[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

/dfg/- Dwarf Fortress General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 408
Thread images: 125

File: 1439797608341.png (39KB, 800x600px) Image search: [Google]
1439797608341.png
39KB, 800x600px
It's metal n' magma time

Last Thread: >>146255124

>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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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
>>
File: Kornheiser_Why.jpg (23KB, 288x499px) Image search: [Google]
Kornheiser_Why.jpg
23KB, 288x499px
>open up caverns
>dwarves hunt giant cave sparrows, draltha and rutherers; interesting and valuable animals that might make great livestock
>never hunt crundles, which are annoying and not valuable at all
>>
Some guy was asking for people to dwarve in the game, if you are still there, im in for it.

Also, what the fuck happened to the last thread?
>>
>>146281012
>what the fuck happened to the last thread?
Dead at 63, a senseless tragedy. I miss yoko/clipart/contemplative face bumps.
>>
>>146280661
Oh, and elk birds, let's not forget those too. A source of valuable eggs and antlers, and the little buggers do their best to drive them to extinction instead of annoying creatures like crundles.
>>
>>146281225
Jesus, we do need more activity here right?
How about someone starts a legacy fort, or something like that
>>
>>146280661
>>146281460
>no noble secretary of the interior with the ability to institute moratoriums on hunting endangered cavelife
>>
all I want is a siege
>>
>>146282189
>a noble which allows you to control which animals are hunted
Won't that be mandatory once Toady implements capturing animals alive with lassos and shit? You know, to distinguish between the animals wanted dead and the ones wanted alive?
>>
>>146281759
>How about someone starts a legacy fort
Wow, it came back around fast this time.
>>
>go away on a three day trip
>two threads die prematurely
Shit, I didn't realise this general was so dependant on my clip arts and thinking faces.
>>
File: RepresentationOfVolcanos.png (42KB, 1920x1080px) Image search: [Google]
RepresentationOfVolcanos.png
42KB, 1920x1080px
>>146285104
Trufax, I was sleeping and pow, dedthreds.
>>
File: VorpalCursesClassic.png (14KB, 384x576px) Image search: [Google]
VorpalCursesClassic.png
14KB, 384x576px
>>146285247
dubyateeeph page 9 already
>>
File: helm plump man.jpg (34KB, 263x343px) Image search: [Google]
helm plump man.jpg
34KB, 263x343px
>page10 AGAIN
>>
>>146281012
It was inevitable.

It's me, I'm still here.
Tell me what you want and I'll dwarf ye. Still taking requests and ideas for !!science!!
>>
>>146281759
Is that a succession fort? I'll offer my shitty above-ground fort to anyone who wants. The site is nice with lots of wood and a river. There are seven dwarves. The elven caravan has just arrived.

https://my.mixtape.moe/jkplca.zip
>>
>>146287389
I think we need more than just a premade fort. Rules and shit.
Choosing an embark, arbitrary rules, things like that.
>>
Did the new update fix being able to eat sentient beings?
>>
>>146287774
He would have mentioned it, so probably not.
>>
>>146287993
darn. What about the bug where you need a battle axe to chop down trees?
>>
>>146288189
Fixed.
>>
>>146288189
That's fixed, stone axes work again
>>
>>146287572
>arbitrary rules
No surface trees, no surface rivers, extreme temperatures only.
>>
>>146285104
>cliparts
but that'd piss off that one autist
>>
File: 1439567902472.png (34KB, 611x455px) Image search: [Google]
1439567902472.png
34KB, 611x455px
>>
>>146287774
I'm not sure that's a bug, it's not really clear what the intended behavior is. You couldn't eat sentients up through 34.11, then suddenly you could in .40 with no mention in release notes or change logs, and then later in .40 (or maybe in .42.01?) you couldn't again, also with no word about it. Someone asked him about it in a FotF and he indicated that he didn't even know the behavior had changed without saying anything about how it was supposed to work.
>>
File: pepe is sick of your shit.jpg (10KB, 250x241px) Image search: [Google]
pepe is sick of your shit.jpg
10KB, 250x241px
>set up trapline for valuable cave animals
>crundles keep on hitting it
>capture and tame (and of course slaughter) so many crundles that my fortress have achieved expert level training with them
>they still keep coming
>>
>>146290928
It seems silly that we can't, especially since its part of the elf lore to do so. I'm pretty sure its meant to be in the game.
>>
Question: do you use play the base game or mods like the ones linked in the OP?
>>
>>146291521
>use
>>
>>146291521
Masterwork
>>
>>146287572
Make a shrine to Armok and sacrifice anything to him.
We can decide other rules by rolling.
>next ending in seven decides the first of the next 3 more rules
>>
>>146291830
yeah I first wrote
>do you use the base game
then I wanted to change to
>do you play the base game
but I forgot to cancel use.
Now can you answer that question?
>>
File: 1448955406010.gif (2MB, 270x253px) Image search: [Google]
1448955406010.gif
2MB, 270x253px
>>146291521
I make nails and cartilage heal over time and increase the LUST_PROPENSITY of goblins
>>
>>146291335
Well, at least through 34.11 you would get the "No, that's disgusting." message if you tried, implying that Toady had explicitly coded the prohibition against it. I think now you just lick it, like other nonfood items. Maybe Toady had a change of heart on the matter somewhere in the long stretch between .34.11 and .40.01 and then forgot about it. It seems more likely that he forbade it, forgot why and how, and then has accidentally toggled the restriction a couple of times while tinkering. Whether or not we should be able to is another matter entirely, I'm just talking about Toady's intent.
For what it's worth I agree that we should be able to. Though casual practice of cannibalism/consumption of sentients should probably have some kind of consequence beyond satiating your hunger.
>>
File: 980x[1].gif (4MB, 500x274px) Image search: [Google]
980x[1].gif
4MB, 500x274px
So I edited the raws to make rabbits trainable.
I made a bunch of war rabbits, but now instead of staying in the pasture, they run around my fort, following my dwarves in a massive herd.

Is this normal for war animals?
Will they still breed/eat?
>>
>>146291909
Both.

>>146292820
Yeah I made guinea pigs (or cavies) trainable, that was a lot of fun. You can assign them to specific pastures/soldiers/chains, and they will still need to graze, though caretakers will feed them.
>>
>>146292820
Trained animals of any kind will try to follow their trainers, and sometimes leave their pastures to do it. If you assign them to dwarves as working animals then they'll try to follow those dwarves, leaving their pastures to do it.
>>
>>146293106
How do I get them to stop following the trainer?
>>
>>146292682
From some of the stuff he's said in DF Talks, I feel like he's interested in allowing the player to do what they want without the character's beliefs strongly limiting that.
I could see him doing something like letting you eat sentients whenever, but it makes your character feel terrible about it if they don't find that sort of thing ethical, and then people treat you badly if they see you doing it.
>>
>>146293356
Cages and chains, or just put your pastures somewhere that your dwarves don't pass through often.
>>
>>146293660
People freaking out about cannibalism should be a thing if they're of a civ which is like that, but goblin and elf civs?

In legends it clearly describes elves devouring people they defeat.
>>
>>146293928
You can keep an unlimited number of rabbits in 1 cage, and they will never die of hunger right?
>>
File: 1438955534044.jpg (37KB, 562x518px) Image search: [Google]
1438955534044.jpg
37KB, 562x518px
>trying to capture a male cave crocodile so that I'll have a breeding pair
>elk birds keep filling up my fucking traps
At least they'll be extinct soon.
>>
File: AbaNutsballsIsLady.png (67KB, 1920x1080px) Image search: [Google]
AbaNutsballsIsLady.png
67KB, 1920x1080px
*childish giggling*
>>
>>146294140
Yes and no. You can fit an infinite number of creatures in a cage, but caged grazers will die of starvation. You can remove the grazer tag from rabbits in your save if you want to.
>>
File: Armok, God of Blood.png (539KB, 600x4300px) Image search: [Google]
Armok, God of Blood.png
539KB, 600x4300px
Thread needs more Armok.
>>
>>146294969
>hating on elk birds
They're squishy avian gold, anon. You should be thanking Armok for the great bounty he has bestowed upon your fort.
>>
>>146296652
I thought so too until I realized they were grazers.
>>
>>146296652
>avian gold
You think we'll get creatures that lay golden eggs when the mythology update comes out?
>>
File: StillFunny.png (54KB, 1920x1080px) Image search: [Google]
StillFunny.png
54KB, 1920x1080px
*more childish giggling*
>>
>>146296123
That's actually pretty cool.
>>
I know this is usually a thing from the forums, but why doesn't this general have its own multifort (whatever it's called).
>>
>>146297669
That's really not an issue. They can hatch a clutch faster than they'll starve to death.
>>146298061
It would be cool if "X that births Ys made of Z" was one of the possible results of the muth generator. It might be too optimistic to hope for something like that early on.
>>
>>146299102
Tickle her nutsballs.
>>
>>146302060
>>
>>146301073
we always try but it fails
>>
File: CursesSquare.png (9KB, 384x384px) Image search: [Google]
CursesSquare.png
9KB, 384x384px
Damn pixels taunting me with little errors I only notice days later.
>>
File: this pleases the dwarf.jpg (76KB, 780x571px) Image search: [Google]
this pleases the dwarf.jpg
76KB, 780x571px
>9 captured and tamed war jabberers
>6 jabberer chicks
>>
>>146304980
They say you only truly fail when you stop trying.
A lot of people have more free time now, it could actually work
>>
File: 1445267945052.png (6KB, 300x100px) Image search: [Google]
1445267945052.png
6KB, 300x100px
>>146307114
>A lot of people have more free time now,
>>
>>146307456
m8, for good or bad, the influx of new people during summer is a reality, we can only hope they are not specially retarded and colaborate with stuff like this
>>
File: 1437587251588.png (698KB, 2022x9691px) Image search: [Google]
1437587251588.png
698KB, 2022x9691px
Bazoople
>>
Could someone post combat logs ilustrating the new combat mechanics, I cant play right now, and that stuff is brilliant
>>
How does the multi-fort work? Do we take turns with it?
I'm going to have to introduce some of my creative waste storage rules. I like a field of corpses and rotting waste surrounding the golden statues which flank the entrance to my kingdom.
>>
When I make a pump stack, where do dorfs stand?

% % ^^^^^^^^^^


^ = place where I want water to go
>>
File: concerned man.jpg (14KB, 236x265px) Image search: [Google]
concerned man.jpg
14KB, 236x265px
>find "loamy sand"
>designate it as sand collection area
>invalid sand collection area
Welp, so much for my glass industry. Apparently you can make glass from loamy sand.
>>
>>146309529
*can't make glass
>>
>>146309465
If you mean a screw pump, then the left %. If you actually mean a pump stack, then a whole bunch of places, because a pump stack is a whole bunch of pumps.
>>
>>146309346
Yeah, we should roll for the parametres of creation and then between those that wanna play it.
Then he plays an ingame year, and passes the fort to other person, all while he periodically posts pics and stories here.
It would be great, because this is usually slow as fuck
>>
>>146309984
More accurately, they stand way the fuck away from your dwarven fusion plant because they don't need to do anything to run even a dual pumpstack going up 6 or 7 levels if you've got 4 waterwheels hooked to a pump for power.
>>
File: spike_pit[1].jpg (27KB, 200x200px) Image search: [Google]
spike_pit[1].jpg
27KB, 200x200px
Do upright spike traps deal damage to anything that walks into them, or are they safe to pass through and only do damage when you fall into them?

I was thinking of putting them around my livestock as sort of a spiked wall.
>>
>>146311216
Only when you fall on them, but what's the point? They won't restrain your livestock or anything trying to get them in any way.
>>
>layer upon layer upon layer upon layer upon layer of fucking gold

building armor for a squad of dorfs alone would be enough to trigger a forgotten beast at this point
>>
>>146311612
Outside of strange moods or modding you can't use gold for armor.
>>
>>146311796
fug
>>
File: combat-log-with-recent-changes.png (25KB, 795x2062px) Image search: [Google]
combat-log-with-recent-changes.png
25KB, 795x2062px
>>146309126
>>
File: 1456513133920.png (51KB, 171x171px) Image search: [Google]
1456513133920.png
51KB, 171x171px
>>146312152
Wouldn't it be Combat Logman?
>he was horrified near a magma
>>
>>146312597
>Wouldn't it be Combat Logman?
Then the wordplay wouldn't work that well anymore.
>>
>>146312152
>>
>>146312152
Combat log mod when
>>
File: armok.png (309KB, 876x485px) Image search: [Google]
armok.png
309KB, 876x485px
>human
>human man
>human woman
>giant human
>>
>>146312152
This is awesome.
I love it, anon, keep up the good work.
>>
File: Nagidal24x24.png (9KB, 384x384px) Image search: [Google]
Nagidal24x24.png
9KB, 384x384px
post tilesets!
>>
Is it possible to use dwarf the rapist with the new version?
>>
>>146315607
Not until DFHack gets its binary addresses checked for compatibility, I don't think.
>>
>>146316421
ok thank you
>>
I have a shitty AMD CPU and 8gigs of ram. It takes me like 10 minutes to gen a 250 yr world. What should I upgrade to run df faster? What would you suggest? I have 200 bucks
>>
DF seems to use a lot of CPU when making a new world, some memory too. 8 gigs is fine though and upgrading would have no difference since the game isn't 64 bit yet.

A cpu upgrade *may* help you but you'd also probably have to upgrade your motherboard.
Also you might have trouble finding a good cpu for 200.
>>
>>146317301
>>146316973
meant for (you)
>>
How much raw editing do you have to do to make other races properly playable in fort mode? I tried playing as elves but quickly gave up when I realized that without further editing they can't mine, cut trees, or even embark with tools to do so, so all you can do is shit outside and hunt with wooden arrows

Maybe humans or goblins would be easier
>>
File: 1438659067698.jpg (74KB, 300x339px) Image search: [Google]
1438659067698.jpg
74KB, 300x339px
>>146317691
>i tried playing as elves
>>
>>146316973
4 gigs is the most RAM DF can handle, since it's a 32 bit game. As for CPU, DF isn't multithreaded so you'll want something with as much single-core power as possible - I don't know what good options there are right now.
>>
>>146317782
It gives you deeper insight into their filthy heathen ways when you try managing them yourself
>>
>>146316973
single threaded 32bit game plus you'd need money for a mother board = just save your money and do something else while it generates
>>
File: 00% mad.jpg (49KB, 676x858px) Image search: [Google]
00% mad.jpg
49KB, 676x858px
>forgotten beast shows up
>winged blob made of snow
>fights troll
>kills troll, but not before having wings torn off
>attacks child
>child kills it
>>
File: VorpalSquare.png (10KB, 384x384px) Image search: [Google]
VorpalSquare.png
10KB, 384x384px
>>146315521
>>
>>146317691
That's how elves live. Horrible, isn't it?
>>
File: elfposter.gif (88KB, 269x486px) Image search: [Google]
elfposter.gif
88KB, 269x486px
>>146317782
>>
>>146311392
>but what's the point?
>>
poast
>>
how can I encourage worldgen to generate more roads?
>>
>>146324101
I'm pretty sure that roads exclusively cover heavily trafficked trade routes.

You'll want lots of flourishing civs that aren't at war with each other, I guess.
>>
File: v0UFqJ[1].png (53KB, 1360x768px) Image search: [Google]
v0UFqJ[1].png
53KB, 1360x768px
I kinda fucked up and built several 5x5 staircases on several floors. Instead of mining out the area around my 3x3 staircase. Are my dwarves going to go full retard on this or can I just leave it?
>>
File: GettingGoodAtThat.png (50KB, 1920x1080px) Image search: [Google]
GettingGoodAtThat.png
50KB, 1920x1080px
>>146325368
Build floors around them? Remove the 3x3 in the center and make it like:

X + X + X
+ + + + +
X + X + X
+ + + + +
X + X + X
>>
File: 543354354.gif (23KB, 180x236px) Image search: [Google]
543354354.gif
23KB, 180x236px
ded fortress
>>
>>146327290
>tfw you actually bought the book while waiting for 0.40
D-did I get memed?
>>
File: joint damage.png (18KB, 640x302px) Image search: [Google]
joint damage.png
18KB, 640x302px
Reworked joints were a mistake.
>>
File: CunningAsh.png (44KB, 1920x1080px) Image search: [Google]
CunningAsh.png
44KB, 1920x1080px
>>146327849
Joint damage you mean.
>>
>>146327365
Weren't free updates promised with the book?
>>
>>146328498
If you bought the e-book version, yes.

I'm pretty sure it was abandoned during the 0.34-0.40 wait, though.
>>
>>146327365
yeah
>>
File: quetzal.png (55KB, 1918x997px) Image search: [Google]
quetzal.png
55KB, 1918x997px
please tell me, I can capture this, right?
I'm not ready for this shit
only have tetrahedrite and that won't help me here
>>
>>146327365
>Bought the book
>Wiki exists
>Video tutorial exists

If they had Dwarf Fort 101 at a uni I bet you'd be first in line
>>
>>146330064
I didn't buy it to get into the game(I had already played for several years), but rather as a way of reaffirming my identity as a DF player.
>>
>>146330023
That's a demon, it's immune to traps unless they're webbed, have fun
>>
File: 1435523358617.jpg (97KB, 640x1136px) Image search: [Google]
1435523358617.jpg
97KB, 640x1136px
>>146330271
>way of reaffirming my identity as a DF player
>>
>>146330064
That was one of the better guides at the time it went out, if not the best, dude.
>>
>>146330428
okay, that means seal up wing
and get a spider

what about the steam ghosts?
>>
>>146330538
To be fair it is the closest thing you can find to an autist card.
>>
>>146331127
That's my point. Why would you ever do that.
>>
>>146331093
ah wait, don't tell
I got this
>>
>>146331093
Those guys aren't shit, if you have even a mediocre militia you can probably handle them

On my last fort I breached Hell and sealed it up and while I was building walls the only demons that got in were leeches made of steam

My militia easily killed all of them and they didn't kill anyone, they couldn't bite through clothing, didn't have any other attacks, and one good hit made them explode
>>
>>146331298
It depends on their special attack. Fire breathers and poisonous gassers can be pretty bad. Ironically deadly dust is great in those cases, as they'll friendly-fire each other to death.
>>
>page 10
>>
>>146336505
>page 9
>>
>>146337657
>page 5
>>
File: IFSZ1H[1].png (65KB, 1360x768px) Image search: [Google]
IFSZ1H[1].png
65KB, 1360x768px
The rabbit army is coming along nicely.
I'm on a pretty high quality laptop (so a economy desktop tower) how many of these things can I breed until FPS death starts happening?
>>
>giant skink corpse next to butcher shop
>Urist McDumbass cancels butcher animal: can't see the monstrous giant lizard corpse right beside him
>>
>>146339794
>how many of these things can I breed until FPS death starts happening?
Depends on a whole lot of different factors.
>>
How do I add war animals to a squad?
>>
File: werekangaroo.jpg (87KB, 740x925px) Image search: [Google]
werekangaroo.jpg
87KB, 740x925px
>>146340074
>Kangaroos look like they are posing for GAINS selfies all the time. I don't know why but this is more funny than it should be for me.
>>
>>146341308
Jack is stacked.
>>
stalker mod when
>>
>>146344156
Once you make it
>>
>>146344156
>stalker
>for DF
Thats a terrible idea.
>>
>>146344156
Metro is better
>>
File: tmp_22977-serveimage(38)872017.jpg (122KB, 750x1000px) Image search: [Google]
tmp_22977-serveimage(38)872017.jpg
122KB, 750x1000px
>>146341308
They're terrifying creatures. I want a kangaroo man militia someday.
Also kangaroo milk is a thing in DF for some reason. So there's that.
>>
>>146340740
You don't. You assign them to dwarves.
>>
File: first migrant.png (150KB, 1897x1027px) Image search: [Google]
first migrant.png
150KB, 1897x1027px
Evereye's first migrant. I'm pleased.
>>
File: tools.png (4KB, 346x174px) Image search: [Google]
tools.png
4KB, 346x174px
>>
File: another.png (153KB, 1898x1027px) Image search: [Google]
another.png
153KB, 1898x1027px
>>146346545
Two great glassmakers in the first migrant wave. What are the chances?
>>
File: totally not a vampire.png (214KB, 1898x1028px) Image search: [Google]
totally not a vampire.png
214KB, 1898x1028px
>>146346931
...and this guy. I've got my eye on you, Chewlabor.
>>
>>146337926
>page 7
>>
>>146348280
>page 3
?
>>
>>146348396
>page 8
>>
File: 1407269078377.jpg (214KB, 940x912px) Image search: [Google]
1407269078377.jpg
214KB, 940x912px
>>
File: image.png (23KB, 1169x637px) Image search: [Google]
image.png
23KB, 1169x637px
For the sake of the thread and in sympathy of these summer times, heres a gem i found in the guessing a game by its ui threads
>>
>>146350213
what is this?
>>
>>146351250
It's a mock-up of DF's UI
>>
>>146353440
>implying df has a ui
>>
>>146353489
Except it does.
It's not a terribly good one, but it's there.
You dense motherfucker.
>>
File: 1411057595565.jpg (39KB, 460x409px) Image search: [Google]
1411057595565.jpg
39KB, 460x409px
Markdwarves take thrice the effort to get properly trained, stocked and combat effective (keeping them out of charge distance) compared to regular soldiers while being much much worse in most of situations

Their only use is strictly situational against web monsters
>>
>>146350213
That's pretty good.
>>
>>146354264
Yeah, crossbows and bows are weak in both adventure and dwarf mode. Dwarf mode has idiot marksdwarves who decide to club things to death instead of shooting them, while in adventure mode you can't aim a ranged attack in the slightest so you have to rely entirely on RNG to actually do anything but hit the legs. It sucks really, a highly skilled marksdwarf or adventurer with high archery skill should be super lethal.
>>
File: HugeStonecrapMortgages.png (684KB, 884x5234px) Image search: [Google]
HugeStonecrapMortgages.png
684KB, 884x5234px
>>146355351
Well, the delay is what fucks with ranged in adventurer mode, you shoot, then the npcs rush over and beat you to death while you reload.
>>
File: Selection_018.png (149KB, 1365x767px) Image search: [Google]
Selection_018.png
149KB, 1365x767px
Oh sweet jesus.
>>
File: Wow.png (107KB, 1920x1080px) Image search: [Google]
Wow.png
107KB, 1920x1080px
>>146357042
Not bad.
>>
http://www.bay12games.com/dwarves/index.html#2016-06-20
>Here's another bug-fix release. Assuming no issues crop up immediately, we'll now dive into 64-bit land for next time!

But that whole "No way to repair armor" thing, thats an issue right? thats getting fixed?
>>
File: roll.png (17KB, 598x193px) Image search: [Google]
roll.png
17KB, 598x193px
>>146310165
I suggest a small world with short history, high civilizations, high number of sites, very high number of beasts, medium savagery, frequent mineral occurence?

As for the choosing of the site maybe pic related?

We might also get rules like kill all elves/make a statue for each of your kills/bedroom for every dwarf/temple for every god/whatever?
>>
>>146357943
No. Armour will now need to be constantly replaced.
>>
File: 1420082179904.jpg (52KB, 704x400px) Image search: [Google]
1420082179904.jpg
52KB, 704x400px
Guys I live in Gig Harbor. I just found out that Toady lives 30 mins away from me.

How do I live knowing a god lives in such close proximity to me?
>>
>>146356929
The delay wouldn't even be that bad if more of the shots hit the torso or hell if you could aim the shots for general areas. Considering bolts only really seem to chip the bone and they rely heavily on piercing the fact the majority of hits, at least for me, are limb hits make them pretty weak.
>>
>>146358718
Go end our suffering and tell him personally to stop
>>
File: region1-00330-01-01-world_map.png (265KB, 1560x2340px) Image search: [Google]
region1-00330-01-01-world_map.png
265KB, 1560x2340px
>>146358373
http://pastebin.com/d5ugNCda

>>146357943
Repairing armor, as in a sheet of tempered metal you intend to keep projectiles and blades and such from getting stuck in your flesh, is going to be patchy at best, and probably easier if you just melt it down to use as scrap.

Having all armor be indestructible was kinda silly.

>>146358817
I used to get really consistent headshots with my peregrine falcon crossbowwoman. Boom, headshot, all day, maybe cause I was shooting down most of the time? Fuck letting them hit you, after all!
>>
>>146359309
1000 mineral scarcity ? Are ye nuts lad ? Do you want us to fight those filthy elves with sticks and stones ? Not that it's bad idea, but I like my blades sharp, not blunt.
>>
>>146359309
Yeah, usually when I play an adventurer with a crossbow I play a human character and I only really get legshots and chip the bone. The guy would then proceed to pull the embedded bolt from his leg and carry about his business.
>>
>>146359496
There's iron ore and flux all over, 1000 is a nice mix. Too low and you start getting trouble finding certain things, too high and you get similar troubles.

Incidentally when I said patchy, I meant patchy as in "finding armorers skilled enough to do it and not sacrifice the protection of the armor will be few and far between" at least until you are shitting out legendary armorers.

>>146359517
Huh, I only played one ground-based marksman, and I snuck around and climbed trees and shit a lot, and trained up my hammer skill so I could bash people with my silver crossbow when they got close.
>>
>>146359717
Alright, if you think it'd ok, fine by me.
So what embark will it be ?
Terrifying tropical jungle, raze every tree and wage a war against elves ?
Maybe building a megastructure / prison / maze / death game out of wood and pit wild animals and naked elves inside ?
>>
>>146359717
Hmm, maybe height does affect your chance to hit different limbs. In any case crossbows are still pretty ineffective since you can't aim them, they're only really good on inflicting pain on units that can feel pain then finishing them off with a different weapon.
>>
>>146358889
>how many people a week does he have come to his door only to say "Stop" then slowly turn and walk away
>>
>>146360210
>how many people leave bins with two kittens in them at his door with a note saying "lmao"
>>
>>146359901
Shit if I know, there's a fuckton of options in that world.

I'd say especially check out the river intersections along the western jungles, that's where I found shit like this in a similar previous world-gen: >>146357252

>>146360098
Well, if you have good material bolts.
>>
>>146360516
I wish I could find an embark like that, a huge canyon with the fortress in the middle.

Also MDF's broadhead bolts are really fucking fun to use.
>>
>>146360771
Oh? what makes the special bolts different?
>>
>>146361037
they never miss and do massive damage
>>
>>146361121
Ah, so is it basically a cheating bolt or does it just have massive bonuses to everything?
>>
>>146359309
Okay that looks nice. If I just paste that pastebin raw in my world_gen.txt will I generate the same world as you?
>>
>>146361239
i wasnt really him, just jerking you around.
>>
File: SnakingDoubleWaterfall.png (124KB, 1920x1080px) Image search: [Google]
SnakingDoubleWaterfall.png
124KB, 1920x1080px
>>146360771
Look at any of the + looking river intersections on that world-gen I posted, they're full of them.
>>
>>146361349
If you do the seed then it should, though you'll end up with dorfs clustered in the mountains around the edges and in the middle I think, but the landforms and evil and such are from perfect world, so yeah it should work out much the same.

Tinker with the sites number and civs number if you want more or less of either.
>>
File: SecondDoubleWaterfall.png (38KB, 1920x1080px) Image search: [Google]
SecondDoubleWaterfall.png
38KB, 1920x1080px
>>146361349
Oh! You may want to raise the maximum elevation value too, I lowered it because I was trying something out with the glaciers, I forget what the minimum for dorf spawns is.

>>146361383
The way perfect world works out, you can paint sections of high and low drainage across each other, which produces these ridiculous waterfalls and river intersections.
>>
>>146361037
They have less penetration but more slashing famage. Perfect for cutting off limbs.
There are also barbed bolts (never used them, but i guess they cause more bleeding) and hammerbolts, that don't puncture but crush things. Perfect for those pesky bronze colossi.

>>146361121
MDF's new version is actually much less bloated and OP than before.

>>146361383
Awesome. I'll save it for my next fort.
>>
How do you know what direction you are facing in adventure mode?

The wiki says "Enemies behind you get a higher hit chance. You want to stay facing most of your enemies if you can, but you should never back into a corner."
>>
>everything is (out of date)
>it'll take forever for dfhack to be compatible with the 64 bit release

time for the helium tank
>>
Man, being able to have your joints get smashed from blocked hits from armor kinda sucks, no longer will armor save you from massive broken bones and torn ligaments. I just had a night creature take out a skilled adventurer in armor because the punches that deflected off my arms tore ligaments and made me lose my grasping abilities.
>>
File: dwarf.jpg (130KB, 779x634px) Image search: [Google]
dwarf.jpg
130KB, 779x634px
>be elephant man adventurer
>recruit drunks and decide to slay bandits and save townsfolk
>feel heroic and proud to not be murderhobo and instead a force for good instead
>two drunks and I become companions, and defeat gang of goblins that started tailing us
>kill 3 of them by goring them in the head
>townsfolk love me
>find spooky forest while heading to some dark pits
>immediately attacked by trillions of undead emus
>one drunk pisses himself and runs off screaming
>me and other drunk fight heroically, smiting left and right
>suddenly drunk passes out from exertion
>i desperately fight my way over towards her, but its too late
>grab her body and run, fighting back tears
>manage to escape the emus
>build fire and perform funeral for slain buddy
>sadly walk off to find other, cowardly companion and berate them
>>
File: plump.jpg (192KB, 1080x576px) Image search: [Google]
plump.jpg
192KB, 1080x576px
>>146363279

>walking alone through haunted forest not fun
>attacked by small group of zombie dingos
>fueled by grief and rage destroy them all
>suddenly, my cowardly companion shows up
>but something isn't right, he's flashing between his normal symbol and another symbol
>he lunges towards me, slashing with his copper pick
>dodge around and block, trying to get him to stop
>he's out for blood and doesn't stop
>decide enough is enough and take a swing
>thanks to superior elephant genes his leg is smashed
>he keeps fighting, doesnt give a shit about his wounds
>realising this is becoming dangerous, i punch him in the head
>puts him down for good
>sigh of relief, but also of sadness
>realise this forest is too fucked up for my liking, and decide to gtfo
>sprinting east to go back to the town, dodging undead and shit
>suddenly mist
>oh fuck i can't stop in time
>enveloped in a cloud of purple mist
>oh fuck, i'm dead
>realise im actually not
>oh god, i am, but im not
>im an elephant man zombie mist thrall
>im a monster
>not sure what to do, filled with grief
>wander out of forest and stumble into town
>enter the tavern
>everyone loses their minds
>a madness descends over me
>slaughter fucking everyone, man woman and child in that tavern in the most brutal way possible
>everytime someone tries to escape leap back to the door and splatter them
>everyone is dead
>what have i done
>>
>new to game
>start fortress
>everything going well
>THE DEAD WALK! HIDE WHILE YOU STILL CAN!
>have no army
>the only weapon i have is the axe to cut trees with

i was not prepared. Should i just put everyone in the army and hope for the best? I also dont have a hospital set up. Am i fucked?
>>
>>146363693
Go to bed Arthas, you're drunk.
>>
>>146363751
Nah, you're fucked.
Welcome to df, enjoy your fun.
>>
>>146363751
Wall yourself in?
>>
>>146363998
dont think ill make it in time. Im gona set all the recent migrants as fodder while my mason builds a wall
>>
Man, I kinda want to get back into DF but I suck at these kinds of games.
At least I've got this thread to keep me immersed.
>>
>>146364053
it failed. new game time
>>
>>146363751
>evil embark for first game

wew lad
>>
File: 2015-10-07_00004 (2).jpg (183KB, 1280x600px) Image search: [Google]
2015-10-07_00004 (2).jpg
183KB, 1280x600px
>>146363693

>flee the town in shame and despair
>wander the wilds, occasionally passing through villages and killing people
>a thought enters my twisted and diseased mind
>rid the world of both myself and as much evil as possible
>with this purpose in mind, head to those goblin pits
>nothing spooky about forest this time
>almost comforting
>pass blackened area, see remains of dwarf
>feel nothing
>finally enter the pits, cant find any goblins
>notice that deep in the pits lies a dark tower
>so be it
>struggle through twisting rocky paths, still see no goblins, but can tell they are there
>smells, voices, the occasionaly body
>but no goblins
>reach tower
>a goblin wanders out, sees me and panics
>i reach him before he escapes and end him
>but how do i go further?
>i enter, kill 3 goblins and a troll, but thats all there is
>im on the wrong side
>i exit, but the cliffs are shear around this tower
>have idea
>in a fit of rage and intense bloodlust, begin climbing the dark tower
>hand grasps the dark stone, and i effortlessly haul myself up, layer after layer
>voices inside the tower of goblins
>they are terrified, fearing me
>good
>i reach the top of the tower
>the world is at my feet
>i jump
>this could be it, will the impact end this torturous existence?
>i fly through the air, feeling for the first time in ages wonder, and exhilaration
>i land in a crunching heap
>i lie there for a moment
>i am not dead
>i stand up and inspect myself
>bruised, limping, a tusk shattered
>i wordlessly turn and head inside the fortress
>>
>>146364292
"The dead walk" etc. is the message you get for necromancer sieges.
>>
File: 1508_promo_stills_12001692731.jpg (685KB, 3733x2100px) Image search: [Google]
1508_promo_stills_12001692731.jpg
685KB, 3733x2100px
>>146364292
it wasnt evil. it was calm so i dont understand why i got undead. It also happened as soon as it turned winter
>>
File: region3-00200-01-01-world_map.png (49KB, 520x780px) Image search: [Google]
region3-00200-01-01-world_map.png
49KB, 520x780px
>>146361465
>>146361593
Okay it is working. I think everything is fine, but I set [END_YEAR:200] because my game became unresponsive when I tried to stop at 300 years. I also set [ELEVATION:100:400:3200:3200] because the wiki says that mountains don't spawn with a maximum elevation below 300 (and neither do rivers). I don't think it mattered a lot though.
>>
File: pitlord.png (402KB, 579x362px) Image search: [Google]
pitlord.png
402KB, 579x362px
>>146364328

>everything i fight dies
>trolls, goblins, beak dogs
>some stand and fight
>they fall
>some flee in terror
>they fall soon after
>i ascend the stairs, picking up and discarding weapons at random
>no armour will fit me, but i do not need it
>i am in the tallest room of the fortress
>a demon greets me
>this demon is the lord of the goblins, and has been the scourge of all civilised peoples since the beginning of his reign
>i charge at him
>the fight is unequal, despite my strength
>he avoids my every blow, and tears at my flesh with ease
>i lose my foot first, but am undeterred
>he shatters my remaining tusk, and breaks my arm
>at last, my time has finally come
>he laughs, taunting and mocking me, even as he destroys me
>i am serene, and in one explosive movement, i grab him, and tear off his arm
>unholy screeching, demonic blood spurts out
>i spit at him, and tell him how at least its nor raining in here
>this is too much for the demon
>a flurry of blows, and its over
>as my consciousness slips away, i am glad
>i die for the second and final time
>>
>>146364698
anyone else got some adventure mode stories?
>>
File: Untitled.png (1MB, 1920x1080px) Image search: [Google]
Untitled.png
1MB, 1920x1080px
It's over senpai
>>
>>146365812
how do you even kill these bronze statues? literally takes no damage from all the weapons
>>
File: UYeFVCc.png (14KB, 592x336px) Image search: [Google]
UYeFVCc.png
14KB, 592x336px
with a workshop design like this how would you stop the miasma from butcher shop area if its underground?
>>
>>146366115
butcher shop don't create miasma unless you leave the meat there to rot
>>
>>146366115
Doors, mostly.

Well, that and making sure that the meat gets to the food stockpile as quickly as possible and the skins to the tanner. So maybe, I dunno, move the butcher up to where the loom is right now? I'm not entirely sure why it's where it is, to be honest. Actually, you could probably just move the entire cloth industry closer to the unprocessed plants and then flip the whole butcher/fisher area up north of the leather so it's actually beside the raw ingredients rather than needing dwarves to run through the kitchen to get them.

Maybe move the dyer and whatnot north of the quern/unprocessed plants? Or just go vertical and stick 'em all underneath - that might actually be more efficient, especially since the quern is so damn small that you could fit in a whole staircase column there.

If you're REALLY worried about miasma from the butcher, you could also build a chimney above it. That's kind of risky, though, given all the flying nasties that could find their way into the fortress that way. Maybe if you stick some weapon traps around the edges, and put a separate (and safer) maintenance tower beside it?
>>
>>146366945
Doesn't the nervous tissue stay in the shop unless brought to a special stockpile? I'm pretty sure that generates miasma.
>>
What's the more op race in master work atm?
I kinda suck at this game so I would love to last a little more than usual.
>>
>>146364403
When you're choosing a site, press tab until you hit the civilizations section. If one of the listed civs is Tower, you're near a necromancer who will keep sending undead at you.
>>
>>146364796
>say hello to first townsperson I meet
>punch them in the head and kill them
>fall asleep outside
>die to bogeymen
>>
File: theelfexposed.png (150KB, 1468x1060px) Image search: [Google]
theelfexposed.png
150KB, 1468x1060px
When did you learn the truth about the Elf, /dfg/?
>>
>>146367996
take it to a refuse pile then dumbass
>>
>>146369393
i think elves are alright really, nice instruments and cloth
>>
>>146369393
I'm not going to pretend that elves aren't backwards as fuck, but
>goblins
>not savage, brutish and oppressive
>>
>>146364632
More info, how will the fortress be called, keep us informed
>>
>>146369393
I think elves is a pretty cool race. Eh loves trees and doesn’t afraid of anything
>>
>>146370981
ok thats too far
>>
File: 1407671789356.png (29KB, 974x642px) Image search: [Google]
1407671789356.png
29KB, 974x642px
>>
File: Ugluk.jpg (49KB, 265x193px) Image search: [Google]
Ugluk.jpg
49KB, 265x193px
>have a boar and 4 sows
>keep them around for years
>no piglets
>guess the male was gay or infertile
>caravans and immigrants don't come anymore, no way to get a new boar
Looks like pork's back on the menu, boys!
>>
File: 1302538235413.png (230KB, 296x799px) Image search: [Google]
1302538235413.png
230KB, 296x799px
>>
File: _1_35.jpg (62KB, 397x525px) Image search: [Google]
_1_35.jpg
62KB, 397x525px
Have musket interpretations been done well in mods? Should they be in the base game?
>>
>>146374390
>muskets
Never saw the point in adding them to DF. Now, using gunpowder as a mining tool so you don't have to sacrifice a miner every time you want to tap a volcano, that would be worth including.
>>
>>146374725
Agreed.
>>
>>146374725
>gunpowder as a mining tool
100% for this. Would love to see mining come alive with foremen, canaries, light mechanics, explosive gases and blasting.
In favour of muskets they would be "balanced" somewhat by being an early form, not completely replacing crossbows or bows, and being hard to make.
>>
>>146374950
Muskets had shit accuracy, misfired a lot, and were fucked over easily if the weather wasn't right so they wouldn't be too hard to balance.
>>
>>146374725
>using explosives to blow a hole in the side of a volcano
>when Toady is someday going to implement tectonics and volcanic eruptions
I see no possible way in which this could go horribly, horribly wrong.
>>
>>146374725

It could be sweet, like the greater the amount of black powder there is in a barrel (would need some way to define specific barrels as to hold only black powder (TNT barrel?), as to prevent waste of unrelated items and/or misfire and/or mishandling) the greater the area covered by the blast, with the z-level where the TNT was set has the greatest damaged area while z-levels both above and below has gradually reduced blast areas up until it is reduced to a singular square, making the whole thing look like a diamond, thus freeing the entire area of both floor and wall blocks. TNT barrels could be placed on the ground like some furniture's and be activated with a lever from afar, insuring the safety of your dwarves, unless there is a misfire and you have to send one of your dwarves set the wires again (hoping it doesn't explode in his face)

y/n?
>>
>>146375543
>like a diamond
Otherwise it sounds about right.
>>
>>146374950
It took pretty damn long before muskets replaced bows and crossbows, I'm pretty sure.

I think it'll have to be a mod, though - I'm pretty sure Toady has talked about how he wants to stick to a gunless 14th-century-esque fantasy world. Then again, maybe it'll be in as an adjustable thing, like magic in the myth generator.
>>
>horses at embark zone
>dog already has his head caved in
>>
>>146375615

Sorry, rhombus would be the correct way to say it I suppose, English ain't my first language so I tried to translate ''losange'' and the first thing it gave me was the word ''diamond'' so I supposed it was the correct translation.
>>
>>146375436
>Earthquake sets off your gunpowder stash
>cave-ins, starvation and madness run rampant
It'd be great
>>
>>146375643
I agree.

However, now that we have armour damage, it would be cool to strategically us guns for more heavily armoured enemies.
>>
>>146375881
>magma leak/fire imp/firebreathing forgotten beast reaches your gunpowder stash
>entire fort blown to smithereens
>if you reclaim it, it's just a big hole in the ground
>>
>>146376072
Bulletproof was a word for a reason, y'know.

Now cannons, on the other hand...
>>
>>146375643

Why not simply fill the bottom of a blast-resistant material hole in the ground, fill it with corpses/carcass/miscellaneous items then send it all to kingdom come during an invasion , like some kind of primitive mortar ? Pretty sure a sudden rain of blood & guts would be a fun way to stop an invasion AND it could actually kill a couples of them due to all the chunks falling down on them ( to be honest I know very little of the fighting mechanism in DF, but seeing how you can throw body parts/others sentient being I suppose it could work)
>>
>>146375881
I was thinking more
>explosion sets off volcanic eruption and/or earthquake
>>
>>146376536
Man, just use a catapult.
>>
File: confused shrieking.png (201KB, 337x399px) Image search: [Google]
confused shrieking.png
201KB, 337x399px
>embark not too far from goblin civ
>strangely, only have dwarves and humans listed as neighbors
>set up defensive traps anyways
>after a while, immigrants and dwarven caravans stop showing up
>can't be because my home civ went extinct, as they've recently gone to war against the humans
>said war means that now I get no caravans at all
>never seen a single goblin in all these years
>>
>>146376536
As it stands, the sight of a shit ton of corpses does nothing to scare away siegers, and even when Toady does decide to implement that it'll be much easy to get the same effect by placing your goblin corpse stockpile outside where invaders will see it. Though, that might have the problem of scaring away immigrants and/or merchants.
>>
>>146376394
I think It will logically be implemented about as the same time as boats, mainly to defend yourself from pirates or crackens or water demons that cause scurvy
So yeah, gunpowder will most than probably be added, I can see it being added with the implementation of being able to produce fire, in both modes
´s gonna be !!FUN!!
>>
>>146375543
>TNT placed as traps
>can further add metal shrapnel to the barrels
>few blast-resistant stones

that'd make a great entry hall if you have the materials

how is gunpowder/black powder made already? charcoal dust, saltpeter and something else?
>>
>>146377464
Oh god, I was just thinking
When the war/diplomacy gets done, enemy civs could try to offer negotiations and returning their warrior corpses could be used to that end.
Am I being crazy? it makes sense right?
And they would probably get mad too if you return them a couple of bone thrones with a note that says:
´´Sorry the third one is broken, Urist Mcburger is very fat´´
>>
>>146378176
eh, It will be made with charcoal, saltpetre(or rocks that contain it), and sulphur(idem).
As most of that are not always found, it is realistic to depend on merchants and provisions to arm yourself, instead of being able to produce every fucking thing yourself, which doesnt make sense
>>
Treeless maps are the most tedious bullshit if you aren't guaranteed coal.
>>
>>146378924
>not digging to the caverns and using armoks own blood for fuel
>>
>>146378381
it'd be nice to be able to use sentients in crating/cooking, with downsides like disturbed dwarves and madness
>>
>>146379046
>turtling up for years to get a half-decent military when you only have one set of armor

It's fucking boring.
>>
>>146379046
>>146379324
>not embarking on a volcano
>>
>>146379303
Hmm, that seems like a good idea.
Im waiting for more mental and soul stuff to be added for dwarves, specially the stress stuff. Its really cathartic to be able to continually menatlly torture a dwarf until you can see he has changed to an empty walking carcass.
The ´´nothing affects him anymore´´ thing is cool, but for now, it doesnt affect much(if thats wrong, please correct me) It would be cool if certain actions, like for example what you say, cooking sentients, could be made by people which no longer can be perturbed. I would add spies, torturesrs, etc. to this list. what do you all think?
>>
>>146379303
>totem of [named character]'s skull that you can place to intimidate the members of his race
yes, please
>>
>>146379303
>>146379620
>>146379770
can we please confirm adventurer role as personal torturer of the king, with a new interface showing what physical and mentally scarring stuff you can do to the prisioner, albeit two bars showing the stress able to stand, and the will the have?
>>
File: businessman-thinking-14739186.jpg (96KB, 1300x1106px) Image search: [Google]
businessman-thinking-14739186.jpg
96KB, 1300x1106px
>>146379919

> the stress able to stand, and the will the have?
>>
>>146380198
Never tortured somebody?
Some people will try to stand more than they can, and will break down, which isnt always good to you.
The finest part of the torture is to scare someone enough to actually not need to do anything to him.

What would you put In a torturer interface then, you donut?
>>
File: microexpressions_surprise.png (103KB, 497x303px) Image search: [Google]
microexpressions_surprise.png
103KB, 497x303px
>>146380458
>Never tortured somebody?
>>
>>146380458
Are backless chairs the best method of torturing someone?
>>
>>146380458
>never tortured somebody
Im glad to know the people from /dfg/ are true dwarfs
>>
>>146378381
Could be relevant when fighting humans, other dwarves or perhaps even elves. However, our main foe is the goblin menace wouldn't care about that sort of thing.
>>
File: -dfg-.jpg (5KB, 153x199px) Image search: [Google]
-dfg-.jpg
5KB, 153x199px
>>146380458
>never tortured somebody?
W E W lad
E
W
>>
>>146379303
>>146379620
>>146379770
>>146379919
>>
File: 1430665165397.jpg (78KB, 525x540px) Image search: [Google]
1430665165397.jpg
78KB, 525x540px
>fort dies to FPS Death
>>
File: urist.jpg (137KB, 499x499px) Image search: [Google]
urist.jpg
137KB, 499x499px
>>146380458
>Never tortured somebody?
t. ISIS
>>
>>146381009
eh, Toady keeps saying that 1450 is the ´´age´´ when DF is set on, this type off stuff weren´t that weird then
>>146380890
Ye, those fuckers would even pay to be there...hmm, sounds like a business
>>
>>146380458
>Never tortured somebody?
No, because people don't consider talking to me torture.
>>
File: region3-00200-01-01-bm.png (3MB, 1040x1040px) Image search: [Google]
region3-00200-01-01-bm.png
3MB, 1040x1040px
>>146370707
I think we need to agree on some things before we embark, like:
What biome?
What do we take on the embark?
Do we have any rules, like >>146309346 and >>146291889 mentioned for example?

>>146359309
How do you get such a high res map?
>>
>>146381303
Well, we are aiming for it to be !!Fun!!, right, how much do you want, personally I would send the dwsrves to a evil glacier volcano, but the lack of wood is bothering.
As>>146291889 said, why dont we just roll until we decide the rules to play.
On the other stuff, buy two cats, obviously, and the rest decide yourself
>>
>>146379303
>>146379620
>use sentients in cooking
what the fuck who let the elves into the thread
>>
>>146381647
>being a hippie
I think you're the elf here.
>>
>>146381781
>he doesn't know what the elves do with sentients
>>
File: values2.png (151KB, 1264x1500px) Image search: [Google]
values2.png
151KB, 1264x1500px
>>146381781
>being this ignorant of the DF lore
>>
File: scared.png (262KB, 421x500px) Image search: [Google]
scared.png
262KB, 421x500px
>war dog and 2 puppies found dead right in my meeting hall
>nothing in the combat logs
What the fuck happened?
>>
File: 319.gif (1MB, 1000x1000px) Image search: [Google]
319.gif
1MB, 1000x1000px
>>146381971
>tfw kobolds are the best race of the game
>>
>>146382378
Vampire fleas. Purge the fort.
>>
File: region3-00200-01-01-vol.png (3MB, 1040x1040px) Image search: [Google]
region3-00200-01-01-vol.png
3MB, 1040x1040px
>>146381514
Yes I don't think I can live without wooden beds. I did find one place where there was a terrifying glacier, a volcano, mountains, and some woodland, but there are only deep metals and very deep soil. Do you need to embark on the volcano to profit from it? Or does it just need to be near?

Also rolling.
>>
>>146382665
how about we just bring a shitload of wood and charcoal and then buy the rest we need from the merchants, dismantling the wagon already gives you enough wood to start.
I mean, we got 1500 points, how much could wood cost.
btw, how do you get that kind of pictures?
Also rollan
>>
>>146381971
>DF
>lore

are we playing the same game ?
>>
File: region3-00200-01-01-dip.png (3MB, 1040x1040px) Image search: [Google]
region3-00200-01-01-dip.png
3MB, 1040x1040px
>>146382995
Yeah I guess that's good idea. I mean we only need wood for beds, barrels, and bins, maybe some charcoal.

You can go to legends mode, and then press "d", and then you can export a number of different maps. Then you just need to convert from .bmp to something else.
>>
>>146374950

Eh, guns sorta go past the "ideal fantasy" technological restrictions IMO.
>>
File: reeeeeee.jpg (18KB, 600x600px) Image search: [Google]
reeeeeee.jpg
18KB, 600x600px
>>146291334
>years pass
>the crundles still keep coming

WHY

AREN'T

YOU

EXTINCT

YET
>>
File: region3-00200-01-01-tmp.png (3MB, 1040x1040px) Image search: [Google]
region3-00200-01-01-tmp.png
3MB, 1040x1040px
>>146382995
Wood is 3 points per log. We start with 400 points to spend, but I don't think we need 2 battle axes or a wooden stepladder, so if we don't take those we have an extra 186 points to spend on wood.
>>
File: chinese-guns.jpg (30KB, 209x379px) Image search: [Google]
chinese-guns.jpg
30KB, 209x379px
>>146383774
yeah, but, what about cannons.
Chinese had gunpowder powered arrow-machine guns before that time. It makes sense to think they could use gunpowder for other tasks before using it as a gun
>>
>>146384084
leave 1 battle axe, how much do we have to spend now? did you already pick the two cat, male and female?
Also, you are gonna be the first person to claim the fort, right?
>>146383886
Because we still dont have powerful mages that can sacrifice whole races to get their god of death grant them almost-unlimited power
>>
File: png.png (92KB, 306x102px) Image search: [Google]
png.png
92KB, 306x102px
>>146384605
A battle axe is 68, a stepladder is 50, so that's 118+400=518 points.
Yeah I guess I will be the first.

Also we need to decide on a name and maybe a symbol?
>>
File: region3-00200-01-01-evil.png (3MB, 1040x1040px) Image search: [Google]
region3-00200-01-01-evil.png
3MB, 1040x1040px
>>146384605
Oh and a cat costs 11 so it is 496 then.
>>
>>146384401

I don't think gunpowder should really exist.
>>
>>146385198
elaborate
>>
File: Curses+1To1Point2.png (13KB, 480x576px) Image search: [Google]
Curses+1To1Point2.png
13KB, 480x576px
>>146364632
Got a nice mix of civs and open areas of interest there, and gobs all day long, better than I expected.

>>146381303
Higher res tileset(>>146287028), and the different spots on there will be crazy no matter what. You've got flat volcanos littering the evil glaciers, you've got little patches of serene and haunted rivers, and neighbors for fun everywhere. dealer's choice?
>>
File: crying-on-sofa1.gif (416KB, 500x281px) Image search: [Google]
crying-on-sofa1.gif
416KB, 500x281px
>shit tons of bones lying around
>caravans don't come any more, so no point in making crafts
>armor and bolts made from bones are shit and I already have a smelter going
>there's nothing that useful I can do with bones, but I gotta clean out the butchers shop somehow
At least there's instruments.
>>
>>146385553
>>146381514
Oh, and about this>>146384848
I think that an elf crying while being beaten by dwarves would be a great greeting banner for the elven merchants
>>
>>146385329

In the game it's too technologically advanced, and brings things into a too modern setting, etc.

Like cannons and muskets, I know they coincided with later medieval times and such, but when I think cannons and muskets I think the Napoleonic wars, American Civil War, etc. Not hordes of orcs and humans clashing on a bloody plain, glinting with gore and steel.
>>
File: joy.png (93KB, 306x103px) Image search: [Google]
joy.png
93KB, 306x103px
>>146385553
I see thanks. The map is very nice indeed. I don't know what you mean with dealer's choice.

>>146385932
I agree, what about this? I don't know if mutilated is a good word.
>>
>>146386608
Look at it this way.
DF is oriented in a low-high fantasy world that its at the same time oriented in our medieval times, up to 1500, we have ballistas, catapults, steel and we will have various and very different forms of magic in the short future.
Its not about some guerrilla wars where a couple of dwarves and elfs fight in between a small river. When we get to the whole military/diplomacy part, we will be able to see enormous armys wandering in the world to kill eachother. They would use everything they have at their dispossal to do so.
Doesnt it make sense that they would use some sort of rudimentary canon(some more potent than a ballista, but harder to move and control) and maybe some booby traps to battle eachother?
Also, light explosives in a world such us DF, wouldnt it be amazing?
>>146386957
Im kinda tempted to change the laughing for something more serious, as if they were just doing something natural and logic for them, like killing roaches
>>
File: DeeEffGeeMap.png (64KB, 520x780px) Image search: [Google]
DeeEffGeeMap.png
64KB, 520x780px
>>146386957
You did the gen, look at a few spots with the elevation map, in particular check out those river intersections I mentioned, look along the major rivers in these ovals for intersections, there are a few spots where four rivers come together, those will have amazing waterfalls.
>>
>>146381009
nice i hadnt seen that one before
>>
>>146382481
Nothing new there, kobolds are, in all things, supreme.
>>
File: NeatLookingSpot.png (17KB, 388x704px) Image search: [Google]
NeatLookingSpot.png
17KB, 388x704px
>>146388456
No idea if there are good metals there, but this spot right here looks enticing as fuck.

Two towers, human metropolis, goblins and elves nearby, dorfs nearby.
>>
>>146389249
Fuck, it really is a good place, good sight.
I feel like this is where the fortress is gonna be.
But how shall we name it?
>>
File: 62wmP.jpg (494KB, 1920x1200px) Image search: [Google]
62wmP.jpg
494KB, 1920x1200px
>>146387556

I see what you're saying about the scale but I think it could be done well without gunpowder. Like it would really change the setting from the sort of 1200s Europe thing it is now to horses screaming as they flay themselves apart on bayonets smoke-blind and cannonballs pound flesh into the the smoking earth.
>>
>>146383673
I'm pretty sure the values come from the raws so, unless you mod it you'll get that
>>
File: NeatNorthernSpot.png (161KB, 1920x1080px) Image search: [Google]
NeatNorthernSpot.png
161KB, 1920x1080px
>>146389993
How's it look in embark screen?

I found others that look neat, like up north of the glacier just to the southwest of the evil desert there should be something like this out in the middle of what looks like desert.
>>
File: OverThereIsh.png (66KB, 1920x1080px) Image search: [Google]
OverThereIsh.png
66KB, 1920x1080px
>>146390595
Sorry, southeast of the evil desert, hard to keep track of where I'm at on the adventurer map (the geography won't be exactly the same but it should be similar) from here.
>>
http://www.bay12forums.com/smf/index.php?topic=158930.0
>>
>>146391093
NEAT
>>
>>146391093
>a new utility that will soon be (out of date)
>>
>>146389993
>good sight

Hah, there's three towers, one to the east of it which I missed.
>>
File: locations.png (1MB, 520x780px) Image search: [Google]
locations.png
1MB, 520x780px
>>146388456
Okay I see what you mean. I found four places (so far) where four rivers more or less meet, and one place where it looks as if three rivers start.

>>146389249
That particular spot has two places where three rivers meet. Both have clay, very deep soil, deep metals and shallow metal. One also has an aquifer and a flux stone layer and is temperate and heavily forested, the other is cold and woodland. Neighbours are dwarves, goblins, humans, elves, and a tower. There is one dwarven civilization at war with the goblins.

There are a lot of other places with three rivers meeting.
>>
File: EatBandit.png (73KB, 1920x1080px) Image search: [Google]
EatBandit.png
73KB, 1920x1080px
>>146392672
Yeah, though the war one does look pretty nice, but yeah, it's like a candystore full of horrors when you look at it closely huh. :D
>>
File: locations.png (1MB, 520x780px) Image search: [Google]
locations.png
1MB, 520x780px
>>146392672
I don't know how I missed this one with four rivers.
>>
File: embark.png (3MB, 1280x766px) Image search: [Google]
embark.png
3MB, 1280x766px
>>146389249
>>146389993
>>146390595
This is the embark screen for me.

>>146392921
Yep. It has some nice elevation too.
>>
>>146390457
Thought I agree, Looking at, for example, how,alchimist or mages will have some sort of wizard tower mode where they can discover new kind of magics and substances by mixing stuff, how would you see the fact that someone discover a highly volatile mixture that can be used militarly by the player, and your herborist makes some booby-traps with it?
Would it bother the aspect of coherence the game has from that point of view?
>>
>>146393051
>>146393332
Where are the rest of the anons at, yo.
>>
>>146393332
It would be interesting to get past an aquifer by just building down into the canyon and then digging in below it.
>>
>>146393645
Sorry, I was looking at a good entrevist of tarn and zack, Im back
>>146393332
>>146392921
>>146392672
looks good, but I would incline to>>146393051
the top left one, of the 2 positions on the river, the closer to the evil region.IMO
>>
>>146393627

It's difficult to say, but I'd say maybe it'd be best to be kept on the magic rather than alchemical side of things. Although I'm sleepy so goodnight!
>>
>>146393980
Yeah, those rivers over there have nice canyons too, that's up where I found that "Wow" canyon in an earlier world.
>>
File: elevation.png (2MB, 1278x414px) Image search: [Google]
elevation.png
2MB, 1278x414px
>>146387556
That would be nice but I can't find a good way to express that.

>>146393895
I think that might be possible. The aquifer is only on the left half, according to the embark screen, and the elevation looks like pic related.

>>146389993
We need a name for the Fort itself , a name for our Group, and a name for our symbol (laughing dwarves mutilating a screaming elf, I called it "The Joy of Torture", but maybe someone else wants something else).
>>
>>146394253
So, there we go? thats the place?
>>146394238
I can respect that, good night m8.
>>146394503
No problem, mutilating does sound good.
And, for the name, yes, i would want something else, A little more badass, like, the guarded gate, the green guts, the fierce force of slaughterness, the golden halls.
I could be going all day, choose one
>>
>>146368890
My every attempt at adventure mode in a nutshell
>>
File: haunted_four_rivers.png (911KB, 1272x244px) Image search: [Google]
haunted_four_rivers.png
911KB, 1272x244px
>>146393980
That's a nice one too, partly haunted, with clay, soil, shallow metal and deep metals, and possibly a flux stone layer and an aquifer.
>>
>>146394934
I'd love if some more fort heavy players had a chance to see it, I've got weird biases, hence the glacier of awful horribleness to put adventurer camps on.

I like to random the name a few times and see what stands out, but Joy of Torture is nice.
>>
>>146395089
Seems like a very fertile place to put on our dwarves.
One thing I have been thinking, Could I get dwarved into this fortress, Its something I heard a couple threads ago, and it got me interested, you know, like some anon would be in the fort with all the dwraves, how would you all see it, it would be done if you want it too, ofcourse.
Think about it, wouldnt you like that spot of realism of having a real person on the game?
>>
>>146394934
Okay so we will embark there I guess, there are several people who expressed their fondness.

That leaves us with the names, and the embark size. Do we use 4x4 or 3x3?

>>146394934
Gate, guts, and halls are possible but force is not in the dictionary. Guarded is not in the dictionary either but fierce, green and golden are.

>>146395316
I personally meant the Joy of Torture just for the symbol.

>>146395547
I don't have any objections but I don't see how I could do that. Do you mean that I give one of the dwarves your name?
>>
>>146395639
No, I mean making and adventurer, you ask me questions about his personality, I answer what I think, then retire the adventurer in the fort, and he should appear as part of the fortress. That way, you´d have the most realistic thing as a person the games allows at the moment.
Seems cool for various reasons
>>
>>146395639
Well, the´´Golden Guts´´ does have charm.
And we could charge to the elves while we scream GG with all the forces in our lungs, which is a bonus
>>146395940
I dont know, Its just that I find very appealing to be in the fort what do you all think?
>>
Is the QuadrupuleChannel possible to get as a fortress name ?
>>
>>146396589
Quadruple is not in the dictionary (http://dwarffortresswiki.org/index.php/Language) as far as I can see, but we could name the fort "The Cross of Channels," that is the closest I can make.

>>146396163
The Golden Guts sounds fun, shall we name our group like that?
>>
>>146397034
What about The General Channel ? Or GeneralChanneled.

Agreed for HUGE GUTS
>>
>>146396163
>>146396589
If you want to know more about names you can also check out the article I mentioned here >>146397034 and http://dwarffortresswiki.org/index.php/DF2014:Fortress_name
>>
>>146396163
that thing about putting you in the fort sounds fun, for me its ok.
>You might have to see how you die a horrible death though, are you sure?
>>
>>146398209
>it was inevitable
>>
>>146398209
The fort thing would be a pain becausue of the retiring/unretiring mess though.
>>
>>146398209
Another anon here. I like the idea of being dwarved as adventurer, but I'd settle for a male forgemaster.
>>
For those too lazy to follow or too afraid to venture into the forum depths for fear of the occasional pony posting:

http://www.bay12forums.com/smf/index.php?topic=158868.msg7060789#msg7060789
So the missing .dll and crash on exit issues with the windows version should be fixed soon.

Also:
https://vimeo.com/171824119

The livestream video from during the last real life meeting was posted a while ago. Includes a Q&A with Toady.
>>
Why is this board so fast?
>>
>>146401802
It's powered by autism and love
>>
>>146395940
>>146400037
Not to shit your cornflakes, but when people talk about getting dwarfed in a fort, that isn't what it means. It's just having a dwarf in the fort named after you. It's a forum convention to make the stories that come out of succession forts easier to follow by giving dwarves more relatable names.
Doing that with custom adventurers will completely fuck a succession fort. First, time will advance everytime you create a new adventurer or unretire the fort. Then you have the many unavoidable unretire bugs. And then the simple management issue of filling an undeveloped fort with any given random's special snowflake adventurers. I'm not playing the fort, so it's not of my business if you guys choose to assfuck yourselves this way, but I advise against it.
>>
>>146402445
Okay, first, most of the bugs from unretiring an adventurer have been solved, If my memory is right.
I admit I didnt know what to get dwarved meant, I assumed it was what I said. But its just an idea, If people dont want to put me in the fortress that way, Im happy with just adding a name to a dwarf.
Anyway, I understand the problems it brings. Couldnt you just change the behaviour of one of the starting seven with DFhack or something like that?
>>
>>146402445
That's why I asked for a dwarfing as a member if an adventurer was too much of a hassle. I've read my fair share of community forts, never saw someone retiring an adventurer to be dwarfed, but it was worth a shot.
>>
>>146403119
Dont you still get a bunch of useless random merchants that stick around and take away fps? had that happen to a nice tidy fort of mine in the latest patch.
>>
>>146403779
Nope, there was also a bug that turned all visitants hostile towards you.
But even if that wasn´t resolved and the whole time advance thing, couldnt>>146403119
that be done, as I said before? I dont know anything about dfhack, so im not sure
>>
>>146403119
>most of the bugs from unretiring an adventurer have been solved
There weren't many adventurer unretiring bugs to begin with, and any that are left are either innocuous or unobtrusive. It's the fort unretiring bugs that are the problem. They can do a lot of damage, ranging from highly annoying for experienced players, to instant fort destruction for novices or players who have dug their forts in inopportune ways.
>>
>>146404553
Oh right I misunderstood. I meant unretiring forts is still buggy and causes that merchant invasion.
>>
>>146404715
You're thinking about reclaiming, I think. Never heard something like that about unretiring fortresses.
>>
>>146402445
Thanks for mentioning this, I have no experience with adventurers or retiring so I didn't know. To the people who asked, if you're still interested just give me a name (nothing stupid, preferably dwarfy) and I'll see what I can do.

Anyway, to summarize our current status:
We have a world and an embark location. We have a name for our group, The Golden Guts. We have a symbol, it depicts an elf and dwarves, the dwarves are surrounding the elf, the dwarves are mutilating the elf, the elf is screaming, the dwarves are laughin. The symbol is called The Joy of Torture.

We don't have a name for our fort.
We have not decided on an embark size; I would prefer 3x3.
We have not yet decided on any special rules or goals.
>>
How do I necromancy? I have the power, but corpses are SHIT at fighting. Any decent animal corpses are slow as shit and usually get left behind. Meanwhile, other necromancers are laughing at me from their towers with their zombies that can use weapons, have intact heads and can actually take a hit. Even with over 100 corpses, my screen filled to the brim with action logs and my CPU shitting itself, a couple of peasants can take care of them all in no time and it's just left up to me to behead everyone and resurrect them.

I just want to bring peace and tranquility through the world, let me unify them in undeath!
>>
>>146405540
No, he's right. That's one of the unretire bugs. It's even stickied. It was marked as fixed and then reopened in .42, I haven't bothered to test it myself.
>>
>>146407040
Btw I meant to say that I won't be doing anything with adventurers, only nicknames.
>>
What should I put in a barracks? Do soldiers use chests and cabinets? Do weapon/armor racks work currently?
>>
>>146407040
Alright, The Golden Guts. What about a fortress named Meatpit ?
The special rule being intensive butchering of a lot of animals and exporting ALL meat whenever a caravan passes by. No crafts beyond bones, restrict the furniture being bones if possible, decorate everything with bones, and a special megaproject being a literal meat pit where animals and invaders fight to the death.

Sounds good ?
>>
>>146407957
Also, dwarf me as a bonecarver named Kahlish.
>>
>>146407040
Ok, its something, I guess. Call me Urister
Name: Golden Guts
Embark size: I would go for 4x4
rules: the one that rolls 7 gets tu put a reasonably stupid rule
>>
>>146408445
I vote for 3x3, 4x4 leads too quickly to fps death. Better for succession forts, since not everyone has a good pc to run that shit.
>>
>>146408445
Well someone >>146407957 just rolled 7 and his rules sound okay, but I'll wait to see what others think of it.

>>146407957
I don't think you can make any furniture with bones but the rest should work.
>>
>>146408445
One military squad
>>
>>146408445
yeah, Id like to be an armorer or create arms.
those two jobs and the full set of medical jobs. no woodcrafting, I can haul stuff and engrave. Put me points in reading/writing and teacher like skills. I wanna mainly be the scholar and to store the history of the fort through the ages
>>
File: eheh.gif (2MB, 160x163px) Image search: [Google]
eheh.gif
2MB, 160x163px
>>146407957
Alternatively you can call it the gory hole
>>
>>146408857
shit, I didnt see that, sounds cool, works for me
>>
>>146408857
Since I also rolled seven I will propose my rule of making a statue of every (non-animal but including megabeasts) kill we get and every dwarf citizen that dies.

>>146408756
Agred.
>>
>>146409240
I like it.
>>
>>146409240
please
>>
>>146410221
>>146410595
Would you two stop having gay sex over there?
>>
File: Y4fQA[1].jpg (34KB, 552x360px) Image search: [Google]
Y4fQA[1].jpg
34KB, 552x360px
My weaponsmith just died of "Suffocation", no combat log. wtf?
>>
>>146411324
Probably alcohol poisoning.

He may also have had lung damage from an old battle.
>>
File: vomit[1].jpg (739KB, 1636x1823px) Image search: [Google]
vomit[1].jpg
739KB, 1636x1823px
>>146411538
>Probably alcohol poisoning.
How do I prevent this?

>He may also have had lung damage from an old battle.
No battles have been fought yet.
>>
To that anon that is preparing the sucesion fort, how is it going?
>>
File: OhJesusWhat.png (63KB, 1920x1080px) Image search: [Google]
OhJesusWhat.png
63KB, 1920x1080px
Well that took a while, fuckers kept coming out of the woodwork.
>>
File: life advice.png (12KB, 519x257px) Image search: [Google]
life advice.png
12KB, 519x257px
>>146411707
>How do I prevent this?
For some reason, the negative effects of inebriation only occur if the alcohol in question is served in a tavern, at least in my experience. Make sure that your booze stockpile and tavern are separated. This will also stop the visitors from drinking all your booze.
>>
>>146412090
I put an update here. >>146407040
We will do a 3x3 embark. I >>146409343
and someone else >>146407957
proposed some rules/goals, I am waiting to see what people think of this. Also some people suggested names, I will wait for others opinions. I will try to start the fortress tomorrow.
>>
>>146411707
>>146412676
It's not that being ina tavern makes alcohol work differently. The issue is that tavern keepers will happily continue shoving mugs into the hands of patrons for as long as they're willing to stick around. Not having a tavern keeper solves it entirely, and keeping dwarves too busy to drink constantly is a viable method as well.
>>
>>146407049
zombies' power depends on the book, some have better spells and some have shitty ones.
you grabbed the short straw man
>>
File: elves vs goblins.png (22KB, 1024x768px) Image search: [Google]
elves vs goblins.png
22KB, 1024x768px
bump
>>
>>146413035
thanks m8, going pretty good
>>
File: 1407092194719.png (449KB, 1816x832px) Image search: [Google]
1407092194719.png
449KB, 1816x832px
>>
Guys, Im gonna start writing a bigass sugestion for the forums, in hope that Toady reads it, could you help me saying types of magic, and things you would want to be able to do with magic?
>>
File: decline of the west.png (73KB, 1286x632px) Image search: [Google]
decline of the west.png
73KB, 1286x632px
>>146416127
>>
File: 554.gif (1000KB, 500x281px) Image search: [Google]
554.gif
1000KB, 500x281px
Fortress Mode is either too easy with years of nothing happening, or just way too hard because you get webbed or werebeated to death.
I just want to build a fort and fight some shit, fuck
>>
How many years does it take for fps to be kill?
>>
>>146417424
It could be anywhere from 0 years to 500 years. It depends on a ridiculous number of factors.
>>
File: CantHelpMyself.png (71KB, 1920x1080px) Image search: [Google]
CantHelpMyself.png
71KB, 1920x1080px
>>146416821
>werebeated
>>
>>146416397
Space bending magic, stuff that might allow you to travel short distances quickly by "folding" the space between two points. Might also be cool to utilize rifts/portals to throw stuff into or attack into and have them hit your enemy from the back.

Some form of regeneration magic that allow you to heal back limbs, but a cool twist on that could be the limb you grow back is from a random species that might be better or worse than the original limb you lost.

Pathing magic, kinda like tracking but it shows you things like important loot or magical waylines.

Gravity magic, kinda still fits under "space magic", but the ability to invert gravity and lift someone up them just let them fall back down would be great(and probably really overpowered). Maybe even targeted abilities that pull fleeing enemies towards you or repels them, or limb specific abilities that let you break all the bones in a certain part of the body by causing them to collapse in on themselves.

A lot of what was proposed by toady for magic anyway suggested it would be less "I THROW LEVEL 10 FIREBALL" and more based on the manipulation of natural laws that require balance and formulaic creation in order to work.
>>
>>146416397
Summoning reagents to be a conjurer

Holy water against undead, prevents revivification

Turn tissues into different materials temporarily
>>
>>146417948
>>146418082
Thanks. Its gonna be a little heavy text, because im doing some investigation for it to be coherent and DF-wise, so Im searching types of magic that have been used in our world and classify everything on various types on magic and their source of power, and ways to get there.
If you want 2 want to be mentioned for your help, just tell me a name to put. Same goes for everybody who supports this and contributes to the ´´field´´ work
>>
>>146415240
That's a myth. The secrets of life and death always work the same and zombification always modifies a creature's abilities in the same way.
>>
>>146413035
We will be waiting dude, dont try to leave
>>
>>146418487
This guy -- >>146418082
is me, I just want my name out there because I am a helluva Smash 64 player
Scootieloo is my handle
>>
File: back off m8.jpg (14KB, 122x372px) Image search: [Google]
back off m8.jpg
14KB, 122x372px
>>
File: battoru.png (28KB, 904x296px) Image search: [Google]
battoru.png
28KB, 904x296px
>>
File: 1457713301063.jpg (143KB, 1093x731px) Image search: [Google]
1457713301063.jpg
143KB, 1093x731px
>>
>>146416397
Astral projection/dream walking. Basically you just fall asleep somewhere safe for a set amount of time and then step out of your body and wander around. You can't really interact with much (besides maybe some weird spirits that make themselves visible in this realm) and you can go look around certain areas without getting hurt or having the ability to hurt.
>>
>>146416821
this
>>
File: 1454856772280.jpg (477KB, 1446x676px) Image search: [Google]
1454856772280.jpg
477KB, 1446x676px
>>146416821
>>
>>146422925
That's Boatmurdered, huh? Looks 'bout right, at least.

Also, I feel like it's worth noting that the chasm in the red area was also flooded with magma to kill the monsters there. Probably lots of sulphur fumes there as well.
>>
File: no thanks.jpg (14KB, 640x360px) Image search: [Google]
no thanks.jpg
14KB, 640x360px
>>146421663
>beardless females
not even once
>>
File: NoChattelToRise.png (85KB, 1920x1080px) Image search: [Google]
NoChattelToRise.png
85KB, 1920x1080px
>>146424487
>mah digga
>>
>>146366073
whips
>>
File: 1438790377390.png (1MB, 1591x1388px) Image search: [Google]
1438790377390.png
1MB, 1591x1388px
>>
>Embark in a heavily forested temperate biome
>FPS starts to shit itself within the first couple months while I still have barely any units or items

Is this normal
>>
>>146428914
Yes, trees are deadly to fps.
>>
File: region3-00150-01-01-world_map.png (927KB, 3096x4644px) Image search: [Google]
region3-00150-01-01-world_map.png
927KB, 3096x4644px
Bah, the 65x65 has a great clustering, but it's so easy to burn out on them if you get a crash after spending an hour working on a campsite.
>>
Are the dwarves communists?
>>
>>146433097
>Are the dwarves communists?
They have a monarch. So no.
>>
>>146433427
Communism is an economic policy. It says nothing of how a group's leaders are chosen.
>>
I had a dream I modded DF to make dwarves have a third genderless caste smaller in size and with lesser stats, to act as more of a "drone" caste relative to the more developed males and females.

This inspires me to start modding the game more.

But what ratio should the male/female/drone castes be born in?
>>
>>146436884
why do that to the dwarves and not add a bee-people race?
i'd say 33/17/50 for the stats
and a big buff to nobles if you can?
>>
>>146437421

Yeah I could add a bee-people race but somehow I feel like it'd be fun with dwarves, and that's what I did in my dream,so I'm already on track for that.

Sounds reasonable, especially in light of the monogamy of dwarves, which I don't think is moddable. I wasn't sure if I should have more males or females. But yeah I could make fewer females and then make them have larger litter sizes. Maybe drones could only live for 20-40 years or something.
>>
Hey you retards, the Dwarfmoot video is up

https://vimeo.com/171824119

Skip to 19:43 if you want to skip the autistic speeches, Toady answers questions about myth generation, multithreading, etc.
>>
>>146381303
>>146381514
are we doing a succession fort?

I'd like a try later on if its 0.43.04, I feel like if I went early I'd fuck up the start.
Thread posts: 408
Thread images: 125


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.