope out
>there was
>these trwo things jump out and start mauling people
>dont care about these recent migrants but the dogs might into the main fort
>send militia across the fort to kill the dogs
>6 migrants dead
>the dogs enter the main fort
>some kids pet crab cuts their heads off in the first turn of combat
how do I use animals in combat, war crab squad is about to be formed
>>
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How the fuck are you meant to keep a king happy? Do I have to give him multiple rooms of each kind so they add together?

Also it's my second year and I have 1.5mil created wealth and I still haven't been invaded by anything. Is it a bug or something? My world's 100 years old and there were definitely Dark Fortresses on the overworld.
>>
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>>145925112
>some kids pet crab cuts their heads off in the first turn of combat
>>
>>145925340
Who were your neighbors when you embarked?
>>
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>>145920608
Good news me mates! The Cyclops wandered into the path of the zombie horde and got its shit thoroughly pushed in by a legion of undead hammermen. The inn, on the other hand, was a total bloodbath. The zombies busted down the door and slaughtered everyone that was locked inside.
>>
>>145925501
I don't know, I'm fairly new. Can I check it now?
>>
Do weapon traps need new discs after each use like cage traps? Or will it reuse the disks that are already in it
>>
>>145925647
>>145925501
Actually going (c)iviliazations shows there's no Goblin civ, what the fuck. I guess I'll have to dig deeper.
>>
Well my militia has beaten back a wave of demons and sealed off their entrances while still having access to the bulk of the adamantine, and the only casualties were the two craftsmen who ignored traffic restrictions and walled themselves in with the demons

I guess I beat hell, now to pit a giant cave spider behind some fortifications and cage traps and open it back up
>>
>>145925732
Need to be cleaned if they jam.
>>
>>145925756
Just means you haven't encountered them.
>>
>>145927204
Different anon asking if it's possible to go 5 years without encountering my goblin neighbours. I'm starting to worry that I don't actually have any.
>>
Hey, /dfg/, I need a good idea for a megaproject to work on in my next fort. What's your favorite stupid dwarf trick?
>>
>>145928203
Not a stupid trick but you should make a huge library with codexes on literally every topic available
>>
>>145924849
Having an aesthetic preference isn't the same as the thing you dislike being more complicated.
>>
>>145928203
Tame two Rocs and make them have babbys
>>
>>145928485
Installing the tileset is added complication, but that's not the part I meant about complication.
Having all these things that supposedly manage other things you don't understand was frustratingly confusing to me.
>>
>>145928047
It's possible but not very likely, unless you're shit poor or have your population capped below 80.
>>
>go to see if I can move goblins to the depot to sell it
>it escapes
how do you move shit in cages to the depot
>>
>>145928836
sell it in the cage?
>>
>>145928836
Hostile creatures in cages escape when they're moved to the depot. It a bug. Or at least there's a bug report for it, it's hard to know when something like that is intentional.
>>
seige towers, ladders, moat filling, sapping, etc., when
>>
>>145931494
rest of the game when
>>
>>145931740
competitive multiplayer when
>>
>>145931494
ladders and "moat filling" (ponds) are already a thing.
>>
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>>145931494
>>145931740
>>145931943
now
>>
>>145932047

I meant invaders filling the moat with dirt in order to cross it. And I meant siege ladders.
>>
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So do I actually have to "export" a lot of my wealth for it to have an effect on the kind of things that attack me? Also I accidentally deconstructed a depot while a caravan was on top of it, that pisses them off since I now have all their stuff?
>>
>>145932062
I want to believe.
>>
Is it better to throw all my prisoners at my dwarves at once, or one at a time? I am trying to train them
>>
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>>145932062
>Toady can die any minute now
>He doesn't have an heir groomed to become the next Amphibian
>>
>>145933402
The exact mechanics for how enemies decide when, how and how hard to invade aren't well known. It's known that there are progress triggers for created, exported and imported wealth, along with population. It's known that older, richer, more populous forts tend to be attacked more often and with larger numbers. Just how and how much each number affects those attacks is a mystery and hard to gather empirical data on.
>>
>>145880669
>recall what just happened at disney

wat?
>>
I've got crow remains fucking everywhere, I have a corpse stockpile and a refuse stockpile but they aren't throwing them away, they're just leaving them there.

What am I doing wrong?
>>
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>>145933862
http://news10.com/2016/06/18/shocking-videos-show-alligator-sightings-at-disney-world-are-common/
>>
>>145933825
Alright, I guess imperfect knowledge of it suits the game.

If I just "offer" stuff to a caravan, since I don't need anything anymore, does that count as exported wealth?
>>
>>145933862
some tourist let their son near floridian fresh water at night and a gator ate him.
>>
>>145934401
At least it wasn't a carp.
>>
Is it possible to add more civilizations to your world? How would I go about it?
>>
>>145935976

Look at where the civilizations are in the raws, then add your own to the same folder, following the format you see there.
>>
>>145936057
Thanks. I tried, but there doesn't seem to be any extra civilizations. Do I have to wait for them to become established or something?
>>
>tfw accidentaly dug out a 3x3 near the throne room
quick what are some good uses for a 3x3 room
>>
>>145937293

You need to make a new world.
>>
2cat
>>
>>145934260
o r o
>>
>>145940979

For all the detractors of the DF interface, this shows actually the good aspect of it. In only takes 2-4 keystrokes (besides spamming arrow keys, - +, pageup pagedown, etc.) to get to access most of the menus and options in the game.
>>
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>>
>>145941372
"Intuitiveness" is probably the most important part of an interface, unfortunately. I know there's a lot to know for DF but it really could be better.
>>
>>145942871

Intuitiveness only has value during the transient learning phase when a player just starts out. After that efficiency is more important.
>>
>>145862910
i want this
>>
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0-4: keep playing DF and finally finish the wall on my surface fort after 4 years of building
5-9: Watch anime
>>
>>145943529
What a horrible decision, ending of Big Order was trash
>>
What restrictions do people normally put on themselves for surface forts? No mining at all and trade for metals?
>>
>>145945808
Nothing wrong with making a quarry

My only restriction is that nobody lives underground.I keep a tiny of bit of food underground in various spot, and my prison and graveyard are underneath the main castle
>>
>>145912545
damn, ramiel was tuly the best girl from evangelion
could i mod her into the game?
>>
is it a bad idea to assign married dwarves to my militia?
>>
>>145948962
NEVER have females as soldiers. I don't know about married males.
>>
If I put a slab next to a coffin, will it have the name of the dwarf in the coffin?
>>
How does the guard squad work? Will they just automatically path to criminal dwarves when its time to beat them down? If I have them constantly training, will they just ignore crimes going on in the fort?
>>
>>145950174
I'm pretty sure the sheriff (noble) is the captain of the guard squad and they make the criminal yield and imprison them. The hammerer delivers the punishment afterwards.

I'm just guessing.
>>
>>145950074
Why not? Watching them beat goblins to death with their babies is awesome!
>>
>>145950782
What is the point of a paved road when a floor does the exact same thing?
>>
ok in legends viewer I want to track down a particular book. A bard made a book to worship a god, he dies in an battle against elves, i'm not sure how I would track down the book.
>>
>>145951123
Paved roads require less material, but can't be built over gaps.
>>
>want to slap the entire new migrant wave into a spear squad
>start convincing myself that they will be useful
>4 fishery workers
>I already have 8
>still cant bring myself to waste them
how do I deal with this? I want an expendable early warning system of migrant spears
>>
>>145945479
Big O >>> Big Order
>>
>>145951497
roads also give good thoughts

or so the wiki claims
>>
If I designate all of my main passageways as sculpture gardens, will my dwarves just hang out all over the place? sick of seeing the tavern covered in vomit
>>
>>145953334
multiple meeting areas are a bad idea in my experience because idlers will just keep running back and forth between them
>>
For some reason my dwarves won't dump the rotten food which causes a ton of miasma.

Any ideas? DFhack can't magically remove items, sadly.
>>
>>145953805
you have a working garbage site?
>>
>>145953938
Well, now the rotten items are gone for some reason. Oh well, not bad.

And yes, I had a garbage zone.
>>
>>145954007
wait

do dump in a pit the zone needs to be OVER the opne space, not next to it? Literally everything else needs to be next tothe space to dump into it, why are pits different? I just released 5 fully armed goblins because of that shit
>>
>>145954212
Well a pit needs to be at least 1 z level lower you know like pits are irl
>>
>>145954234
What are pits made out of?
>>
>toss goblin down a pit
>some civilians coming to grab gear get spooked
>all of a sudden one of my marksmen shows up
>literally jumps down the hole without any orders
>gets stunned on landing
>the unarmed goblin kills him
why the fuck did he show up out of nowhere just to jump into a pit with a goblin
>>
>>145954903
>not putting your pits over magma pools

Never going to make it
>>
Is that anon that was making experiments about dwarven procreation and genetics still here?
Would love to see his progress.
Also bump
>>
Is there a quick way to see how many homeless dwarves you have?
>>
>>145957108
Build a dorm. If dorfs sleep there, it's safe to assume that you need more flats.
>>
>>145955108
important point, pit should be 2 to 3 z levels above the magma to avoid splashback
>>
>>145957108
when you click Build Bed, there should be a number of how many beds you've installed
>>
>nein
>>
>>145957108

there's a script in DF that make a list of all your dorfs and items/furniture they own. Try to press CTRL+O while looking at some (occupied) room with "q".
>>
>>145960108

>DF

OK, I'm retarded. It should be DH (Dwarf Hack)
>>
Do workshops produce noise?
>>
>>145962074
Do you want them to?
>>
>>145962074
Some do
>>
>>145964043
>>145964165
Not him, but is the noise audible?
I muted the game because I got sick of hearing nothing but that 1 song on endless loop.

Would put the volume back on if this game had little sounds like dwarfs working at a workshop.
>>
>>145856764
Only thing that removes mud is magma
>>
>>145964276

Are you using SoundSense?
>>
>>145964165
No they don't
>>
>>145966058
they do, read something on the wiki that tells you to place workshops far from the sleeping places, because dwarves cant sleep with the noise.
Only they can hear it thou
>>
>>145962074
>>145964165
>>145967580
They don't, and they haven't for many years.
http://dwarffortresswiki.org/index.php/DF2014:Noise
>>
Is there a way to replace soil walls with stone ones for aesthetic purposes when I'm set up? Like how you can just construct stone floors over dirt. Other than digging everything out and then building walls.
>>
>>145969050
dfhack tiletypes
>>
>>145918849
Pro tip- webs go through fortifications
>>
Can dwarves shoot a crossbow at things on a z level lower than them? I want to make a wall around the entrance of our fort with guard towers so the crossbow guys can sit up high in safety sand shoot down at baddies
>>
I'm looking for the "roll for DF challenge" pic.

Anyone got it?
>>
>>145970403
I got a few fap roll pics if you'd like that
>>
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>http://www.bay12games.com/dwarves/story/tt_journey.html

Fuck. Toady is truly the great.
When he started talking seriously about the whole concept of magic, I started fearing it would end being fucked up, because of imbalanced mechanics or maybe because it would be done as another ´´rpg-magic-throwing-fireball´´ stuff.

After reading that (theres the analysis at the bottom that talks about everything Toady considers when designing magic in DF) I feel fucking relieved, because he completely knows and understands the dificulty of making a coherent and vastly interesting magic system, which it aims to be.
Im really so fucking happy right now, he says, that as an expansion of the paralel universe thing, you can get judged in and experience your afterlife, maybe do something to become alive even.
He also talks about all the metodes, groups, effects and drawbacks of all types of magic, be them inherent, learned, or given by some god that fancys you.
for example, this will be able to happen:
>be dwarf
>pray to the god of life
>he gives you a ring of insta regeneration
>but
>you cannot kill anything for the rest of your life
>k
>after that, you get married (also planned to implement)
>years pass by, you have a cozy cabin for your wife and yourself
>Dragon appears
>throws fire at your wife
>you try to step between the fire and her.
>she dies but you dont
>fucking kill the dragon with your bare fist because he basically cant kill you
>suddenly pitch black darkness
>You remember you couldnt kill anything.
>your own god slaps the shit out of you for being a dumbass and casts you to hell.
>your new mission, find your wife and fight your way out of hell to save her and you both.
Fucking great.

TL;DR: I was very anxious about the magic system in DF, because I thought Toady would fuck up, but he seems to know exactly what we want and how to do it
>>
>>145969626
Yes just make the top layer where they are stationed 1x1 so they don't wander...like my mind
>>
>>145853985
He's not using pure vanilla so he's already cheating.

If you use dfhack, modded raws, or tilesets/graphics, you're cheating.

When I get df, I edit init.txt to mute volume automatically, and I edit libs/dwarffortress to change mouse.png to mouse.bmp because otherwise the game won't start on gentoo.

git gud
>>
>>145971047
Coming Q3 2037 (maybe).
>>
>>145971047
Yeah that story and the analysis were posted several years ago.
>>
>>145971047
Wouldn't this have been mostly Zach rather than toady? I thought Zach did the bulk of the writing and ideas. Sounds cool though.
>>
>>145971047
Yeah, it's great.
I just hope it will neither be a player-only thing (meaning the worldgen never produces any magic user or magic items or whatever on itself) nor a very common thing (hundreds/thousands of magic users roaming the world).

I could see a typical world with 20000 historical figures having maybe 40-50 magic users throughout 250 years of history.

I hear he's gonna add crafted artifacts to worldgen soon, I hope there won't be too much of those either. I always turn off moods off, I find it silly for my fortress to produce a unique artifact known around the world every fucking season.
>>
>>145971762
Half and half. ThreeToe writes the stories and Toady analyzes them.
>>
>>145971890
That's a really cool way to make games. No producers or anything, just 2 literal bros making what they want to make. And actually putting effort into it and releasing it for free unlike the new trendy early access©®™ shit that most people are doing
>>
>>145971883
Necromancy is already a thing, and I'd say it's pretty rare. A necromancer per a thousand sentient beings, roughly, with several tens of thousands of notable sentients per world is pretty good.
>>
>>145971047
Toady is Sarkeesian's lapdog, he will sooner add 31 genders to DF than any kind of magic
>>
>>145971883
It would be pretty neat if everybody in some worlds inherently had certain types of basic magic, like being able to transform stones into food or some shit
>>
>>145972067
>Rimworld
>$30 to playtest it and $30 when it hits EA
>>
>>145972067
>2 literal SJWs
Just imagine the game we'd get if they were red-pilled
>>
>>145972162
I'd prefer it to be more rare. A necromancer every five worlds for example.

Same for vampires, werewolves, etc. Half a dozen per world seem to make it a lot more interesting than getting twice as much each fortress.
>>
>>145972315
Probably nothing more? What is sjw about dwarf fortress
>>
>>145972374
Solution: custom worldgen.
>>
>>145972315
I don't see any aspect on which they held back. There aren't a lot of games where you can fill a room with children and drown them all.
>>
http://www.bay12forums.com/smf/index.php?topic=151960.0

why dont we do this
>>
>>145972390
the dwarves with weird gender icons in therapist?
>>
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>>145972315
>>
>>145972818
Yeah.. I was kinda surprised when he added that.
And afaik as I know, there is no way to know that in the game through normal means, it's hidden data. So you can't take decisions regarding these people based on their sexual preferences with external tools.
>>
>>145972460
Absolutely. I'm expecting the myth generation to allow for a lot more customization too.
>>
>>145972984
>Guy says he wants to make a game that simulates the lives of various fantasy races and civilizations
>Surprised he took 10 minutes to add in faggots
im surprised he didnt do it sooner
>>
>>145973037
Necromancers are generated by the "secret" attributes in the worldgen file. The Secret of Life or whatever. If the tablets with it don't spawn, there are no necromancers. If you want it to be about a necromancer each few worlds, you could always make an external script that modifies the actual worldgen to be a bit more... random.
>>
>>145972390
It acknowledges the existance of homosexuality. Video games aren't supposed to do that.
>>
>>145971739
Yeah, sorry, but I read it now
>>145971762
they do make a great team
>>145971883
Magic is suposed to be adecuately rare, so that is probably the case
>>145972181
>>145972315
M8s, you keep saying that, but toady keeps being the same mathematician that has dedicated his whole life to make a medieval dwarf-scream generator without political ties to anything so gtfo
>>
>>145973165
The tablets spawn if an edgy guy asks his death god for one. It isn't just random.

But Toady said on the forums he's going to get rid of that once he adds in myth generator because that kind of shit will be generated procedurally per world.
>>
>>145973402
If his game became truly mainstream (I doubt it will ever happen, but let's imagine), I wonder if he would change some things.
>>
>>145973402
When I mentioned that they posted the story years ago, I was meaning to imply that they said they would do it years ago and they still haven't and still have no plans in sight to do it. Not a peep.

"Magic will be here by next major version" is a meme that needs to die, because it's been a meme for years and has no supporting evidence whatsoever.
>>
>>145973157
It's not about that, it's about focusing on it, underlining its presence in a setting that perhaps wouldn't, just because its being talked a lot in our actual, 21th century setting.
>>
>>145973636
Cant speak for anybody, but I doubt an autist like him is that interested in anything but his autistic game, I can be very wrong thou, famous often makes people change their behaviour
>>145973649
Hmm, you are right, I didnt heard about DF until the last two or three major updatings, but I agree magic has become that far away dream everyone, even Toady, looks up to, I was just very happy that he acknowledges all the implications and effects on the game of the magic system
>>
>>145972984
what are they even supposed to be?
trans that can't breed? herms that breed with everything?

>>145973887
in my custom d&d settings dwarves are all male and stoneborn, so...
>>
>>145973887
>he doesnt think faggots existed before the 21st century
you have to be 18 or older to use this website
>>
>>145973887
>underlining its presence in a setting that perhaps wouldn't

But the game doesn't even acknowledge it at all. It's only through your position as the outside god spectator do you know urist mcfaggot likes dick. Also, it's not like fags didn't exist back then either.
>>
>>145973887
I didn't even know there were gay dwarves until this thread because I don't use Dwarf Therapist because I'm not a faggot.

It's definitely not underlined because there is no way to see if someone is gay in the vanilla UI.
>>
>>145972184
http://wiki.lspace
.org/mediawiki/Dwarf_Bread
>>
>>145971883
>>145972162
>>145972374
Magic is going to be procedurally genned, and at least partially under the control of the player at worldgen. Hopefully the system will be robust enough to create worlds within the entire spectrum of magic permeation. Worlds where magic is excessively rare are fine. But if you never see the opposite, worlds where magic is common and a part of the daily life of its inhabitants, I would consider that a weakness in the system.
>>
>>145973649
>"Magic will be here by next major version" is a meme that needs to die, because it's been a meme for years and has no supporting evidence whatsoever.
Yeah, aside from Toady explicitly saying that it will be in the next major version, listing it prominently as a feature in the devlog for the next release arc, talking about specific details in every recent FotF, and doing a presentation about it at this year's GDC featuring actual output from the generator, there's no evidence. Fucking memers.
>>
>>145975747
You can view a dwarf's relationships in the native UI.
>>
I suddenly realize that I have 30 caged trodgolytes. What do I do with them?

It is also worth mentioning that I have 30 dwarven children.
>>
>>145977461
The in-game UI only tells you that he/she has a partner of the same sex. That's not the same as openly propagating that a character is "proud of being gay and that's totally normal".
>>
>>145974123
>Hmm, you are right,
No he isn't. He's full of shit. Prior to the current release cycle no one has ever thought that magic was coming because Toady tells us what the upcoming features are before they go into the game.
>>
>>145978029
Sure, fine. What you said was that there was no way to tell with the vanilla UI. There is.
>>
>>145971047
coming in version 0.47.03 in 2045
>>
>>145972984
>>145972818
>>145974370
It means they are married to someone
>>
>>145979256
No it doesn't. Any symbol that isn't a normal blue male gender symbol or a normal pink female gender symbol means the dwarf has a nonheterosexual orientation.
>>
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>>145972181
>>145972315
>>145979848
>>145972818

I can taste your tears though my screen, how pathetic you are.
Pic related, it's you. Why don't you go AFK and find some yummy red pills to suck on; maybe you'll even get paid for if you do it well enough.

Also:
>using therapist
>>
>>145981285
Holy shit, calm down, Urist.
>>
>>145981285
>>145982615
ye, how about we discuss about dwarf fortress, and possibly about the effects of implementing magic instead about how Toady realizes gay people exist
>>
can dwarves fire through leaves?

I have a guard tower that leads to the surface over my main entrance, and my marksdwarves wouldnt fire down. I can only assume that it was because they are above the trees and cant see through the leaves
>>
>>145983092
Every /vg/dfg/ is about the possibility of implementing magic. It has been "in the works" for years and years even though Toady has never indicated that it's coming soon.
>>
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>>145960194
You're still wrong.
DFHack, or DFH if you must use an acronym.
>>
>>145983368

Well the next arc is artifacts and myths. After that magic. Take that for what it's worth I guess.

he he he
>>
>>145983312

Counterintuitively a height difference decreases visibility to to the spherical or oblate spheroidal nature of vision in the game.
>>
>>145981285
>>
>>145983368
>>145983587
You guys should pay attention to what Toady actually says. Magic is part of the worldgen artifacts arc. The next release after he finishes with the .42-.43 cycle will include it. He's already previewed it.
>>
>>145886346
Yes, sure, no.
>>
>>145984537

I read somewhere that that release would be split up into two major parts, with a large share of the magic being shunted into the second part.
>>
>>145981285
>when you're the most autistic in the sea of autists
>>
>>145973887
>Twenty-firth
>>
>>145984762
I haven't seen that said anywhere. If you watch the GDC 2016 presentation, magic is woven so tight with myths that I can't see one being able to go in without the other. The myth-generated creatures are largely defined by their supernatural characteristics, and magic is all derived from the supernatural aspects of myth generation. Myths and magic are really just one feature.
https://www.youtube.com/watch?v=v8zwPdPvN10
He starts going into detail about magic at ~19:10.
>>
>>145947841
https://www.youtube.com/watch?v=khnkvKu4yzw
>>
what appens if you dont satisfy your needs in adventure mode for a long time?
>>
>>145986273
You become unfocused, which lowers your ability to perform most (or all) tasks that have a skill check.
>>
Is it possible to butcher the mounts that golbins show up on?
>>
>>145985739

http://www.bay12forums.com/smf/index.php?topic=140544.msg6970205#msg6970205

>It's very unlikely we're going to try for everything all at once, though as you know, we'll probably try for a little too much. We're going to try our best to chop it up. And yeah, there's probably some room for surprising people with an addition here and there, he he he.
>>
>>145986559
Yes. The annual beak dog barbecue is practically a holiday in my forts.
>>
>>145986671

Wrong quote.

>We were vaguely leaning toward an artifact release before the first myth release which isn't about magic but more about artifact quests and thieves and gifts and w.g. production and so on, so that those things would be nicely in place in time for the magic artifacts to be properly enjoyed (and so the wait between releases is decreased). We'd like to split it up into pieces. But I'm not sure which ones. There are any number of ways to chop it.
>>
>>145986417
Reduced melee accuracy too.

I checked with dfhack and the effect of being unfocused took me from having like 13k accuracy to 9k or so.

Being Focused! gave like 24k accuracy.
>>
>>145951486

any help please? Any way to do this from the viewer? or would I have to like make an adventurer and just go to the place?
>>
>>145986671
That's not the same as saying that myths and magic will be separate releases. The myths and worldgen artifacts can't be incorporated into the world without magic. If he was just going to have another wall-of-text generator he could add that today.
>>
>>145986746
Is there anything different than butchering a normal animal? I cant figure out how to kill this fucking beak dog
>>
>>145986979
I don't know how to do it in legends viewer, but legends mode has an artifact list that will only contain books and slabs until a player fort is created. You can find the book there, and see where the last "X was stored in Y" entry leads you.
>>
>>145987378
You can only slaughter live trained or tame animals. You can only butcher dead animals that weren't trained or tame when they died.
>>
>>145986979
You'd have to go on foot, but it could be anywhere.

Check sewers of nearby towns, check nearby hamlets and hillocks, if you find one book laying around look for the other.
>>
>>145987128

Yeah but it might be limited in terms of magic for the first half, like how he often adds a small few "proof of concept" implementations of a certain feature and making notes of what he wants to add when he comes around to working on it again at some theoretical point, before moving on to something else.
>>
>Snatcher!
>adults run away from it while kid stands there and gets taken
>An ambush!
>Adults run away while kid stands in place gets killed
>A werebeast!
>Adults run or fight while kid stands in place and gets killed
>Siege!
>Adults listen to burrow orders and move into the safe area while kids ignore the burrow order and stand completely still as usual
why are kids such shit
>>
>>145988495
>over 55 year fort
>social structure gets slowly filled with locally born population instead of migrants
>no underage fatalities so far
How can you people be so bad at keeping the future of your fort safe?
>>
>>145988459
Yeah, that sounds likely. We probably won't be casting magic missile right away, but I wouldn't be surprised if things like creation remnants and nature spirits were around from the first release.
>>
>>145922431
In my turkey/hen farms I always include 1 male and 4 or 5 hens. One nestbox per hen and you'll start getting eggs, not sure how you do it but in order to have them hatch you need to forbid them somehow before being gathered.
I always just roll with gathering the eggs for those mad legendary omelettes.
>>
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Elves are cute.

Normie races are an affront to nature and need to go
>>
>>145988395

Playing a game of national treasure. dang. is there any way to see the local maps in legends viewer? From what I see no. I'd also like to see the individuals of a particular group. one town has a group of outcasts living in a dungeon and I'd like to see what the outcasts names.
>>
Well, I spent years building a grand wall on the surface only to just now figure out that my dwarves cant shoot anything on the ground because it is 5 levels below them.
>>
>>145989273
>spent years building a grand wall on the surface
>surface
Elf please go.
>>
im sick of all my designs for my fort. Does anyone have any saved so that i can get some fresh ideas for workshops ect
>>
>>145989181
Not that I know of, though dfhack has a command to export site maps, which should let you view a smaller resolution map. Pretty sure it's "exportlegends sites". If you're on a big world it might take a while, I don't think there's a way to export just one site map, it does all of them.
>>
>>145989273
They should be able to target things on the ground, just not things right against the wall. I don't know what the exact formula is, but they should, at the very least, be able to target creatures 5 tiles away from 5z up.
>>
>>145989426
>spilling the blood of goblins and humans before they enter your sacred mountainhomes is elvish
ok
>>
>>145922431
The male has to be able to move adjacent to the females.
>>
>>145989426
Let this meme die
>>
>>145991074
Elf detected
>>
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>>145971047
Honestly, I'd love a game where I could play a magician character with this kind of magic. It's a shame that the only usable form of magic in the game is so vile and evil that it can rarely be used for good.

>you will never become a great wizard
>you will never get to show the poorest and lost the greatest secrets in the world and teach them in your craft
>you will never bring peace to the land
>you will never beat the shit out of a corrupt deity that is hellbent on interfering with shit they shouldn't be by turning their forces against them
>>
>>145988495
you probably should say, why are adults such shit
because its a realistic game
>>
>>145899275
Same
>>
>>145991074
The elf think it's a person, that's adorable
>>
>>145991469
Dont worry m8, as I said before, Toady has a lot of diferent aproaches for magic, some of them are learnable.
and if something is learnable, you can become the fucking best at it.at least, thats what my grandma said
Also check out the video that was posted before about the myth generator. It shows that you can actually afect the ´´important stuff´´ of reality, such as natural forces or gods.
In the first link I posted, Toady said that you could probably go visit your god in his own little house-dimension.
God, I can picture it.
>Go visit your god of wealth because he suddenly decides to stop giving you magic powers
>beat the living shit out of him with a bag of gold.
>throw his cat on the void that sorrounds his little universe
>>
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>>145922431
Kinda related, but any time I try to set up poultry farms they'll hatch one generation of chicks and that's that, never anything else. What gives? Is it a bug?

Note: All I do is put roosters, chickens, and nest boxes inside a room and then forbid the doors (so dwarves don't jack their eggs).
>>
>>145991074
Come into my fort and I'll slit your throat and milk all your women.
>>
If I set my marksdwarves to defend a burrow with 10 people, they will starve. If I set it to 8, will they automatically cycle out so everybody can get food and drink?
>>
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>>145991469
>2018
>starting scenarios release
>scenario: construct a vault to contain tome of eldritch horror
>2 years after embark a wizard shows up to store the book in your vault
>thieves attempt to steal it by impersonating visiting bards and poets and diplomats
>civs siege you in hopes of taking possession of it
>its evil influence slowly corrupts the dwarves closest to it, turning them into abominations or servants of the book's evil power
>it warps areas near the vault to have non-euclidean geometries
>during the new moon bogeymen appear randomly in parts of your fort that aren't observed
>instead of breaching hell, hell breaches you

S O O N
>>
>>145992621
It seems to be random whether or not eggs get fertilized
>>
>>145988495
can't you just like...
cage kids until they're adults ?
>>
>>145992621
There's a per-species cap on the percentage that can be children. Once you meet or exceed that cap no new pregnancies will happen and no new fertilized eggs will be laid for that species until you drop below it again. I think it's something like 70%, I can't remember. With things like poultry and reptiles, one clutch is usually all it takes to hit that cap.
>>
>set up room with fortifications in the middle
>toss goboos on the other side so my markswdwarves can train
>they just climb over the fortifications and start beating the shit out of it
ok
Will they still try to climb if it is 2 zlevels?
>>
>>145993687
The easiest way to do that would probably be to throw them into a room with a ceiling through a pit above it, and put a forbidden hatch over the pit

They won't be able to climb out but your dwarves will still open the hatch to pit them
>>
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>>145991469
I wonder if this system of magic could be used to become a lich or change your body in weird ways.

>growing an extra finger to perform certain kinds of magic
>growing an extra limb
>growing extra eyes that improve accuracy and grant insight into the hidden
>temporarily becoming a small animal associated with your deity to travel great distances faster
>getting your physical body utterly destroyed and residing in your phylactery as a fragile floating orb until you find a new vessel
>>
>>145989181
First: go to the tell a story about the site screen and you can find a lot of stuff about them.

Second: open-legends is amazing. You can go to sites and then pick the site you're after and hit p to export a map, they're a bit confusing but they're actually color-coded with the little site_colors_or_whatever.txt file as a legend.
>>
Just started a new fort next to the ocean (saltwater)

What is my best choice for getting freshwater?

There's a murky pool near by (heard you can fill them with rain water?), and I *should* be on top of an aquifer but I haven't dug that deep yet as I'm setting up farms right now
>>
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>Migrant arrives
>They actually have skills
>>
>>145995165
saltwater biome has saltwater aquifer
>>
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>>145995373
>they're all useless
>>
>>145995643
>they are the new spear squad
>>
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>>145995631
So I guess i have to collect rain water then?
Is this doable or am I fucked?
>>
>>145996030
Plug the aquifer and look for an underground lake, until then you should be fine with just booze assuming nobody gets grievously injured (but they'd probably be fucked regardless because you probably wouldn't have a hospital yet)
>>
>Migrants have arrived, despite the danger
what does this mean
>>
>>145996280
I've never plugged/pierced an aquifer before tbqh, I guess they can drink stagnant water for now in case of an emergency, I'll look up how to plug an aquifer though
>>
>>145996450
Imo the easiest way is to use the cave-in ring method, but this method becomes significantly more difficult if the aquifer is more than one level deep

Best of luck to you
>>
>>145995165
Is the entire embark on the ocean biome? Only aquifers in ocean biomes produce saltwater. If you have aquifer elsewher on your embark it will be fresh.
It doesn't matter anyway, a single screw pump will desalinate and decontaminate any volume of water.
>>
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>>145993189
woah.
>>
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>>145996985
I don't really know. I think the majority of it is "bad lands" and then there's the ocean shore to the east (frozen over right now). pic related

If a screw pump desalinates/decontaminates shit could I just build a well that pulls water from the aquifer?
>>
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>people's names not showing in announcements when joining in

Is there a fix for this?
>>
>>145996431
that you are in danger
>>
>>145993189
somebody should start archiving all these stories
>>
>>145997220
The place where the ground changes is the border of the biome. If the aquifer is on the left that border it will have fresh water.
And yes, that will work.
>>
>>145995165
Build a u-trap, at the bottom of the side you want to be fresh put a grate over the entry pipe so the water goes up through it, this will, through dwarven technomagic, desalinate the water.
>>
>>145998437
Ok cool thanks. One more question: Will trees regrow? We're very low on trees here so I'm afraid to cut down the last 4.
>>
>>145998760
Yes. It takes 3 years from when a sapling sprouts for it to turn into a choppable tree. Saplings that were already present on the map when you embarked could be at any point in that 3 year stretch. Saplings can die from being trampled, so consider protecting any you want to grow with a single tile restricted traffic designation.
>>
If I have my dwarves constantly training, and put a lever in their barracks, is there any wayto make one of them pull it instead of waiting for somebody to run all the way to the gatehouse
>>
>>146000556
Not while they're on duty.
>>
>>146000556
Isn't there a lever pulling labor?

Put a pressure plate somewhere and have someone stationed on it when you need to send an activation signal?
>>
>>145977930
What I would do:
a) make a habitat for them. Let them live, breed, and prosper in your zoo. Maybe go for more a nature reserve, where your nobles and other elites can go hunting.
b) keep them on hand to release during a siege and cause mass confusion or to act as meat bags.
c) try to train them to use weapons (they have the can_learn tag)
d) all three
e) kill those untermensch shits
Or you could do ultimate children/troglodyte fight nights which is what I think you were implying.
>>
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Would I regret throwing my military at this thing? I have about 25 soldiers altogether, 20 of which are in full metal armor and about 6 of which are lords of their weapons

I just succeeded in sealing off Hell with only two casualties, both civilian, so it'd be embarrassing to lose to this now
>>
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>>146001528
What the fuck, now this thing came at the same time, and all my good soldiers are in one squad

I guess I'll send the shitters to deal with this thing while my elite troops fight the forgotten beast, and hope I don't have too much fun
>>
>opal webslinger forgotten beast
Am i fucked? my fort exists only in the third cavernlayer.
>>
>>146001528
Nah should be easy if they have shields and the environment doesn't ignite
>>
>>146000967
One: station orders don't make dwarves stand in a place, they make them stand within a 4 tile radius of a place. Two: levers and pressure plates aren't interchangeable, they don't function the same way.
>>
>>146001993
If you can't seal up, then probably.
>>
>>146002850
Alright, ive killed it, but now most of my fort is caught in my traps, how do i get them out?
>>
>>146002937
Build the cages, attach them to levers, pull levers.
>>
How do I place a pump correctly? I tried to place one end in the water and one end on the ground but it says both ends have to be on the ground? How will I pump water with it if both ends are on the ground?
>>
>>146003209
http://dwarffortresswiki.org/index.php/DF2014:Screw_pump
>>
Will a chain shirt, greaves, and high boots all fit together?
>>
>>146003209
The water should be under one end
>>
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>>146003693
Er, that's what I meant. It's under one end, like pic related. The black is ground, the blue is water, the red is the pump.
>>
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>>146003996
The part it draws water from is actually one tile past the end, so you need it like this
>>
>>146003693
>>146003996
No it shouldn't. Screw pumps are built on flat ground.
See >>146003659

>>146003673
http://dwarffortresswiki.org/index.php/DF2014:Armor
>>
>>146004190
Oh that explains it. Thanks. I ended up abandoning that fortress just now anyway, the cavern collapsed while trying to dig out the cistern. Our only death was our doctor, but just about everyone of value was brutally maimed.
oh well
>>
>>146004404
You don't learn to play by abandoning as soon as something bad happens. Recovering from shit like that is how you become a good player.
>>
>>146004696
How though? i had like 2 uneducated migrants that were ok because they were doing fuck all in the meeting room. Literally EVERYONE besides those 2 had just about every bone broken and were going in and out of conciousness
>>
>>146004404
Ouch.
Better luck next time, Urist.
>>
>>146002230
Yeah, I know, and you can set things up so the only viable tile is on a pressure plate, used to do this all the time for the shaft of enlightenment trick.
>>
>Mountain titan attacks
>Goes straight into my wooden surface tavern
>All the bards and children punch the shit out of it and keep it on the ground until the military shows up and smashes its skull in
>The only casualty was one stray dog
>>
>>146004913
I learned not to dig from bottom to top, at least
>>
>>146004836
You make them both doctors, paint hospital zones over all your beds and see if you can save anyone. Or you disable the recover wounded and feed/water labors on them, make one a mason and the other an engraver, then start pumping out slabs.
Then, in either cases, you wait for migrants to arrive and carry on with the business of forting. Mass deaths aren't too hard to recover from if the thing that caused them isn't still in your fort on a murder rampage.
>>
>>145977057
Post Toady saying magic is in the next major update.
>>
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>>146005114
Do you get blamed if tavern guests die?
>>
>>146006621
http://www.bay12games.com/dwarves/dev.html

ctl+f "magic"
>>
>>146006621
>Discussing the next update 6 years before it's set to come out
>>
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>>146006915
Okay. Now what, friend?
>>
>>145987128
>>We were vaguely leaning toward an artifact release before the first myth release which isn't about magic but more about artifact quests and thieves and gifts and w.g. production and so on, so that those things would be nicely in place in time for the magic artifacts to be properly enjoyed (and so the wait between releases is decreased). We'd like to split it up into pieces. But I'm not sure which ones. There are any number of ways to chop it.
>We were vaguely leaning toward an artifact release before the first myth release which isn't about magic but more about artifact quests and thieves and gifts and w.g. production and so on, so that those things would be nicely in place in time for the magic artifacts to be properly enjoyed (and so the wait between releases is decreased). We'd like to split it up into pieces. But I'm not sure which ones. There are any number of ways to chop it.
>>
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What happens to the overworld as time progresses in your fort?

Can civs rise and fall, or does time stop for that?

Can you get new neighbors over time?
>>
>>146007682
As of the more recent updates, civs continue to invade each other and etc while you play fort mode, and sometimes diplomats will visit and bring you news of nearby events, or you'll notice things like your liaison being gone because he got killed in an invasion on the mountainhomes
>>
>>146006834
Does who get blamed? Blamed by who?
>>
Do you get anything from a tavern? Like do the people bring you anything besides a chance to join?
>>
>>146009445
Merriment and joy

That answer is half-serious btw, your dwarves stay pretty happy when they can spend time socializing in the tavern and listening to the bards' music
>>
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>>146009209
Blamed by the tavern guests.
If you regularly slaughter tavern guests, will more just keep showing up or does your tavern get badmouthed?
>>
Is there a more elegant way to stop my dwarves from constantly going down to the finished goods stockpile for cups than just putting a cups-only stockpile by the dining hall? I wish they'd just have their own cup and carry it with them in a pocket or something
>>
>dwarves equip some gloves
>now they wont equip the metal gauntlets I just made
how to force them to unequip shitty gloves
>>
>>145970403
there's actually a website that has some DF 'mission' randomizer on it, it's sort of basic, but I use it because I can never find the damn pics.

http://www.scenariogenerator.net/game/dwarffortress
>>
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I ordered this crossbowman's squad to kill the monsters in this room so he'd train his marksmanship, but despite the active order he's just doing an individual combat drill

He has a crossbow and bolts, and the three walls on the right of the little monster room are fortifications

Why won't he shoot them?

I guess that's what I get for drafting an elf
>>
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I did a thing for those weird people who prefer square tilesets for some godawful reason.
>>
>>146014382
Fuck, I can't even open the bridge to let them out to get slaughtered by my melee fighters now because I stupidly put the lever right next to it and all the civilians run away when they see the trolls through the wall, wat do
>>
>>146015792
Magma.

>>146015038
Hrrm, noticed a couple tiles that need to be clipped on the accent marks, need a break from poking pixels though.
>>
>>146010156
It's hard to tell how much guest deaths impact your taverns' reputations. They do have reputations, Toady talked about it at some point before .42 released. As far as I've been able to tell the impact is either very small or nonexistent; if your tavern (or library or temple) is getting regular guests an occasional alcohol poisoning or cleansing doesn't seem to deter new ones from showing up.
As far as being held accou table for guest deaths, civs don't seem to give a shit and your justice system never holds your dwarves accountable for killing civilians on your or!ers. The rare barfight death or maiming doesn't show up in the justice system either.
>>
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>weregiraffe attacks
>motherfucker is right at the gates
>spearmasters spear its awful legs
>it falls over
>continuously speared in ribs and lungs
>it starts to TALK
>lamenting its wounds
>swordmaster kicks it in the head
>>
If I tell my dwarves to use exact matches, will they take off their fucking gloves and mittens so I can put these gauntlets on them?
>>
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>tfw everything is going as planned
>>
>>146017458
>tfw everything is going as planned
>Designation canceled: damp stone detected
>>
>>146017206
Do that and switch over clothing to replace clothing.
>>
How rare is iron supposed to be?

I'm a pretty new player and I've only really had 2 succesful embarks. The one before this I struck a huge cluster of magnetite and had all the iron in the world. This embark I've been digging through siltstone/bauxite for 2 seasons without any iron ores.

pic related, the first of my 2 mineshafts. No iron.
>>
>>146020087
Not all sites have iron on them, the pre-embark screen tells you what kinds of stones and metals there are, you ideally want a zone with flux stone and a sedimentary layer
>>
How do you manage stone stocfkpiles?
Mine takes up literally half of an entire zlevel
>>
>>146020223
I have "shallow metals" "deep metals" and flux stone... Is iron supposed to be common or am I just having bad luck?
>>
>Finish renovating the outdoor tavern
>Guy who finished the last tile of floor was sun-sick so he was standing around on the roof vomiting
>Wereiguana attacks and makes a beeline for him and only him
>He was my best scholar, a high master student, talented teacher, and master writer who authored half of my library's works

At least the military quickly avenged him with no further casualties, but that was a great blow to dwarven culture
>>
>>146020832
>having cave adaption
>>
>>146020904
>Going outside

Maybe I'll build a stairway a few z-levels above the treetops and cover my entire embark zone with a massive roof
>>
>>146020087
Iron tends to show up in valleys and marshes
>>
>>146021465
Funnily enough I am in a marsh... Just dug straight across another z layer with nothing...
>>
There is nothing wrong with making a settlement on the surface as long as your main keep is inside of a mountain.

Inb4 elf faggots

I have a cozy little town with a river flowing through it, paved streets, multistory houses and more inside the main walls. then farms and tiny shacks right outside the wall where all the migrants get to stay.
>>
>>146021465

I almost never get iron ore, I've probably gotten it in around 10% of the forts I've played. It seems like other people often get iron. How common actually is it?
>>
>>146022094

This, after all look at hill dwarves.
>>
>>146021621
Aaaaaand there goes my fort. Had no militia acuse no fucking iron to make weapons with, our single axedwarf got instantly killed by a weregiraffe and now just about everyone is dead as the giraffe goes through the fort on a reign of terror
>>
>>146022157
I am swimming in iron. just check a different z level after digging out a fuckload with no luck
>>
>>146020087
Cluster minerals tend to stack on top of each other across z levels. I would recommend digging straighg down through your bauxite clusters until you stop seeing sedimentary stone. That will be your best bet for magnetite, and if you limonite or hematite veins they're likely to cross bauxite and kaolinite clusters somewhere. If you hit a lot more bauxite you might be in for some pleasant surprises. Ruby and sapphire only come from bauxite.
If you don't find any iron ores in your sedimentary layers you might still find hematite elsewhere. It shows up in igneous extrusive layers as well.
>>
Is there any way to get dwarves to bring guests to the hospital? I've had a goblin bard lying on the ground in floor 160 of the caves for like 2 months, just sleeping there because he can't move after a pack of crundles harassed him
>>
>>146022464
I have a shit load of rubies but I'm not sure that matters with 3/4 of my fort dead now... If I can recover I'll try mining vertically, thanks
>>
Is it ok to make my tavern guest quarters dorm, or do they each require their own rooms?
>>
>>146022339

In sedimentary layers right?

My current fort is in a red sand desert with an aquifer, then siltstone, where I've done some digging and the majority of the fort currently is, and underneath that is dolomite, which I don't think will have iron ore according to the wiki. I'm planning to check more in the siltstone layer, because my map apparently has shallow metals.

Melting down scrap and goblinite has become like par for the course in my standard fort operating procedure, lol.
>>
>>146020234
I don't stockpile stone unless I have literally nothing else to get done (almost never), and if I do it's with quantum stockpiles. Sometimes I'll make a tiny stone stockpile next to a workshop if I need blocks or furniture or mechanisms of particular material, but usually it's just not worth the effort.
>>
>>146022796
>which I don't think will have iron ore according to the wiki
Which wiki are you reading? Dolomite is a sedimentary flux stone and can contain all 3 iron ores.
>>
>>146020234
Stone stockpiles are a waste, stone is so heavy that your haulers will never be doing anything else, I just d>b>h to hide all the stone and let the craftsmen haul it from wherever it was mined to the workshop themselves unless I really need something made fast in which case I make like a 2x2 stone stockpile so my entire labor force isn't carrying rocks instead of doing more useful things
>>
>>146023201
>No way to make it so you can quantum dump stone with wheelbarrows or minecarts
>>
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My 30-man militia may have finally met its match
>>
>>146023578
The most effective quantum stockpiling method uses a minecart, and can use wheelbarrows as well.
>>
If I was going to be a dirty elf above ground, should I be embarking with 3 woodcutters to make building structures faster? Then what, Grower/Herbalist, one Miner for quarrying/clearing and what else?
>>
>>146024023
How skilled is your military?
>>
Man, I don't get mineshafts.
It's like, okay, we've got all these minerals, now what do we do with these ugly holes and grid lines going through entire z-levels now?
Can't really be used for anything since you'd have to clear it all out and build walls out of blocks. And you can't engrave that shit.
>>
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>>146024023
Alright maybe not, these goblins can't fight for shit apparently, only one casualty and it was a freshly drafted mercenary
>>
>>146024023
>seal fort
>cut out long 3 tile wide tunnel for 100 tiles with a door at the end
>serrated discs and cages in every square
>militia in the next room
>>
>>146024023
Nice try but Toady removed sieges :^^^^^^^^^)
>>
>>146024429
did he really because I havent been sieged once and have 2,000,000 dwarfbuck value and 100 dwarves
>>
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>Today was going to be release day, but then SDL started fighting with the new compiler and they haven't quite stopped yet. We also had a release-mode-only world gen crash that stopped reproducing only when logs were enabled, but that might be handled now. It's a continuing process. Hopefully tomorrow!

Welp, see you guys in two years

>>146024510
Nope sieges just have to actually path to your fort now

Embark next to hordes of pits and towers, and you should get sieges
>>
>>146024429
When? I'm on whatever version the most recent LNP uses and I just now took those screenshots
>>
>>146024723
I was trying to make a funny
>>
>>145971573
The mouse.png thing was a zlib issue for me (on Debian). Fixed it by adding the correct path to libz.so.1 to LD_PRELOAD in the df script.

>>145972315
>SJW
They made a satirical game where you play as a liberal domestic terrorist.
>>
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This is how I find iron
>>
>>146025156
Debian and Gentoo are really damn far apart, Gentoo is like, as far from the Debian ecosystem as Windows is, well, you can use an ubuntu shell in windows 10 actually, so it might be closer?
>>
>>146024248
Make sure there is clay where you embark, and build using that instead of wood
>>
What's the easiest way to build large amounts of wealth when the only valuable metal I have access to is silver? Adamantine is out of the question due to an earlier accident
>>
>>146026186
Do you have sand? Make hundreds of glass discs and sell them to the next caravan
>>
>mayor crafts an adamantine mechanism worth 1.5 million dwarfbux

>unpause

>dragon appears
>>
>>146025505
That's accurate only insofar as sedimentary layers are more likely to be at low elevation.
>>
Should I explore the caves with my axe squad or spear squad
>>
>>146026903
Neither. Toss a few kittens down there.
>>
>Wipe out a huge goblin siege
>Reclaim all their stuff because why not, free items
>Most of my labor force is busy claiming clothing for themselves for the next two seasons

Well I learned my lesson
>>
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>>146024608
> armor damage so close
finally a reason to keep around the exceptionals instead of just melting them down for more masterpieces
i seriously doubt he's implemented armor repair, though. expecting lots of fun masterpiece loss thoughts.

>>146026903
spears if they're more experienced.
axes make more mess that haulers need to spend more time cleaning up; spears generally make less mess if the creature is large enough, but can still splat small ones into gibs.
>>
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Time for the real question:

Did crossbow dwarves finally got fixed? as in they will not insist on squeezing or jumping down several z levels from a fortification to attempt bashing people with crossbows even with ammo at certain ranges?
>>
>>146027537
Oh man, if I was a migrant I'd be so happy when coming to this fort.
I mean, they rolled out the red carpet, and put up a sign saying welcome, and everything!
>>
>>146027537
>fps 25
>>
>>146026859
well it's a good rule of thumb
>>
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>>146026345
>Make hundreds of glass discs
Long before I even thought to sell these off, I thought it'd be really cool to have a hallway of glass disc/spike weapon traps.

God what a disappointment. And it's so cool in concept.
>>
>>146026903
It doesn't matter. Caverns aren't so dangerous that you need a whole squad to explore them. I typically just pick a dwarf who's doing individual drills and send him alone. I've been doing it that way for years, and have never lost a dwarf doing it. They usually don't have to fight at all.
>>
>>146029143
>God what a disappointment
did you only put one disc per trap or something?
>>
What are your general workflows when you start a new fort? What industries do you get up and running first?

I usually do

1. Chop some trees
2. Build a bridge if needed
3. Dig
4. Farm
5. Bird breeding/ egg industry
And then see where things go from there
>>
>>146029143
Why the disappointment? They're pretty effective. Or at least they will be until the next patch, when invaders will finally armor their limbs. Even then they'll still be murder against anything less than bronze.
>>
Are weapon traps loaded with shit like scimitars and great axes any good? I want to find a fun use for all these foreign weapons my goblin friends gifted me
>>
>>146029350
Nah. I loaded them up. They just didn't seem to perform all that well.
>>146029523
Hmm. Maybe it'll be worth another go. Maybe with spiked balls instead.
>>
>>145958404
is that a thing?
>>
>>146029751
MELT THEM
E
L
T

T
H
E
M
>>
>>146029193
The term is "geonaut" and usually you use a kitten or piglet or something, and just have them pit into a hole you punched in a ceiling.

Pshooo-splat, and they reveal what they see before they die.
>>
>>146030093
It most certainly is. I remember losing dwarfs to splashes and not being able to figure out what the blue fuck was going on. Then I watched closely:

>throws goblin into magma puddle
>suddenly is on fire/melting
>holy shit two and two makes four!
>>
>>146030178
But I already have assloads of metal, I want to do something more interesting with them

I'm gonna try to make an all-human (except the captain obviously) militia squad that uses foreign weapons, that seems fun
>>
>>145983587
what will artifacts and myth do?
>>
>>146030959
flaming swords and myths around those swords
>>
>>146031049
It is terrible.
>>
>>145974123
>learned programming around age 5
>says he works on other unreleased projects

toady only works on df because it generates him money and press. the stuff he hasnt announced is actually what makes him happy. He's not an autist just a guy trying to make it with what he's good at.
>>
>>145979108
>20+ years until version 1.0

they're selling out in 5 years max.
>>
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>It's a 'no sedimentary layer' episode
>>
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>>145974123
>has inspired many devs
>has been offered the world
>still living off $40,000
>>
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>>146031963
>It's a no sedimentary layer embark
>>
POST YOUR TAVERN
>>
>>146030278
>and usually you use a kitten or piglet or something
No, usually I do exactly what I said I do. It's easy and takes all of 2 minutes, and is about as dangerous as having a dwarf on the surface of an untamed wilds biome.
>>
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>>145853443
>be me
>make a game for 10+ years for free
>post on my games subreddit
>told to not post here and get back to work
>okay.jpg

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

FUCK REDDIT!!!!!!!!!! TOADY YOU'RE WELCOME TO POST HERE AND LURK HERE FUCK THEM THOSE FUCKING FUCKSAOIFNDCAF;KL CVAW;SJVK ;KSJ
>>
>>146033041
>frogposter
>reeeeposter
>redditposter
jesus christ you are just all kinds of cancer, aren't you?
>>
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How do I get to see my map that shows which races I am in range of like this one?
>>
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all those tissues, muscles and bones must be made out of twigs.

seriously why the fuck does everything explode in one swing.
>>
How do you deal with web-spitting forgotten beasts? Just cave-in traps? I just lost 5 legendary soldiers to one so next time I want to be more prepared for it
>>
>>146030075
what exactly hasnt been armored up? i heard him mention it in the stream. and i guess things havent been wearing armor for ages too.
>>
>>146014382

What tileset is this?
>>
>>146033359
When you decide to go with demigod when you start, then put all your points into fighting based skills, that tends to happen.
>>
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So after capturing a troglodyte in a cage and not doing anything with it, the rest of its 'herd' stayed down in the caves and got stuck climbing a wall, and they were up there so long that they had a baby and it fell straight down and got mortally wounded straight out of the womb
>>
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>>146034085
>When you decide to go with demigod when you start, then put all your points into fighting based skills
I do this and still get dunked.

Hell, I use DFHack to make myself legendary in everything and still die to mundane shit.
>>
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Wow, I never knew tides were simulated.
Toady is a smart dude
>>
>>146034774
>that cat

rofl
>>
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>>146034886
Think it's an otter or something.

>>146034774
Those are just waves, I don't think tides happen yet.
>>
>>146014382
Every time you post with this tileset, somebody asks you what it is. And you never respond
>>
Could someone tell me what the tileset is in OP's picture?
>>
How optimal do you have to play in this game?
I'v played enough "hardcore" games to know that hardcore just means extreme optimization and minmaxing. I don't mind some micromanagement but the idea of playing an ARMA style text game has always kept me away from this.
>>
My dwarves keep disappearing and reappering. Not like kidnapped, but the sprites themselves are not showing up for a tick then are back the next tick. It is happening to EVERY dwarf in my fort
>>
>>146037325
this isnt like other games anon
>>
>>146034008
Obsidian
>>
>>146037325
Once you know the mechanics and how to navigate the labyrinthine menus, the game is only as hard as you want it to be, basic survival in a not-too-hostile location is piss easy

>>146037341
I noticed this happening when my dwarves walked over paved roads, do you have a lot of those?
>>
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>>146037325
>>
>>146037721
Yep, thats it. Its happening on paved roads. Any idea how to stop this? It wasnt happening earlier, dont know why it started now.
>>
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There's probably a simple explanation, but why can't I brew aboveground crops?
>>
>>146037858
I haven't found a solution, outside of just deconstructing the roads and smoothing stone/building floors
>>
If I build a temple and a tavern, will it make my idlers just run back and forth between them?
>>
>>146038015
Not necessarily
>>
>>146037325
As optimal as you wish?

>>146037341
Blinking to a missing tile?
>>
>>146037867
Better question: what menu is this? I've been looking for it, but I can't find it.
>>
How can I tell which civs are within travel distance to my fort? When I embarked I had neighbors of all kinds, but only caravans from home and humans. Not a single siege either.
>>
>>146039008
The kitchen menu? Status (z) > Stocks > Kitchen
>>
So since the release is tomorrow, do you guys think it's gonna have armor repair as well?
>>
>>146039970
>the release is tomorrow
>>
>>146040613
>Today was going to be release day, but then SDL started fighting with the new compiler and they haven't quite stopped yet. We also had a release-mode-only world gen crash that stopped reproducing only when logs were enabled, but that might be handled now. It's a continuing process. Hopefully tomorrow!
>>
>>146033615
>Just cave-in traps?
That's what I do. Webs, deadly dust, deadly blood, poisonous gas, and made of fire all get cave-in traps. Or checkerboards if I've been very industrious.
>>
>make tavern
>nobody works, just drinks and talks
this was a mistake
>>
>>146039970
I imagine it will.
>>
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>>146041531
There can only be one solution, anon.
>>
>>146030075
Spiked balls are by far the worst trap component. They do edge damage but have very low penetration. If you must make them, use silver. It's weight will make them more effective than they would be otherwise. With glass your best bet will be discs, axe blades, or spikes.

>>146033797
Invaders arrive wearing only torso and head armor. It makes them especially susceptible to traps. It doesn't have much effect on melee engagements, though, because most invaders will have competent fighting skills at best and be overwhelmingly outclassed by player-trained militaries.
>>
>>146041887
toady used this as an excuse to add force applying to joints i believe.. classic toad
>>
>>146041531
fuck this meme

like I've said SO MANY FUCKING TIMES, only purple activities actually get in the way of work. they are the new "on break". most of the tavern-related activities, however, aren't purple, but green. those will get interrupted as soon as the dorf in question gets a task.

don't blame the game mechanics or the dorfs for your inability to manage the fort efficiently
>>
>>146042745
As I see it, having a high number of idlers is kind of a good thing. It means everything's running smoothly with a minimum of dorfs devoted to their tasks. Lots of idlers means that your labor is efficient enough that it doesn't take 30 dwarfs to do a simple task or chain of tasks.

This is making less and less sense as I go on. But do you know what I'm trying to say here?
>>
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Why are goblin soldiers so weak? They've had hundreds of years of training, and shouldn't lose to a dorf who have sparred for a year.
>>
>>146042881
Most of the time, having a lot of idlers mean that there's a bottleneck in your production line. You may have lots of work that needs doing, but the workers can't do it because they're waiting for the proper materials to work with.
>>
>10
>bump limit
NEW THREAD WHEN?
>>
>>146043007
It's not that goblins are weak but that dwarfs are strong!

Maybe.

>>146043106
Maybe it's not "idlers" so much as "there's not really all that much that needs doing right now, all needs are met".
>>
>>145853443
Does anyone else think Toady has Major Autism and his brother essentially emotionally/metally supports him? Teaching your son to program before they can read tells me his father knew what he had. This sounds far-stretched and it doesn't really matter, but I'm just sharing my thoughts on them.
>>
>>146043007
bruh, tomorrow they'll have armor on and tell me how weak they'll be then.
>>
I caught a few kangaroo's
How do I butcher them? I set it to "ready for slaughter" but nobody is coming to butcher them
>>
>>146044514
Tame them first.

I think even shit-tier training will do. Just assign an animal trainer and put an animal training zone wherever you want.
>>
>>146043007
Most invaders aren't historical figures. They're procedurally genned at your map edge with a default "soldier class" that puts them at novice-to-competent in a handful of combat skills. Rarely one will be genned with up to accomplished (which is pretty high) in their combat skills, but I would guess it's less than 1 in 20. As recently as 34.11, invading squads would spawn with a weaponlord captain who would be master or grand master in most combat skills, but I haven't seen one in years.
>>
>>146044607
This hasn't been the case literally for years now. Invaders are actual units roaming the map and whatnot before they reach anywhere, your fort or not.
>>
>>146044543
thanks
>>
>human poet kills my legendary fisher and one of the original 7 in a bar fight
please tell me that the justice system will lock him up
>>
>no new thread yet
waiting for this one to just die first, eh?
Thread posts: 768
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