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/dfg/ - Dwarf Fortress General

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File: Jolly death.png (58KB, 691x463px) Image search: [Google]
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Death is !!FUN!! edition
Previous thread >>146452607

>Download the basic game here. Current version is Dwarf Fortress 0.43.04
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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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!
>>
Some migrants have arrived
>>
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>Kit a competent swords dorf in steel
>Siege comes
>Human recruit punches him in the knee
>Tears it through the steel greave, making him prone
>They exchange blows
>Recruit bites him, tears his upper spine and he suffocates
>A human
>Recruit
>>
Elves.
>>
what happen to toad

where is dev log updat
>>
>>146652249
Competent sworddorfs aren't that competent at all.

Just slap them into danger rooms.
Keep them in danger rooms so long their whole life is just a room with spikes flying out of the floor and walls.
Keep them there so long they'll only feel safe when there are spears flung at them.
Keep them there so long they'll bemoan every second spent outside their throat-crushing safehaven.
>>
>>146653227
Toady made regular training ez. Legend in 2 years from nothing.
>>
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>Weak and skinny goat
>Go to butcher
>It's a pet, fuck
>mfw sending the geld order down
>mfw based toady is watching over us
>>
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>elven apologists
>>
>>146653748
>based toady
He hasn't even added the "check privilege" labor for the male dwarfs. Sarkeesian said she won't give him good boy points if he doesn't implement it in 43.05.
>>
>>146653948

I like elves when they aren't tree hugging fags. TES does elves pretty good.
>>
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>>146654751
let this meme die
>>
>>146654892
But TES divided their elves into tree hugging fags(wood elves), elitist douchebags(high elves), and primitive sub-humans with a false sense of superiority(dark elves). Toady just lets one kind of elves play all of those roles.
>>
>>146655080
>primitive sub-humans with a false sense of superiority(dark elves)

You can just write African-American, this isn't a family website.
>>
>>146655080

>elitist douchebags

I see no problem here.
>>
Werehorse den is fairly done. I got:

Bedroom for morale
Irrigated a 6x6 for 4 plots of plumps when the dorfs arrive for me to buy seed for subterranean plants
Still and kitchen complete with 6 barrels and 8 seed bags.
Small well and stocked hospital incl buckets
3 picks for digging. Anvil in case I decide to risk bumping a cavern
~50 leather for emergency clothes before I get some rope reeds up
pits with retracting bridges to airlock emergency supplies in case of a mood in and for moving crafts/furniture out to sell
Dorm for later immigrants

I guess it could use a minecart for automated shit moving and it could use a mushroom tree farm but I can live without it and don't have it respectively.
He'll be free to setup a pit system for later when I try to convert more dorfs into werehorses and plenty of space for a mausoleum while he wastes time picking.

Am I missing anything?

>>146654751
What are you even talking about?
>>
>>146655241
Judging from Morrowind, dark elves seem more like middle easterners. Especially so considering the dwemer's resemblance to ancient mesopotamians.
>>
>>146655389
>What are you even talking about?
You don't know about Toady and his history with SJW leaders, do you?
>>
>>146655591
No and I'd appreciate if you take the pol shitposting to pol.
>>
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>>146655774
Only white men play this game. You cannot prove me wrong.
>>
>19 posts
>4 df related non-shitposts
>>
>>146656587
Thanks for #5
>>
>>146656587

>referring to a different game is shitposting

nah senpai
>>
Just found a site with ~19k coal deposits and no steel components; how badly am I going to regret only being able to make bronze?
>>
>>146657138
There's no game without iron + flux
>>
>>146657138
> thinking you'll be able to make bronze
you can embark with shallow metals and deep metals (both plural) and get zero weapon-quality metals.

review the wiki entries for flux stones and melt item return values. when the caravans arrive which can provide you with flux stones, iron, pig iron, steel, or items made of those materials, request the highest efficiency items in the trade pact screen. the next caravan arrives and provides you with whatever iron you might need.
goblins might also come with iron, be sure to recover as much of that as possible
>>
>>146657817
I embark as many times as it takes until I get iron. Once I literally spent 12 hours on this and I have no regrets.
>>
>>146657138
You can import ~20 steel worth in just ore, bars, and anvils per year. with a booming economy, you can buy bulk weapons, trap components, armor, cages, mine carts, wheelbarrows and you can get even more if you're willing to bite the cost on the less effective ones. You should have already test embarked anywhere to get a list of everyones stone so you should have mutli-flux civs for no problem there. Embark in range of humans for even more meltables.

You can also harvest goblinite in even the worst scenarios purely with importing fuel, flux and shooting/trapping/drowning gobbos dead for their shit. If you don't small embark. Wood/bone crossbows dorfs and forbidden after stocking 10 xbow traps in bulk are pretty raunchy.

Embark and make sure it's shallow metalS, deep metalS for multiple chances for weapons grade, and flux that's in range of a human civ for the best situation.
>>
>Spend a half hour marking shit to buy/sell
>Fatfinger shift+enter on the traders side
FUCK
>>
Did anyone continue with the legacy fort? I thought more people were interested than just myself...
>>
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>DF chugging FPS, in a 2x2 embark, with only 20 dwarfs
>Try everything
>Still chugging
>Turns out chrome is using over 60% of my processing power
Thank's botnet.
>>
>>146659438
>Using Chrome

I bet you're on W10 too faggot
>>
>>146659438
>1x1 embark
>No river or pools
>Don't pop caverns so I don't have grass updates outside of surface pen
>45 civs, 90 livestock/pets, 88 visitors
>50 fps
>Would probably have over 100 still if I didn't get so many barrels, bags, splints, crutches, and other shit.
Feels gud man
>>
This is it, /dfg/, I embarked at a perfect region.
>seven towers
>goblin and elf neighbours
>hematite, limonite and magnetite
>tetrahedrite, native gold and platinum
>bituminous coal and lignite
>even a bit of kaolinite
>a small aquifer up north
And this is all before digging deeper than 4 Z-levels underground.
This is going to be great.
>>
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>>146660283
RAISE THE PORCELAIN THRONE! THE DAMNED WALK THIS WINTER!
>>
>>146660283
gib worldgen
>>
>>146660283
Post progress pics. I'm hyped as fuck. Even if you don't get alloys you'll be able to import it all anyway.
>>
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>>146660703
http://pastebin.com/L03Zt1B1
See pic related for the exact spot.

>>146661110
I don't think I'm good enough at the game to make this entertaining, sorry.
The fort I've managed to establish is a mess, and all I'll be doing for a few years is train military and make armor.
>>
>>146661660
Re-screenshot. The cursor wasn't active in that frame.

>>146661660
I just want to look at your shit. I don't care that it's a mess, I ain't doing any better
>>
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>>146661791
>>
Does quality effect trap damage?
Will masterwork spike balls deal significantly more damage, or should I just sell them and use normal spike balls for my traps?

Also are trap logs displayed anywhere?
I want a combat log for the damage my trap did.
>>
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I have dwarf with farming idling around even though I issued a farmers workshop to be built.

Whats up with this?
>>
>>146661970
Presumably but it's not like we don't overstack them anyway so you don't notice.

It's showed in the victims

>>146662181
Burrows, clear path to material and structure and not on break or other activity?
>>
>>146662181
And it's not suspended?
>>
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>Miner starts shit with a visiting goblin poet
>3 pages of ineffectual flailing later the poet fucks him up
Jaysus...
>>
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>tfw you just had your first siege in 0.43.04
>tfw you realise that armour damage has made goblinite useless
I-I can at least melt the worn out armour, right?
>>
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>>146661791
It's either that spot, or the one immediately to the right. The exact location is that 3x3 fort in the lower left.

What I've got so far is just some workshops placed in a hollowed-out magnetite vein. There is a mineshaft below, but it's mostly flooded by the aquifer due to my oversight. Almost all of my dwarves are in military training to prepare to fight the zombie army outside.
>>
>>146662265
no burrows
yes
yes
not on break or doing anything else

>>146662412
not suspended


It reads:

Waiting for construction...

Needs Any workshop Farming

Construction inactive.
>>
Since there's couples in this game, is cucking something that happens? Serious question.
>>
>>146661970
Yes, and it's in the same combat reports list as every other combat engagement.
>>
>>146662615
When you say he has farming enabled, if you mean planting then that's not the right labor.
http://dwarffortresswiki.org/index.php/DF2014:Farmer%27s_workshop
>>
>>146662634
Nope. Not modeled
>>
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>>146662953
Ah! Too lewd! Goblins are pure you big sexual predator.
>>
>>146662921
The rapist says Farming (level 5)

That should do it right?
>>
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Neat as fuck. Who knew they'd actually come.
>>
>>146663532
Activate plant processing.
>>
>>146663532
I gave you that link for a reason.
>>
>>146653227
>danger room
>2016
>>
>dfhack won't let me enable elvish diplomats so that I can anger them

but why
>>
>>146666152
Elven diplomats come in vanilla.
>>
I have a refuse pile, why will my dwarves not remove the bodies of their berserk neighbors?
>>
>>146652249
But thats realistic, war is a confusing mess, your ability only goes so far, you need luck for surviving.
That recruit had some, and your swordsman didnt
thats something taody has managed to picture very well
>>
>>146667278
Need a corpses pile
>>
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Look at all these cuties I'll be able to employ in 2 years. Fuck yes merc squads

>>146667440
I know, it just irks me when essentially two teenagers go at it and the one with a little training and steel armor gets dunked on by a hobo.
>>
>>146667774
I'm kind of sad you can't have 100% merc squads.

Usually I just leave the token dwarf commander in-fortress while I throw merc meatshields at the siegers and my dorf milita cleans up.
>>
>>146667461
Now I have ghosts.
>>
>>146668663
Fell mood dwarves can actually butcher ghosts. Just because they are so pissed off.
>>
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>>146668663
Well darn. Time to abandon the fort. It's game over man game over!
>>
>>146669069
It's my first fort, I'm sure fun will soon be upon me in any case.
>>146669006
Now this is some useful information. I'll just have to stop trying to make them happy, and the ghost problem will take care of itself!
>>
>>146669069
Over ghosts?
>>
>>146669380
Yep. Suicide and succumb. Soon they'll begin possessing your dwarves. You need to get out so they can't possess and emigrate back to the homelands where they kill more to be possessed by other ghosts. Undead cascades are serious business.
>>
>>146669717
>misinformationing this hard
Don't give up, newfag-with-ghost-problem. Just order to have the bodies buried, and the ghosts will go away. You need to build a coffin/casket/sarcophagus, and then activate it for burials.
>>
>>146670320
>You need to build a coffin/casket/sarcophagus, and then activate it for burials.
Build as in (B)uild or just make some?
Also do coffins give dwarves bad thoughts?
Can I just leave them in the stockpile?
>>
>>146655080
>>146654892
>>146653948
DF elves are pretty darn cool when they're imported to other culture. They have the highest possible agility, kinesthetic sense, and spatial sense, and give them some iron or steel gear and they're not bad.

I'm thinking about doing a fort in which I replace the derfs with a couple of elven adventurers.
>>
>>146670320
If he doesn't want to read the wiki he can go fuck himself.
>>
>>146671063
You can't give them labors so no dice. Once we get dfhack back and if one of the add unit to your fort plugins works then yeah.
>>
>>146671241
Wait what? I thought multiracial forts were a go?
>>
>>146671107
Yeah, how dare he bump an otherwise dead thread with questions relevant to the game.

>>146670571
You need to first build the coffin at a mason's workshop, a carpenter's workshop or a metalsmith's forge, and then construct it where you want it. After that, it will need to be activated through the 'q' menu.
>>
>>146671454
visitors are restricted to the purpose they came for. Soldiering, performing, etc. Being able to fill out squads while only needing 1 native is nice though. Especially since you can class warfare and only give them steel. Letting the mercenaries wear shit.
>>
>>146671241
A common misconception. You can give them labours, but only after they've become full fledged citizens. When they first join your fort, they'll only become long term guests. In that state, they'll only perform one task(like entertaining or soldiering). After a few years, they might apply for citizenship. When they become citizens, they work the exact same way as any dorf. They sleep in ordinary bedrooms(unlike long term guests, who stay in the tavern's bedrooms), and can be assigned any labour.
>>
Anyone else try to RP that your fort isnt actually a fortress/outpost? I imagine that the dwarves have massive underground highways that transport thousands of crates of metal and jewels every day, but recently there was a earthquake, destroying most of the Road and killing everyone who used to live in the Exit to one of the continents , so they sent a S&R team to
1. Find Survivors (there are never any)
2. Reopen the Road
3. Defend the exit
as long as they continue this task they will get Reinforcements (migrants) whenever avalible and Resupply Caravans every month
Forgive my autism
>>
>>146655080
Wood elves are badass, they can literally shapeshift, eat their fallen dead, and call upon the wild hunt to wipe out pretty much any force that threatens their moving tree-cities. High elves are eugenic cosmically powerful magic-machines that make every other race of magicians look like children. Dark Elves are basically just cursed high-elves, some of which can take credit for becoming literal gods, achieving chim, hollowing out the earth to build a giant magitech facility and growing fancy mushroom houses.

Meanwhile toady elves are just "there are dwarves, therefore there must be elves! But I can't be bothered to flesh them out beyond the fact that they're frail and like trees to the point where it's obnoxious as an ingame mechanic"
>>
>>146671719
>visitors are restricted to the purpose they came for.

Ah. What if your adventurer obtains membership in adventurer mode though?
>>
>>146672103
Keebs aren't frail, nor are they particularly mechanically disadvantaged. Not sure if disease resistance does anything, but its very high.

I mean, are we talking entity-wise or creature-wise? Because if you want to look at a sorry creature, look at humans. Their stats are abysmal, their only advantage being a mild average size increase; yet its quite possible to have any number of fort-raised dwarves of enormous size.
>>
feces arc when
>>
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Can marksdwarfs fire through floor bars?
I want to make pic related inside my fort
>>
>>146674619
those are called murderholes
>>
>>146674743
I dident see an option in game to make murderholes, is under a different menu? I was looking in build.
>>
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>>146674619
>open floodgates
>invaders drown in poop
>>
>be me, new
>dwarves are unhappy because nothing in their life is shiny
>don't know how to make statues or whatever else makes dwarves happy when they look at it
>engravings are shiny, right?
>smooth entire 200-cell living quarters
>begin engraving everything
>why are there so many dwarves in the walls?

I have made a terrible mistake
>>
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I've just gotten back the HDD containing my .42.06 fort, Relicwebs after several months. I've got so much shit going on that I've been scrolling around for an hour trying to remember all my plans. Might not be unpausing today.

Also trying out a color scheme I've never used before. I think I like it.
>>
>>146677292
ninedots?
>>
>>146658757
I would like to see some Ctrl+Z implementation in the game.
>>
>>146658757
I would kill for a search option with trading.
>>
>>146678686
I would kill for the option to browse trade goods by categories and types. I'm fucking sick of browsing through 50 pages of cloth barrels.

Also, why do the legwear never show up next to the other armour types?
>>
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fucking Melbil Nakasobok engraves nothing but masterpieces 24/7
>>
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>>146679461
whoops wrong folder
>>
>no option to suspend trade with elves via referendum
God damn it Toady
>>
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>16 years
>cut open from multiple wererat bites
Fuck, what is my militia doing? I hope this guy manages to get away, AND avoids an infection.
>>
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>>146680385
he ded

Maybe it was for the best. One of his cousins got pretty upset.

At least no one else got bitten.
>>
so, has anyone been trying out the 64 bit release?
is it any different?
>>
>>146677375
Beautiful
>>
>Goblin invasion
>Sound the alarm
>Raisethebridge.png
>order squads to prep for combat
>2 of my marksdwarves run out just before the bridge closes to hunt a boar
>Continue to attack the boar while being showered in arrows.

How can I prevent this in the future, if it's even preventable.
>>
>>146671996
no but that is awesome that you do that.

Makes the game interesting. Ill have to try that.


A lot of times i RP in the sense that i will build a tavern outside. And start mining and set up an underground fort. Its like an outpost base underground. That connects to highways.

but now that you gave me that idea. i think i will have more fun in my fort lay outs now.
>>
I never see coke being stored in a stockpile with "coal" enabled. What's wrong?
>>
>>146671996
Yeah. I like rping as a beekeeping monastery, a local gathering and livestock tavern, Surface luddite camp with primarily wood/bone bolts and obsidian swords, Cavern dorfs sealing off and living for generations, Fishing town, "war animal" tamers and breeders, Vermin Pet emporium, Mushroom tree farmer, starting out merchants buying goods, refining them, and selling them. No growing, brewing, or butchering jack shit. Live by the dorfbux, starve by the bux. Winery that only sells wine and imports everything else. Turning as much of the fort as possible into werebeasts/vampires until they run the place.

>>146671729
Neat, thanks.

>>146677375
Made me pop a boner. Watch yourself man.

>>146678686
Well then kill dfhack back up to date. It had search.

>>146682163
Nothing barring good fortress design that requires them to go out of their way to see outside the fort. Make a double L bend in your entrance to break up LoSRemember to edit standing orders to forbid dead and death items so they don't run out after socks.

>>146679335
Cause Toady is weird but also doesn't play other games so we'll never see nested categories and it's not gonna be opened up anytime soon for people to make it themselves.
You could make a mockup of the system and propose it in suggestions but like a lot of ui stuff Toady's probably just gonna sock it away for 2074 cause he doesn't want to reinvent the ui wheel a bajillion times as he does more shit.

>>146680385
Get bit that's it long as they live long enough. Long as they're mobile you can put them in a no uniform squad, station them somewhere and lock the door long enough to wall them in. They wont starve or die of thirst thanks to monthly shifting and dorf moods are full retard now. Mine hasn't gone insane from being walled in for 3 years so far.

>>146682861
Dunno, works for me. I'd post a ss but I used it all up making steel.
>>
>a vile force of darkness has arrived!
F U N
>>
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>>146684174
>Siege comes
>Almost entirely humans
>Even a human baby snatcher
>They kill 5 dorfs then leave
>Haven't come back in years
>Every year the caravan tells me about another place that got wrecked
>tfw want fun but gobbos wont let me
>>
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>>146681782
>>146683974
Thanks. I'm still just looking around, so I could post some of the highlights if anyone is interested.
>>
>>146683974
>Nothing barring good fortress design that requires them to go out of their way to see outside the fort.
I did that. They just "decided" to go hunting right after being ordered to move deeper into my fort.
>>
>>146662592
Yes. Anything that's not masterpiece tier can be safely melted down. Trying to "recover" the metal from a masterpiece by melting it down isn't a good idea in any case, even if the dwarf has made hundreds of them already; the loss of 1 in 100 masterpieces a dwarf has made might not make him lose it, but it IS another piece of straw on the camels' back.
You could probably buy more iron from a caravan than what you'd get by melting it down, even with a slightly or severely damaged masterpiece weapon anyways.
>>
>>146684340
I want to make a 1x1 fort in an evil land that is adjacent to at least one goblin fort and with several other forts nearby, plus towers, for maximum possible encounters.
>>
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>>146684584
>makes good use of third dimension
>open chamber overlooking the landscape
>rows of multilevel pillars
10/10 fort

would explore in adv mode

I'm going for a similar feel in my current fort.
>>
>>146684715
Alright so hold up. Marksdwarves as in, military squad dwarves armed with crossbows were given a station order and they ran outside to shoot at a boar or hunters with the hunting job ignored burrow restrictions to carry out the hunting job. If it's the jobs, I dunno. It's always too buggy and suicide bait for me to have used it in years. Just take their job off. If it's soldiers being dorks, next time make sure nothing above and outside the fort is unforbidden so they have no reason to.

>>146685223
Do it, it's pretty rad. Remember to take building materials so you can immediately pop a hut up over the wagon and seal it so you have time to get your basic dirt hut together instead of beating your face against the undead pop until one gets lucky or they swarm a straggler/hothead. You'll probably end up stone door/bridge airlocking migrants in then going full socializing for maximum kids.
>>
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>>146676374
> open the bloodgates
>>
>>146656118
Only black men play this game. You cannot prove me wrong.
>>
>>146687535
WE WUZ DWARFS
>>
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Will dwarves auto loot dead gobs or do I have to command them to?
>>
>>146687535
HOL UP

>>146656118
There are legends of white women playing this game, but no other ethnic groups are heard of.
>>
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>Construction paused needs architecture
>Dwarf with no other preferences besides architecture: No Job
>It's been like this for 3 months now
How do I fix this?
>>
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>>146685486
Looking good. How high/deep are you going?
>>
>>146688671
toggle do job now
>>
>>146688141
Death items of enemies are forbidden by default. You'll have to claim them. You can change the default forbidding behavior in standing orders, and you can mass reclaim with designations.
>>
>>146688894
How?
>>
>>146689281
umhk
>>
I have an embark with a river at the top of a mountain, but also a fairly deep chasm/pit at the bottom (10 Z levels down from the river, though the river follows the slope enough that I could access it).

If I wanted to be as safe as possible so I can focus on learning to make my dwarves happy, where should I strike the earth?
>>
>>146655241
>>146655080

Dark elves aren't niggers, they are very civilized but honourable race that keep to themselves. What you might be thinking are wood elves (aka non-elves).
We can't put everyone into one bowl, you see nord and imperials in every country, but real dark elves stay in morrowind to defend it. the few dark elves in skyrim or valenwood are cucks in insecure existance and are not real dark elves.
please dont confuse us with woodelf scum.
>>
>>146689815
Hard to say without seeing it. Post screenshots.
>>
>>146689815
Build underneath the river. You can make a secret underwater entrance, but you have to dig down on land and come up through the river bed once you've moved everything inside.
>>
>>146690015
This is the pit, it's in the upper-middle section of the map.
>>
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>>146690387
>>146690015
fug, guess I'll use the post timer to stitch them all together.
>>
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>>146688693
Not very high/deep yet. I found out too late that I didn't have any sand on the surface, which sucked since my planned design requires a lot of windows. I guess my next objective is to crack open the caverns, but I have more pressing matters, like finally building a catacomb and so on. I also want to even up my superstructure a bit, and pave over the loam and vegetation that was part of the mountain, but it's taking forever due to my inefficient diorite rock production. Maybe I just need more shops, maybe I need dedicated stockpiles.

Pic is my courtyard, which also serves as my temple. The tower in the north-eastern corner is open all the way down to the entrance level, where my militia is training. The northern tower houses my fledgling burial chamber, but the floor isn't finished, leaving a gab down to my hospital below.
>>
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Alright, so the first one is the pit, the second is the river site, the third is the chasm. You can see the chasm has some river access. If it matters, if the embark was divided into nine parts, the pit is in the upper middle, the river is in the very middle, and the chasm runs along the right edge.

If I took the River, I'd probably beef it up with walls and traps.
>>
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>>146684584
> spiral rampcase
>>
>>146690793
>diorite rock production
Fuck, of course it should be diorite BLOCK production.
>>
>>146691235
The indention in the mountainside in the left image is probably the most defensible place.

You'll need to do a lot of constructing if you build from the surface down, but it's viable and above ground forts can be fun. It's a little harder to make valuable dwellings on the surface, so if you want happy dwarves it might not be the right choice.

I would leave the chasm alone until you're established. Anything you do there is going to involve some engineering. That's more of a vanity project to pursue when you've accomplished your goal. It would be a cool place for a power plant, though.
>>
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>>146686948
>all that misinformation(blood doesn't have volume, drawbridge deaths leave no blood)
>all that unhip meme language(e.g. "moar", "fuck year")
Wipe this image off the face of the earth.
>>
>>146692489
Don't forget that contaminants don't pass through grates.
>>
>>146686948
>blood still doesn't act as a liquid
damnit, toady, it's been fucking years since this image was made
why haven't you made it possible to do, yet?
>>
>>146692964
Because 64 bits and multi threading are more important.
>>
>>146693067
underrated post
>>
>>146692291
Indentation A or B?
>>
>>146691436
Some day I'll step up my macro game so I can do that kind of shit.
>>
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>>146691436
It's 16z tall and passes through several kimberlite veins. I'm really pleased with how it turned out. It isn't completely done yet, but it probably won't be getting any deeper.
>>
>>146690793
Got a water source? Jack off too long and somebody's gonna get hurt. Be a crying shame if your master spear dwarf dies of thirst cause you were too busy digging up tombs

>>146692291
This. Minimize surface shit unless you're doing a gimmick. You need at worst two 6x6 plots if you wanted to grow surface shit. If you want no miasma, some room for refuse and butchers, and the dining room, barracks, statue garden, and remple to combat cave adaptation.
>>
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>>146693404
The southern one with the gem cluster in the wall.

>>146693404
No macros, my designations were made by hand and assisted only by autism and caffeine. Pic related.
On the entry shaft, channeling out the spaces between the pillars was particularly micromanagey. If I had dug the floors in the wrong order it would have cut off access to other floor tiles and potentially stranded dwarves. That actually did happen a few times, but I was paying close enough attention to save them.
>>
>>146693773
What's the color scheme, it's neat.
>>
>>146662592
>has made goblinite useless
You were always supposed to melt down goblinite. It says right in the name that it's an ore.
>>
>>146694728
It's vherid dark sand, with LCYAN and LMAGENTA replaced with the ones from two other vherid sets. I'll probably replace the LMAGENTA with another one at some point.
>>146694529 was from my old computer and was using a different vherid color scheme, but I can't remember which.
>>
Not today, page 10.
>>
>>146662592
Can you repair armor, though? That's what I'm wondering
>>
>>146695219
Nice, I like how it does the stones in that kinda faded blue. Some schemes make me feel nauseous for some reason.
>>
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>>146700629
I like the low contrast. Even white is muted.
>>
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>>146706237
that's a neat color scheme
>>
Do cavern trees regrow?
>>
>>146707605
yes
>>
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>year 251
>14 dead in fort
>a forgotten beast has come!
>oh well
>seal of the caverns
>check dead list again in year 254
>286 dead
>FB has probably every bone broken
>still manages to kill blind cave ogres
I wasn't even dust or web beast. Just a fucking murdermachine.
>>
>>146706237
what tileset? I still use le lazy noob default pack cause I'm too much of a normie, but that looks pretty nice
>>
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>>146709331
>>
>>146652249
Even though it's been 12 hours I'll say it anyway whatever.

Competent is like 3/20. 20 being Legendary +5. Hardly better than a recruit.
>>
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>>146708485
Fight it
>>
do retired fortresses build anything, do digging, etc?
>>
>>146693067
>multi threading

mulithreading wont be here till your grandkids are grown up and toady will be working from a cryogenic casket
>>
>>146710653
nah. they just live in what you built. that and scatter shit EVERYWHERE
>>
>>146709723
How do I get the cool colours?
>>
>>146710041
Did it. It was long ago
>>
>>146711660
http://www.bay12forums.com/smf/index.php?topic=89856.0;nowap

I spoonfeed because I love you.
>>
>>146711732
Thanks duder, pretty new to the game so I don't really understand these things
>>
>>146711660
http://dwarffortresswiki.org/index.php/DF2014:Color_scheme
A slightly tweaked vherid dark sand. You can find it there with a whole bunch of others.
>>
>>146711949
Ok so can I use a colour scheme with a tileset that isn't ASCII?
>>
>>146710938
That's disappointing. Do things happen while you're gone like werebeasts attacking, leading to the eventual fall of the fort?
>>
>only trade caravans I have gotten are from humans and dwarves
>only 1 human civ and 1 dwarf civ in the civ list
>no sieges
Where are the fucking elves and golbins this is getting boring, and the humans are my only source of armor for tavern guests so I dont want to kill them
>>
>>146712207
Hey it works!
Very easy on the eyes for night time playing. Thanks brother(s )>>146711732 >>146711949
>>
>tfw no anthracite coal embark
>>
>Dwarf Cancels store item: Webbed
>fuck
>check reports
>Named Giant Cave Spider "ObeyBlade"
>hasn't killed anyone yet by my counts
I must be wrong right? If it was named before coming onto the map it would give an announcement right?
>>
>>146712642
Mmmm, on the first of each month it checks for sieges, and iirc unless they changed it if its sieged for a whole month it falls. In adventurer mode I think you can go around stopping sieges by killing everyone though.

The armies are actual things that roam about on the map however, so if the fort is far from goblins they will not visit, while if you build a fort on their door stop you will get lots of cool invasions.
>>
>>146713935
>ObeyBlade
This sounds like name of some CoD kid that only uses knife
>>
>>146714481
It was about as useful as one, it got pretty badly fucked up by an off duty wrestler, which it eventually managed to kill before being put down.

How does naming even work? Do they have to get kills?
>>
What is the default x by x for tilesets? 16x16?
>>
>>146714270
If you mean the .40 bug where goblins automatically won background sieges after worldgen, that was fixed.
>>
>>146714651
>off duty wrestler dwarf suplexes spider, tears legs off, barely being beaten
good shit good shit
>>
>>146714834
That's good. Any clue how it works now and whether it respects that, say, goblins may be physically incapable of entering a dwarf site?
>>
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>>146714668
For a 1920x1080 the highest you can go is 24x24 in square, or 24x36 in more readable nonsquare.

>>146709723
Stole those walls to try and fit into my 24x24 set.
>>
>>146717267
Hope your set goes well, but those walls are just a bit "skinny" in my opinion, if you know what I mean.
>>
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>>146718380
Funny you say that.
>>
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>you will never be a dwarven outpost liason
>>
>>146718903
>you will never be a dwarf
>>
how to i make a minecart system and how do i get dwarfs to use them?
>>
>>146719492
step 1: build tracks
step 2: build carts
step 3: ??? (put stockpiles at each end of the tracks)
step 4: !!FUN!!
>>
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>>146718380
Worked well I think.
>>
>>146719917
>K
>Q
>>
>>146719783
can i put switches and splits in the tracks?

can dwarves and things get hit by the carts on the tracks?

can i weaponize the tracks?
>>
>construct lead toys for the children
what could go wrong?
>>
>>146720217
Yes. Yes. Very yes.
>>
>>146720143
Hmmm, yeah, the K does look funny outside of gimp, not sure what to do with the Q though, maybe trim the inside a little?
>>
>>146720346
Dwarves are lead immune. Stop judging them by your human standards, you racist white male.
>>
>>146717267
>Stole those walls to try and fit into my 24x24 set.
I remember. That's actually the version of png that you fixed the transparency on.
>>
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>>146720419
Not sure, maybe define the inside bit more somehow

In other news, what're the odds of a novice making a Masterpiece?
>>
>>146720143
>K and Q

>>146720616
I meant just stole them now, I like the way the little triangle piece in the middle of the joined walls look.
>>
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>>146720854
Yeah, I tiinkered with it a bit to try and weight it like the other letters more, and it's really random at lower skill levels.

>>146720929
Fuck, forgot to save the pic.
>>
>>146715395
>Any clue how it works now and whether it respects that, say, goblins may be physically incapable of entering a dwarf site?
It doesn't check for that. It looks at the entire military strength of both forces and figures it out from that. AFAIK only skill levels and numbers of troops matters, but I don't know how it figures out who wins based on those numbers. Apparently attackers were greatly favored before, and that was what caused the bug. Toady said somewhere that he probably took it too far in the other direction with the fix. The whole mechanic is pretty opaque to the player, though.
>>
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>>146721257
Having the fort sealed matters, because then only the units which happen to be outside like buggy merchants) end up taking part, leading to named yak cows and such.
>>
It's Mid-Spring of 127, and I have had only 1 migrant wave so far. Also none of my dwarves have had children.

What am I doing wrong?
>>
>>146722452
when did you embark
>>
>>146722452
http://dwarffortresswiki.org/index.php/DF2014:Immigration#Migrant_wave_sizes
>>
>>146722537
Year 125

>>146722576
So what? I'm making too much cool shit with the dwarves I have, so it's cutting off my migrants?
>You attracted no migrants this season
>It is now summer
My dwarves are all overworked, this isn't good.
>>
>>146721651
Creatures' locations aren't saved when you retire a fort. The creature only has to be at the site to participate in the battle. I'm not sure how it deals with caged creatures, but I've never seen a creature I know to be caged take part.
>>
Is there something stronger then a door, but not as impassable as a bridge?
>>
>>146723328
Artifact doors?
>>
>>146723328
Two doors.
>>
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IM STILL on the DF with DFhack.

I tried the new one just to learn how the uhm workshops now can use workflow within game and not through dfhack.

Its awesome. I see there is an even NEWER version. Whats so cool about it? 43.04 Should i really DL it?


Also WHO else is really really excited for 64 bit!!!!

:) im waiting for that i think before i update.
>>
>>146723689
p excited for the linux 64 build when toady figures out how to use multiarch
>>
Question about military,
Is there a way to make squads go back to normal civilian jobs, without disbanding the squad?

Any time anything happens, I keep having to remake the same squad and it's getting annoying.
>>
>>146723689
64 bit test is out for windows and working fine. No noticeable fps increase, though.
>>
>>146710896
Honestly, I feel like DF is gonna b e the target of some other autists reprogramming AI where it completely overhauls and optimizes shit over like 5 days of high-impact overclocked insanity.
>>
>>146723867
Take them off duty.
http://dwarffortresswiki.org/index.php/DF2014:Scheduling#Orders
>>
>>146713935
It could have killed shit before you found it like other named monsters. It could have also just killed shit in worldgen.

>>146723328
Jumping minecarts over a chasm > Artifact doors > Stone doors > Wood doors

>>146723867
Lower the required amount that have to follow orders, Schedule it. Only give partial squad orders for station/kill/etc. Set the squads alert status to the inactive preset instead of the active/training preset.

With the new dorf stuff, you benefit somewhat from just making 2 3-5 dorf squads and doing some variation of 1 month on, 1 month off and swap after their 2 year or less training montage so they can actually fight.
>>
>>146723278
I've retired lots of forts with them sealed up, had sieges hit, the only participants on my side were random merchant animals and shit that spawned outside the fort.
>>
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My civilization is at war with elves, i think this is a good name for my fortress
>>
Is there a way to force a siege with a civ you havent made contact with?

I am 6 years into my fort, and I dont want to start over. But I have only been visited by 2 civilizations, and one of them in the mountain homes. This is getting boring. I had one of every race listed as neighbors when I embarked
>>
>>146725297
No, all contacts are made on settling,
>>
>>146725297
It must be a problem with this patch, it's the same for me I can't get sieged at all.
>>
>>146721651
>>146724753
Well did the merchants/livestock get BTFO and did their BTFOery result in site destruction?

>>146721257
That's fine, you can turbocharge skill levels.
>>
>>146727037
Had no influence at all, and sometimes they were killed, sometimes they ended up with names.
>>
>>146725297
Nope. Open up all 3 of your caverns and go fight shit. None of that hiding like a pussy faggot. Why aren't you selling cavern creatures as your sole income? Why aren't you defended solely by war jabberers and hunting cave swallows?

Go have an open fort in the third cavern for all the action you could want. 1x3 ramp right down to that bitch, drop a depot and go nuts.
>>
>>146725297
You set up sieges by fort placement. If you want regular sieges, set it up in reach of multiple necro towers, and bordered by multiple goblin dark fortresses.
>>
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Is there any reason (besides atom smasher) to not build a bridge instead of a door/floodgate/grate/exc?

They seem OP as hell.
>>
>>146728106
tfw cant tell which city belongs to which race on the embark screen
>>
>>
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So how do you build flood gates without drowning dwarves that dig away the stone blocking the water from the gate?

The wiki's not all that helpful on this.
>>
>>146729809
Doors. Or relying your dwarves' survival instincts to not drown or be burned alive.

I recommend doors.
>>
>>146729809
1. use bridges instead of flood gates
2. how are they drowning? Are you not setting up everything in a dry spot firtst, then only opening a path to the river once you have all the levers ready to go?
>>
>>146729535
A door can be instantly locked for all the good that will do you. Otherwise no.

>>146729809
Channel from above?
Have them stand on top of grates so they get knocked back and then they're fine?
>>
>Have a breeding pair of rhino's that an hero'd into my cage traps
>Don't give a fuck cause i'm all about that goat cheese
>Link them in cages in my arena and forget about them
>They can be trained for war and have x5 products value
>tfw they have grazer and are probably long dead
>>
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>>146730056
>>146730063
How would doors or bridges save the dwarf?

Iv never actually done this, but i'm going off of SS13 logic where as soon as you remove the stone blocking the water, the force of the water is going to slam him against the floodgate and knock him out.

>Are you not setting up everything in a dry spot firtst, then only opening a path to the river once you have all the levers ready to go?

Everything is set up, but a dwarf actually has to open a path for the water to come in. How does he not die?

>>146730082
>Channel from above?
Can't underground.
>>
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It never rains here.
>>
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Can marksdwarves fire though other dwarves or do they have to have a clear line of sight on the target?
>>
>>146730765
Doors are watertight. Place a door behind where the dwarf will stand when the last tile is dug. The dwarf moves through
You then attach the door to a lever. If you're digging into magma, you can use a door that isn't magma safe instead.
>>
>>146730974
They can fire through other dwarves, but it usually results in debilitating pain
>>
>>146730765
You dig above it and channel down to create the lip. Otherwise I guess you'll have to get the spillway built, opened, then grated scaffold up the face of the bits you want to yank and use either channel or upward ramp.

Read the article on how to get magma. There's a trick that lets you abuse pathing to channel from above safely if you don't want to grate it.
>>
>>146730765
The water is slow enough to where a single dwarf can get out of there right after opening it
>>
>>146730974
You fire through allied safely. It's presumed that the arcing is abstracted.
>>
>>146730974
Creatures don't obstruct LoS and friendly fire isn't a thing yet. Well, not with crossbows at least. Ballista bolts are another matter.
>>
>>146730974
dont even bother with marksdwarves
they are more trouble than they are worth. a squad of spears is easier and if you send 30 dwarves at a webspitter it will be kill, no marksdwarves needed.
>>
>>146731250
Friendly fire is a thing in this game?
The wiki is very blank on this.
>>
>>146731482
Nah, they're pretty good. You can take 10 anybodies and have them shoot at wildlife for a year to get legendary where they fire pretty fast and accurately. It's better to say that poorly skilled marks aren't worth it. If you have a wagon accessible depot, and why wouldn't you, and import the full weapons grade shit and meltables list you do pretty good on being stocked up even if you don't have a decent ore spread. Magma breaks the game over its dick.

>>146731564
Ballistas are because they're a flat trajectory unlike the abstracted arcing of bow/xbow fire.
>>
>>146652018
>Checking my livestock after spring for untermensch scum
>Can't name livestock so I know at a glance who will take my fort to a bright future
UPDATE WHEN TOAD MAN?
>>
Is there a way to see which civ a town belongs to on the embark screen? Like if I want to settle in between 2 human civs, one to trade with and the other to fight.

Also does the game care about cities/hamlets/forts for sieges? Or can I just settle near ANY of their territory?
>>
>>146732452
nope, you'll have to pony up and either use legends viewer or do research ahead of time

>Also does the game care about cities/hamlets/forts for sieges? Or can I just settle near ANY of their territory?

The armies launched are actual things composed of the population. The armies march around on the map and everything. If you embark near four goblin dark fortresses with a population in the ten thousand each, you will get much more luck than if you just nest by a hamlet a couple of goblins took over.
>>
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So I got trapped in the caverns last night, found a magma pool, swam back to the nearest volcano, burned all my lumber in the process, found another site and got set up with wood stocks beforehand, due to how the site loaded I was able to get constructions going on three different levels before it filled in around them.
>>
I have world with a glacier volcano. What would happen of I pumped magma onto the ice??
>>
>>146733905
It'd melt then make obsidian iirc.
>>
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>>146733905
Fun.
>>
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>>146733498
>>
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>>146731403
Can marksdwarves shoot through each other?
Meaning can I have 10 marksdwarves all shooting down a 1x1 hallway?

Can i put 10 marksdwarves on a 1x1 tile and have them all shooting?
>>
>>146734713
Yes.
>>
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>>146656118
I play DF
>>
>>146734713
Yes. Ideally, you have them above the entrance to it so they shoot at people passing under instead of people coming at them. This way they aren't shooting axe gobs while 12 marksgobs kill and cripple all your dudes.
>>
>tfw forgot to build a trash chute by the depot to rapidly dump everything inside and now like 8 years later there's a ton of shit in the way
Feels bad man.
>>
>>146731874

How do i prevent my Dwarves literally squeezing through fortifications in order to pull a suicide charge on the enemy once they get close 2 z levels below?
>>
>>146736031
Grasp your anus firmly? Try putting them higher so it's 4 z's of block wall below so they have no handholds.

If you want, training weapon it up to get a couple masters then partner them with hammer dorfs to spar. After a year or two they'll have decent teacher. Split them up and have them teach and spar hammer dorfing then cross train xbows so it doesn't even matter.
>>
>3 days
>still no linux 64 test build
>>
>>146736350
Can't stall the fallman
>>
>>146735652
I'm working on that. Should I completely remove the ceiling of the entrance, or just the part near where the dwarves are firing from?
>>
>>146736613
No, I mean you have the fortifications on the inside walls of your fort at the entrance and not at the end of the entrance tunnel. So you're firing at their back as they run by instead of down a hallway at their face.
>>
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>>146736705
>So you're firing at their back as they run by instead of down a hallway at their face.
That's exactly how I have it.

Assume this is a side view:
D=dwarves
g=gobs
_ = floor
V = no floor
| = fortification

A or B?

A:

Fort_____________________V|DDDD__
Fort_g_g_g__g___g_g____g___________outside

B:

Fort_VVVVVVVVVVVVVVVV|DDDD__
Fort_g__g__g__g__g__g__g__________outside
>>
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>that moment a magma forge comes alive for the first time
>>
>>146737365
B. They need line of sight.

You may want to dig the entrance so it's like 4 or 5z higher and smooth before you channel down another floor. If they're still climing, engrave fortifications. I heard it stops the flimbing

>>146737385
I know right? Do you name whoever risked their beard with a custom proession and a slab so that they will be remembered forever?
>>
>Caravan request
>I'll set each animal to max and each cage to max to be able to buy up a ton of alloy!
>They come
>Buy it all up
>Laughing it up, oh boy I'll have so much metal when I melt al...
>Get like 180 caged animals and it blows my fps out of the water
Jokes on me....
>>
My dwarves wont haul anything away from the trade depot. I'ts not forbidden, they just wont move it. How do I fix?
>>
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>>146737520
No, I used the dig-from-below exploit to remove a whole wall of the tube. No dwarf was endangered. By this at least.
I was hoping that I could get a better fill rate with a more open tiles, but it hasn't made much difference. One pump still moves the magma a lot faster than it flows.
>>
>>146738050
We need all the information

Burrows inactive?
Clear path? If you use ramps make sure you didn't fuck them up.
Stockpiles with space and the correct settings to store it? Remember only as many haul jobs as there are wheelbarrows are created if you have them on it
Appropriate labors enabled on enough low workload dorfs that they can actually get to it?

If you're trying to dump, do you have an activity zone set to dump, a clear path to it without active burrows and in the standing orders menu refuse category you've enabled gather outside refuse?

watch the jobs menu and give them time to get through their queue.
>>
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>Don't give children anything.
>mfw they start growing up
Raised them sons of bitches right.

>>146738310
Use gravity and a checkerboard pressure regulator if magma even needs it.
>>
>>146738340
>Burrows inactive?
Yes.
>Clear path?
Yes.
>Stockpiles with space and the correct settings to store it?
Yes.
>Appropriate labors enabled on enough low workload dorfs that they can actually get to it?
Yes. At least 8 no jobs.

> Remember only as many haul jobs as there are wheelbarrows are created if you have them on it
If I set 0 wheelbarrows will that let everyone haul to it? That might be it.
>>
>>146738695
Well double check for locked doors. and set to 0 if you don't have any wheelbarrows for it. Do the dorfs have no job or are they busy? You may just need more haulers. That becomes a problem in larger forts as you keep assigning more work but not more support and then you dump all the depot jobs on top of it.
>>
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>>146738575
Magma isn't pressurized unless it's pumped. Gravity doesn't pressurize it, and pressure regulators would only slow the magma down if it did gain pressure.
Magma is slow, there's not a lot that can be done about that. In this case at least.
>>
>>146738910
Half my dwarves have no other jobs then haul stuff and they still all just sit around most of the time.

I just have 1 massive stockpile with 3 wheelbarrows, so that's probably it.

If I remove all hauling jobs on my craftdwarfs will they still go pick up the required resources, or just stand there looking at empty work benches??
>>
>>146739024
Should have widened it to probably 3 wide with the distance you have. That way the volume can equalize better so it's not dripping as much Whenever you have 6's and 7's backing up you should have make it wider.

>>146739138
They'll grab from the depot unless you marked it for dumping I think. Until dfhack catches up so you can assign 25 wheelbarrows just make more smaller piles with 3 or use a medium catcher pile nearby and minecart the shit around for pseufo wheelbarrowing to a track dump onto your pile in your hoard.
>>
>>146739024
>>146739237
Are you already at the top of the magma sea? Try making some more taps to increase throughput?
>>
>>146739237
That was it. Having 1 big stockpile was a massive bottleneck.
>>
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>>146739237
>Should have widened it to probably 3 wide with the distance you have.
You mean the pump? More pumps wouldn't help. I can only pump magma as fast as it exits the tube. I'm already doing that.
If you mean the tube breach itself, it's already 5 wide.

I wasn't asking for help, I'm not having any trouble getting magma. I was just bitching.
>>
>>146739332
No, the magma sea is pretty far off. 106z lower.
>>
>>146739797
Sorry, I meant the one-tile tunnel to the pump station(?) in >>146738310 . 3 wide should have more throughput.
>>
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>>146739907
FuckFuckFuckFuckFuck. That human caravan horse that got bit probably went and bit more dudes after leaving alive. Fuck me.
>>
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>>146740487
POET HAS BEEN BIT. THE END HAS COME
>>
>>146740689
>icarveditagain.png
>>
How much steel is needed to boost the chance of being sieged?
I want to fit out five dwarves with steel armour + weapons but I heard that steel is really valuable, and increasing the worth of your fortress causes sieges. I'm fine with sieges happening eventually but I'd at least like to have a some dudes kitted our and trained rather than smelting some steel bars and immediately getting ass raped.
>>
>>146741780
Build defensively to guide traffic. Throw down stonefall traps and stone doors. Embark with some copper/bronze ore and you're good to go within the season. If you have an aquifer or give a shit, put a u bend and a drown trap.
>>
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>>146739024
Yeah, if magma was pressurized I would be in trouble since I leave the floors open while I'm doing the walls to keep the collapsing magma heaps out.
>>
LINUX
64
WHEN
Toady Amerika, sleeping in his 5 room house with 3 stories and indoor pool.
Fuck.
>>
>>146742556
When you install gentoo. He didn't even have SDL until someone did it for him.
>>
>>146742840
Toady spaghetti wizard of windows, need two vms to compile his linux twice
>>
>>146742939
>>146742556
This fucking guy
>>
>DEM
>DORFS
>>
my fps is down to 15 a couple months after the first migrant wave. How is this possible. Bug?
>>
>>146744018
Well based on the fucking nothing other than you have up to 40 dorfs I diagnose it as fuck your shit.
>>
>>146744096
i only have 13 dwaves
>>
>>146744149
Cool how about this you useless fig

What other programs do you have running and how much cpu are they eating
Is DF using more or near 2gb of ram
Did you use the regular worldgen or advanced
If so, did you up population max, site max, caves, or number of civs
How many years did you generate for
Embark size
How many biomes
What are the biomes
Did you get a something has collapsed message at the start and ignored it
Did you dig out a fuckton of soil and pop caverns
How many wild animals running around
How many pets/livestock
How many that aren't caged so they aren't fucking fps
How big is your central ramp/staircase. Specifically, are you getting a lot of collisions
Do you have a lot of wide open shit so A* is freaking out every time it looks for shit and any time someone bumps
Is there flowing water or magma
Anything covered in http://dwarffortresswiki.org/index.php/DF2014:Maximizing_framerate
>>
>>146742556
64bit is out already but nobody on this thread has tried it
>>
>>146744916
Why are you here?
>>
>>146745000
k
y
s
>>
>>146744916
Well, the 64 bit windows build is up, linux/osx are still being unfucked atm it seems.
>>
>play adventure mode
>die in first combat with another humanoid

am I doing something wrong? is there a specific way to grind your way up to being able to fight "people"?
>>
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>>146747069
It's a bit out of date due to some changes, but generally it's still good advice.
>>
>>146745000
I check the thread to see if the starter pack is ready
>>
>>146747332
>Not maxing willpower, the only stat that matters, first
Instantly dumped. Something's gonna land eventually and that's the only thing that will save you. Surprised it doesn't cover macro's bow/xbow spam since you always find that shit at forts/keeps/sewers
>>
>>146747552
I usually put 5 in focus/willpower, they both matter a lot, but pain isn't as bad as it was.

It does cover the throwing spam down at the bottom though.
>>
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>digging a 6x6 shaft down in the top left corner of the map and lining it with trap components so walking shit launches itself to hell.
>On z-49/119
>Desperately hoping to not hit the caverns which would wreck muh aesthetics
>>
>>146748249
>last fort
>Manage to dodge caverns after cavern:1 all the way down to magma sea
felt fucking pretty
>>
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>>
>>146749760
Sup?
>>
could someone verify whether you can actually do a 16x16 embark on the 64 bit release as claimed on the forums?
>>
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>>146749821
Hot badlands beside warm shrubland beside terrifying glacier and a volcano, heading over there on foot now to check it out.

>>146750212
I don't see why several people would say they did it, including one posting a shot from the mapviewer site of a 16 embark tile wide map, if it wasn't possible.
>>
>>146750431
Damn, that's crazy
>>
>>146750431
Well I'd like to see you dudes try it because this thread is easier to browse than the forum and you guys tend to test shit that the forum cucks don't
>>
>>146750212
>>146750572
You can. Did it earlier. It's still pretty unplayable though. If you set a low pop, kill pets and keep very, very minimal excavation and items on the map you can enjoy it for a good bit.
>>
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>>146750493
The site wasn't as cool looking as I hoped.

Having a desert and glacier together was neat though.
>>
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>>146750947
I decided to stop being lazy and test it myself,

this is as far as I can zoom out on a 16x16 embark
>>
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>>146751319
it only uses up 2.2 GB of RAM on loading
>>
>>146751462
Course, that's "only" 2.2 GB with 7 and a wagon and your animals, so yeah, it's doable, but not the best idea atm.
>>
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>tfw you find out one of your deep metals is fucking gold...
>>
>>146737974
I had a hundred turkeys pooping out eggs at one point and it didn't affect my FPS in any meaningful way, I can't see how caged animals were a problem.
>>
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>>146751462
so this is the power of 64 bit
>>
>>146752971
I was at 48 fps going into the trade and 16 coming out of it. It's been rising and I've been culling my original herd but I was at like 400 units on site as a result
>>
128 bit when
>>
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>There are still people, possibly in this very thread that don't understand that a 64bit won't bring performance improvements, but are only reducing worldgen crashes, namely the ones that happen with long histories and/or large worlds due to out-of-memory crashes

>even more people, most likely in this very thread, believe that multi-threading will improve performance drastically
>>
>>146753419
then why waste resources on switching the game to 64 bit

is it all just a big marketing ploy
>>
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>spaghetti code in action

http://www.bay12forums.com/smf/index.php?topic=158868.msg7066574#msg7066574
>>
>>146753419
That's how it is when they have no idea how it works.
>>
>>146753525
Because it's necessary to reduce the more and more common occurrences of DF running out of memory in worldgen as more and more simulation data is added over the years.
>>
>>146753535
Oh lovely. Why on earth is there a discrepancy between such fundamental variable types between OS's?
>>
>>146753617
so when are the -real- performance improvements coming

you know that's all we care about
so when is -that- coming
>>
>>146753419
>>146753543
Can you explain to a retard why multi threading wouldn't do anything
>>
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>>146753419
I know it won't bring performance improvements faggot, i'm just bumping the threads with screenshots and shitposts

anyways if you ignore the fps this is actually very stable so far
>>
>>146753419
>>146753714
Yes. Explain how multi-threading could NOT improve performance.
>>
>>146753692
Never. Unless it crashes the game Toady isn't gonna work on it cause his whole thing is getting alpha done instead of reinventing the game seventy bajillion times as new shit is put in.
>>
>>146753953
well then you're a big cuck for shilling it this hard and also for lying to us about 64 bit being good
>>
>>146753525
Because in a few scenarios you used up too much ram and it crashed. That's it. It's not doing anything better, it just doesn't throw in the towel early because it was written in a time where they didn't go beyond the cap.

>>146754010
No, it is good because it shit on a lot of good worldgens.
>>
>>146753815
>he doesn't build vertically

grose
>>
>>146753953
inb4 his ideas get too big and the game becomes an unplayable mess like the Slaves to Armok and he scraps everything to start Slaves to Armok 3: Dwarf Legacies
>>
>>146754072
???
>>
>>146754165
level 1:
W W
X
W W

level 2:
PPP
PXP
PPP

It's vastly more efficient than what you've got set up. Your slaves will need to travel down a hallway in order to get their materials to build things.
>>
>>146754331
Formatting fucked it, the staircase should be directly between all the workshops in the middle on level one.
>>
>>146754101
Well the problem is the very definition of what he wants is too big for one man. Let alone one hack who learned how to code by just doing shit and therefore hasn't even remotely followed good programming standards for over ten fucking years. And sadly, even if he got a whole department of nerds, by the time they unfucked all the stupid shit he's made they may as well just redo it.

Now, he's not gonna budge off of his autism project and I don't blame him but he simply can't do it as he's been doing things and he has no practical way to get help even if said help came from a fantasy world of not-douchebags. He can't even reach out to established entities cause that's how your shit gets all fucked up, flops and everyone's sad. His destiny is an agonizing failure that everyone tells their children about to avoid the same.

One day the spaghetti he's wrought will slip the noose over his neck and he'll an hero once it's sufficiently tumbled down that he can't salvage his life's failure.
>>
W X W W

P = N P

- 1 / 1 2
>>
>>146754443
>P = N P
DO YOU REALISE WHAT YOU'VE DONE!
>>
>can't set an animal to be butchered by interacting with the animal directly
>can't set an animal to be butchered through the butcher's workshop
>can't set an animal to be butchered through all but one of the menus that allow you to look at animals
This is emblematic of what's wrong with our toadies today tbqh.
>>
>>146755317
vps
Better yet, if you have an autobutcher standing order up you can mark in the global list
You have a global and what you're looking at. autobutcher from dfhack should be integrated and it'd be appreciated if either ages were listed if you knew its birth or juveniles were listed as such so you knew when your yak was at its max size versus you just have too many yak cows pushing out calfs leading them to being culled early or you pay fps to raise your autobutcher limit.
>>
what are the raws on modded 20-goblin encounter with bituminous coal armor and platinum arrows
>>
is pitchblende good for my hammerdwarf's hammer
>>
how to get floating embark with aboveground aquifer and deep metal lay pewter
>>
>>146755932
Yes
>>
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>>146751319
With quantum computers we might be able to survive a year with that size. It's just so much wasted potential with single core threading.
>>
>>146756180
There's just too much interlinked shit. At this point, Toad man has to fix his spaghetti or you gotta freeze your shit so you can overclock with your priority ramped up on as stripped down as you can.
>>
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>>146754892
http://www.antipope.org/charlie/blog-static/fiction/toast/toast.html

>This universe is past it's Sell-By date.
>>
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>Watching shit and occasionally redesignating cause 20 fps is fucking suffering
>Forgot to open my depot entrance when summer came
>Missed out on wagon dosh
Just fuck my shit up fampaitachideyo
>>
Are rivers an endless source of flowing water or will they turn into stagnant pools i you redirect them enough?
>>
>>146758721
Endless. Since you can't fuck up the edge of the map, the size of your source is the size you get to work with so plan accordingly.
>>
>>146758721
Now you've given me the idea to floodgate the edge of the river in deepest winter and create the ultimate moat.
>>
>>146759017
Well what you want to do is divert it so you can dam it. Channel a fuckhuge reservoir, then let the river fill it up. Build your fort at the base of the reservoir. Just open the spillway and sploosh, gobbos are under 80 z's of water.
>>
I'm still mad that Toady changed mining so that legendary miners don't drop stone at a greater rate than pleb miners.
>>
>>146759337
Or better yet, just build your fort in the dam casing.

>>146759358
It was annoying and scummy to train.
>>
>>146759337
>good luck, I'm surrounded by seven towers
>>
>>146759437
>You'll never build a fortress designed entirely around abusing water pressure to slam a body of water through sections of your fort to blast foes into bars and sling minecarts out of ramps of varying strength to shell sieging forces.
The ultimate autism fort
>>
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>>146759638
Uh, I've totally built watermurder traps, waterguns, and minecart grinders.

Hell I set up a minecart grinder in adventure mode version before last when dfhack was updated.
>>
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;_;
>>
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>>146755849
>>146756006
>>
>>146760073
Wish we could get multiple fill pond orders per tile. I always wanted to be able to bucket brigade little splotches of magma by booze stockpiles at the surface for boiling booze magma mines without all the fuss you normally need to do it.
>>
>>146748249
>At 69/119
Oh god it's happening!
>>
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>>146760786
Gonna be cross if they successfully immigrate
>>
>>146760903

Why not just murder them?
>>
>>146761005
It'd probably cause a loyalty cascade if I attacked directly and I'm not really up to digging a cistern, sewer, and enough aquifer taps to successfully flood a 931 tile tavern while at 20 fps
>>
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For raised bridges, does the direction arrow indicate:

a. Where the bridge will raise, making an invisable wall on those tiles and the bridge tile passable when raised, and atom smashing anything on the bridge tiles when lowered.

or

b. Where the bridge will lower, making the bridge tiles unpassable when raised and atom smashing anything on invisible tiles in the direction the bridge was built when lowered.
>>
>>146753842
>>146753714
http://www.bay12forums.com/smf/index.php?topic=158868.msg7064680#msg7064680

tl;dr:

putting things like pathfinding and flow calculations on different threads won't speed things up, because they have to wait for each other (and most other things) anyway.
(can I walk there? no there's water. I'll walk around then. nope, now the water is gone but your new path is blocked by a wall. Oh wait, temperature is on, that 3rd option is now possible because the water froze).
>>
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>>146763105
>>
>>146763105
>>146764606
Simple Definition of raise
: to lift or move (something or someone) to a higher position
: to lift or move (something or someone) to a standing or more upright position
: to increase the amount or level of (something)
>>
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>>
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>>146764997
That's not what i'm asking.
The game does not graphically show the bridge raising or lowering I have no real way of testing this without killing dwarves/destroying items.

If I build a raised bridge pointing left, am I building the bridge on the left, or the right of the picture?
>>
>>146765891
The bridge is built in the lowered position, so the arrow shows the direction that it will raise.
>>
Question: does a glumprong training spear have any potential as a weapon due to its weight and density? I was thinking it could be similar to a quarterstaff.
>>
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>>146766030
Eh, not much, they're heavy and it hurts to fall on, but the weapon properties of the spear hurt it too much.
>>
>>146744916
i tried it and it was slow as FUCK
>>
>>146747552
Not being hit is far more important.
>>
>>146765891
Read the wiki goyim. Its sekrit tablets will impart their wisdom.

>>146766030
Probably not cause it's such an inferior material type. It's also much much lighter than even aluminum. So it has shit edge, it's light, and it has a massive inferior material type disadvantage
>>
>>146766178
Is there any vanilla-buildable weapon that works well for glumprong?
>>
>>146753646
t-that's why they're d-d-different OSs anon
>>
>>146766329
Well preferably you'd be able to shoot them dead with a wood xbow. Outside of that no. You can swarm tactics and hope you keep something prone long enough for everyone to break enough fingers and toes for it to pass out.
>>
>>146766259
>It's also much much lighter than even aluminum.

...huh, I thought it was super heavy.
>>
>>146766940
It's 1.2 not 12.
>>
>>146766940
Aluminum: [SOLID_DENSITY:2700]
Glumprong: [SOLID_DENSITY:1200]
Blood Thorn: [SOLID_DENSITY:1250]
>>
Has anyone experimented with reforging the divine metals gleaned from angel vaults? I don't see a reason why you wouldn't be able to gather an armload of the stuff, melt it down, and make it into cool weapons and armor.
>>
>>146767570
I could swear it worked fine.
>>
>>146767570
Also, the fact that they are denser and heavier than adamantine, to a mild degree, makes me think there's some HUGE potential for them as armor.
>>
>>146754408
Someone pls prove this anon wrong before I slip into a coma of despair.
>>
>>146767963
If it makes you feel better, I don't think autists can commit suicide.
>>
>>146754408
Nobody's ever made a game that comes close to Dwarf Fortress. Period. There's nothing like it, ever. If it was so easy, someone would have done it.

The game is already incredible and becomes moreso with each release. By the time Toady dies of old age and the source is released, two generations of gamers will have been enchanted by it and there'll be a whole world of programmers ready to pick up the torch.
>>
>>146768195
He's been coding his whole life as well. It's not like the dude learned to code at like 20 or whatever.
>>
>>146768195
>Nobody's ever made a game that comes close to Dwarf Fortress.
Would you play it if someone made a DF clone?
Like DF, but different, not just a perfect clone?
>>
>>146768779
>inb4 rimworld
>>
OK, I've successfully identified our mayor as a vampire.
I hear vampires are immortal... Is there anyway to use him as a live target for my crossbowmen?
>>
>>146768831
No I mean a text based DF clone, in a different setting, like with SS13 did.
>>
Is there a way to change a marker only-designation to a "real" designation without simply re-designating pretty much everything I marked before?
>>
>>146767963
Toady has been coding his entire life and has a fucking doctorate. Just about anyone with a doctorate in engineering, compsci, sciences or fucking MATH (I.e. Toady) won't be a "hack" when it comes to programming.

Think of all the cool algorithms the game uses that wouldn't be possible without a smart dude like Toady.
>>
>>146768842
Possible loyalty issues, just set him as a lever puller or manager/bookkeeper locked off in their own section of the fort.
>>
>>146769302
Yes, and it's called marker designation toggle, via d-M.
>>
Seeking help.
My dwarves are keep spamming "Urist McSpammer cancels Store Item in Stockpile: Couldn't find path/Item inaccessible". Not all of dwarves though but 2 — 5.
I'm sure the path is clear, no burrows are active. I think it's somehow connected with my tavern and musical instruments because I have 5 in my stock and 0 in the tavern but not sure.
>>
>>146768195
Ultima Ratio Regum.
>>
>>146769342
>You weren't born to be blessed with intelligence
>>
>>146768779

So far there has literally never been an attempt to make a DF clone that wasn't just Autism Blocks. I don't see why they bother. Minecraft looks like its Autism Blocks enough for anyone.

I'm in it for the deep simulation and ultraviolence.
>>
>>146770532
People are cursed with retardation, but nobody's blessed with magic programmer genes or whatever, they're blessed with obsession or diligence. There is no talent, there is just dedication and passion.
>>
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>>146770551
>The ultra violence
>>
>>146770664
>dedication and passion
I have neither of these things.
>>
>>146760235
>Wish we could get multiple fill pond orders per tile.
You can. Stack as many pond zones on one tile as dwarves you want filling. You can't do that other stuff you said, though.
>>
>>146770962

Right. I'm sure you're plenty intelligent, you just only want to want to be able to program.
>>
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>>146652018
>don't want to start a new fort when the update is out
>literally unplayable without the rapist

Why is the world so cruel?
>>
Has Toady implemented Rapist as part of the game yet?
>>
I'm getting besieged by 10 dwarves. Those marauding bastards must die!
>>
>>146770415
Looks pretty promising. I stand corrected, though I am still convinced that the majority of DF clones are just attempts to make Autism Blocks.

Not exactly sure what one does in URR though.
>>
>>146771185
Same, except instead of the rapist, its modest/accelerated.
>>
Is there a downside to not allowing vistors to your tavern?

I want these fucking dirt walkers to leave so I dont have to deal with them anymore
>>
>>146771495
Modest and accelerated are just raw changes. Literally the only thing that changed in the raws in the latest version was a line that lets you stockpile paper slurry. Many updates don't have any raw changes at all.
>>
>>146771394
Last I looked all you could do was create a character and walk around in an empty world.
>>
>>146772052
Cool, thanks.
>>
For Upright Spear/Spike traps, do they keep doing damage if you repeatedly raise/lower them on an enemy?

Should I have my dwarves mashing the lever?
>>
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If I drop all of the invading undead into the caverns, sealed off from my fortress will that end the siege, or do I actually have to kill them all?
>>
>>146772517
Yes, each time is an attack, based off the mechanism's skill level in lieu of spear skill, modified by craftsmanship of the weapon as usual.
>>
>>146772768
The moment they are all caged, the siege ends, iirc.

However, I don't think the siege will ever end unless they are all caged or killed.
>>
>>146771356
No. There's a dfhack plugin though.
>>
>>146772964
That's a shame. I wanted to have a zombie pit I can drop goblins into.
>>
>>146774193
But does it work for the newest version
>>
>>146774239
>I wanted to have a zombie pit I can drop goblins into.

What's the problem, holmes? Cage a necromancer, create a levered drawbridge overlooking a corpse pit, and flip it to create zombies whenever.
>>
>>146771495
Modest/accelerated?
>>
>>146774901
Modest mod absorbed the accelerated mod, and it trims down DF in barely detectable ways to make the game cleaner and faster. It makes superfluous materials into generic versions, improving processor speed.
>>
>>146775174
It's a shame those superfluous materials are a big part of why I play DF.
>>
>>146775393

Can't say I sympathize, I don't recall missing any omitted material ever.
>>
>>146775393
Literally who cares if it is listed as "werellama right hip bone scepter" or "bone scepter"
>>
>>146775818
>Literally who cares
I do, I just told you exactly that.
>>
>>146775980
kys autist
>>
>>146776031
Eh I wouldn't say its that big of deal, just I see no point whatsoever to having different names, and different stacks, for different materials, unless those materials have different properties whatsoever.

Like dragonbone and dragonhide being as strong as steel and fire proof, that justifies a separate stack, but if all stone of a given type and the same color has the same stats, then there's no need for them to be stacked or named differently.
>>
why doesn't toady make humans and elves playable if they're fully fleshed out and playable anyways

does he just want to hide them from noobs or something
>>
>>146776930
talking about fortress mode btw
>>
>>146776930

I wouldn't exactly call elves playable in their current state. They have no way to get wood, which is kind of, you know, everything to them.

Humans are fine, just more boring versions of dwarves with better weapons and worse armor, but there's the issue that they will tend to have vast subterranean complexes like derfs.

Currently its much more interesting to integrate elves and humies into your forts and learn their tech rather than to just play them.
>>
>>146777075
humans elves and goblins would be my dream feature.

but then it wouldn't be dwarf fortress it would be Chapter III: Fantasy Fortress
>>
>>146777075
humans elves and goblins would be my dream feature as their own thing. Pick your Elven Forest, Pick your Human Town, Pick your Goblin Pit. Pick your Kobald Camp.

but then it wouldn't be dwarf fortress it would be Chapter III: Fantasy Fortress
>inb4 playing vanilla
>inb4 mods can do this
>inb4 i fucked up the lore
>inb4 I fucked up the lore because it's Dwarf
Fortress and not anything else "Fortress"
>inb4 lol kobalds

On a side note: Although magic will be procedural I pray to Armok that Elves will be the best with magic. They'll probably be against all magic knowing toady though... PLEASE TOADY

vanilla for lyfe fagetz
>>
>>146777790
Humans and goblins only need the most minor of tweaks to be playable, dude.
>>
>>146778362
Toady mentioned that all races will have their own fortress mode soon.
>>
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>>146778494
>kobold kamp soon
>>
reply to this with the saddest thing you've ever seen in this game
>>
>>146779475
embark with no adamantine
>>
>>146779475
I once accidentally flooded part of my base because a river war nearby. A kid and a puppy stuck in a room drowned.
>>
>>146779475
I ignored a fishermans mood.
He decided to go nuts right when a birthday party started for one of the kids and every single child in the fort was gathered in one spot
>>
>>146779475
i once saw a group of carps eat 5 children
>>
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>Floodgates are constructed orthogonally on a solid, unflooded floor in the 'closed' position

WOW. I built a floodgate next to ice in the winter, when the ice melted it went right through the floodgate. Thanks wiki.
>>
64 bit linux test:

http://www.bay12forums.com/smf/index.php?topic=158868.msg7066936#msg7066936

test it, all 3 of you.
>>
>>146779939
They're still testing lunix
>>
were about to fall off page 10
>>
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>>146776031
The game would lose a lot of replay value.
The game is basically made to be immersive in these aspects, deleting it seems like missing the point of the entire game.
>>
>>146655241
dark elves aren't niggers, argonians are
>>
>>146781676
>replying to a post from 1 day ago
>>
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>fighting a dragon
>slashes me in the leg, end up falling over and crawling around
>keep missing it
>finally punch dragon in the face
>knocks it unconscious instantly
>keep punching it, not really having an effect
>grab it by the throat
>strangle it to death
>my dwarven swordsman companion that was running away and screaming a moment ago came back and looks impressed
>reanimate the dragon using the power I got from a necromancer I killed
>make it chase after him and kill him for being a useless shit
>he didn't even fight back

Are companions supposed to be this shit? Should I just replace them with undead dragons?
>>
>>146782139
kek

thanks for reminding me why i love this game
>>
How can I cause a fortress to die via combat when there is no sieges?

I am really friednly with humans, how long will it take for them to be hostile? Will it be faster to kill them or seize goods? Or should I just dig down?
>>
>>146781626
>The game would lose a lot of replay value.

Hmmm, nope.

>The game is basically made to be immersive in these aspects

But it has absolutely nothing to do with immersion. Materials that look identical and have identical properties are not necessarily detectable as being of separate materials, and instantly knowing which is peafowl bone and which is chicken bone does not aid immersion at all.

> deleting it seems like missing the point of the entire game.

The point of the game, to the extent that there is one, is to create Morias until they collapse and then to bring an adventurer to explore the ruins.
>>
>>146782435
If there's adamantine, that's the fastest way. Gather all your dorfs around the adamantine and lock the way out.
>>
>>146782139

>Are companions supposed to be this shit?

Companions range from plebs to superhuman everything, legendary everything retired vampire adventurers that you've decked out with full adamantine and divine material gear.
>>
>>146782449
>delete the text from a text based game

I don't think you have thought this through.
>>
The LNP has an option to limit the number of kids in a fort. Can you do that by editing the raws? I'm playing on the latest version and need that to help prevent FPS death.
>>
>>146782925

That's not an argument.
>>
>>146781852
>you're not allowed to reply to posts that are more than a few minutes old
why does this meme exist
i don't understand
>>
>>146783631
You don't need to edit the raws, just the inits I think.

The wiki says it doesn't apply for the first two migrant waves; however, I set max pop to 10, and got only 3 migrants. After a long time with no migrants, and an undead attack killed two dwarves, I almost immediately got a second migrant wave of two dwarves that brought me back up to 10.

So it might just be a coincidence.
>>
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>>146782449
>>146783635
You seem pragmatic as fuck, i can't see you actually playing this game.
>>
>>146784017
Not sure what not giving a shit about llamabone vs bone (that I know came from a llama) items has to do with it, I like high FPS precisely because I don't like the game having a meltdown on me.
>>
>>146784287
Not that guy, but I think stuff like that is important to people who play the game for the little details. Sure, you could group everything together, streamline it into less of a complex text adventure and more of a complex number simulator, but there is just something charming about doing stuff like making a weapon out of the NAMED bones of something you killed as opposed to it all becoming generic bones that you happened to get from killing something.

It wouldn't be dwarf fortress if it didn't have all those details which make it feel like such a unique adventure, triumph and so on every time which devour fps.
>>
>>146784842
that sounds ultra autistic
>>
>>146785334
where the fuck do you think you are
>>
>>146785463
shit, wrong thread
>>
>>146784842

>Not that guy, but I think stuff like that is important to people who play the game for the little details.

That is a perfectly legitimate viewpoint and a good reason to not use a FPS saving mod.

>It wouldn't be dwarf fortress if it didn't have all those details

Unfortunately that's factually untrue.

Again, if they literally ARE generic bones with no dissimilar properties, then making the game less opaque doesn't magically make it not Dwarf Fortress. If for some odd reason I'm having an amazing difficulty keeping the alpalca and llama bones separate (I don't often butcher memorable and nonmemorable corpses at similar times), and I slew the llama in some memorable manner I wish to commemorate, I can flat out just scrimsaw whatever memorable scene that made the bones memorable in the first place onto whatever bone item I create.

To say nothing of nixing varieties of stone that are wholly of the same appearance and function.
>>
>everything that takes any amount of thought is autism
>everything that takes any amount of skill is autism
>everything that takes any amount of patience is autism
>everything that takes any amount of effort is autism
>everything that takes any amount of dedication is autism
>disavow the old ways
>become the new human lifeform: neomilennial prankster cuckold sapiens
>consume only epic memes
>live and breathe the irony culture
>attend the biggest and best neoliberal indoctrination campus
>convert to meme sexuality and give yourself a meme gender
>play only the latest SOCJUS-approved meme games
>live in alaska and fuck goats (only if they are male)
>write six thousand pages of gay furry fanfiction for other millennial cucks on the internet
>(mandatory) march in all SOCJUS rallies
>burn the flag
>kill all straight people
>kill anyone over 30
>kill anyone who plays dwarf fortress

is this what we've become now
>>
My resolution is 3200x1800
Which tileset can I use (something like taffers) to make the game more readable, But not having it super zoomed in?
>>
>>146786237

>anyone who doesn't need or want the game to remind him which bone is alpalca bone and which bone is llamabone is a homosexual SJW millenial gay furry

>all that incandescent level of rage over slightly higher FPS
>>
>>146786701
>>anyone who doesn't need or want the game to remind him which bone is alpaca bone and which bone is llama bone is a homosexual SJW millenial gay furry
yes that is exactly what I am saying, thank you for paraphrasing that for me
>>
>>146786237
i thought we were supposed to be quiet autists not sperging autists like /gsg/
>>
>>146786798
I'm glad I didn't mischaracterize you or strawman you in any way then
>>
>>146786910
daily reminder that autism is literally a /v/ meme, invented by a brit manlet cuck tripfag in 2009 for the sole purpose of trolling dwarf fortress and minecraft threads

anyone who uses the meme in 2016 literally owes their entire legacy to manly_tears
>>
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How do I cram 10 marksdwarves into a 1x1 room with fortifications to fire on passing gobs from above?
>>
>>146786701
>there are people who need higher FPS in a game composed of nothing but ASCII characters
>>
>>146787026
So the Obama administration guy accusing Bibi Netanyahu of autism contracted the meme from /v/?
>>
>>146787172
Yes.
>>
>>146787092
Considering this thread has people whose FPS get into the twentysomething or below, and people who limit migrants to protect FPS, obviously there are.
>>
>>146787290
is 24 fps actually bad
don't pretty much all movies run at 24 fps
>>
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>>146787092
>>146787172
>>146787230
>>146787290
Could you guys stop memeing and answer me?
>>146787037
>>
>>146779475
hohoho, you asked for it buddy. Don´t say I didn´t warn you.

>be me
>couple months ago, enjoying DF as usual.
>about 200 dwarves, one of the most prosper forts I ever had.
>Statues and gold floors everywhere.
>The only thing that is still a threat is the vast ammount of gobbos my wealth atracts.
>Huge invasions are a constant in my fortress, but i manage to isolate my dwarves from the mayhem sending squads, traps and ballistas, so everything is fine.
>One of my siege operators, Lizuk ironchest is one of my starting.
>he made his way through the first years of the fortress, working hard in everyjob he was needed into.
>Survived a fire, provocated by a magma flood, managed to get into a river and be healed, but he lost all his fat.
>killed a forgotten beast while being naked(his clothes had erased too much) only losing his left hand middle finger
>After everything he survived, he got married and he got one daughter.
>Basically, lizuk is pretty much ´´The Dwarf´´
>One day, 53 gobbos invade us, your typical tuesday
>They use an open space I stupidly left conecting the fortress to the outside to get in
>Prepare_the_traps.webm
>They masacrate the bait people i leave at the entrance of the fortress(mainly cheese makers)
>After that, they start chasing people into the main hall, which gets narrower at the end, where some ballistas are placed, precisely to stop this invasions.
>Likuz is on one of them. gets prepared to shoot.
>wait...whats that ?
>In the front of the escaping horde its lizuk´s family, his wife and daughter.
>He gets forced by a cruel player to shoot against them to stop the invasors.
>wife gives birth before getting killed
>daughter and wife impalled, along with the rest of the gobbos
>but they keep coming, they are too much.
>order the destruction to the main pillars
>A roof made of heavy granite crushes them all
>the newborn too.
>the invasion is stopped, we are at peace.
>being a little scared, I check lizuk´s thoughts
Do i keep on?
>>
LINUX 64 NOW
www.bay12games.com/dwarves/redist/df_64test_linux.tar.bz2
the future is here
>>
>>146786701
I'm not any of the people who have been participating in this discussion.
I've never seen any evidence that changing the naming scheme actually improves fps. Every object in the game has a uniquely addressable identity, whether it shares a name with 5 or 500 objects.
As far as I'm aware that feature is only there to clean up menus and make them easier to easier to navigate.
>>
>>146787773
holy shit

continue
>>
>>146787347
Yeah its pretty rotten.

>>146787965
>I've never seen any evidence that changing the naming scheme actually improves fps.

Okay. Its not just about the naming scheme.

>As far as I'm aware that feature is only there to clean up menus and make them easier to easier to navigate.

And make the game run much MUCH faster.
>>
today I dreamed I have to travel a very long distance on foot with quite the heavy back bag

but then I realized it doesn't matter!
as long as there are no creatures near by I can move at lightning speed!

and that was when I realized that I'm dreaming...
and that I should stop playing adventure mode before going to bed
>>
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>>146779939
Works fine so far on Arch, I'll test more later.
>>
>>146788017
>lizuk stares at the result of the battle, but does nothing
>he just stares for hours, doing nothing, he doesnt display any job
>Eventually he goes to his house, eats some cheese, drinks some wine and reads one of the books I placed there for him.
>Although i checked his thoughts constantly, only a,´´hasnt felt anything during combat´´ message was placed.
>Its almost like he didnt see the killing of his family.
>but he actually did
>His brother-in-law came to his house to talk.
>If you didnt know, if you press J while viewing dwarve´s jobs, you can see what ´´involves´´ those jobs.
>More exactly, when I checked the ´´tell story´´ job on lizuk towards his brother-in-law, it says that he is telling him about the killing of his wife.
>Surprisingly, the in-law eventually gets ´´stricken by melancholy´´ and dies, but lizuk doesnt flash any type of madness.
>he shows the ´´meditating about suicide´´ thou, Although i feel like that was a sad coincidence.
>years pass. A vampire pandemic infests the fortress, and I feel in need of making a purge.
>eventually, only 30 dwarves remain, lizuk included.
>Hasn´t done any job since the day his family died.
>only periodically work as a hunter
>From one of those sesions, he gest a pretty bad wound, nervous tissue, so he becomes a paralitic, in bed all day.
>A bunch of boring shit happens until the final day of the story
>A necromancer appears, brings his zombies but reanimates half of the dead fortress.
> by that point I know everything is fucked, whats only left is watching how will it actually be
>The siege lasts more that i have expected, (it was after the zombie nerf release)
>lizuks family gets resurrected, and how the laws of casualty and/or the more-complex-than-we-know dwarven psychology dictates, they go after lizuk, whos still resting in bed.
>I manage to look at lizuks thoughts before he dies, mauled by his family and daughter
>He sheds the first tears he had in 120 years
>>
>>146791183
holy fuck lad

that ending is fucked up lol
>>
>>146789707
How does changing the name of an object make the game run faster?
>>
>>146792605
Because you're not?

Generic materials makes it so that instead of, what, 400+ kinds of bone, skin, etc., they just produce a generic version. So instead of alpalca bone and llama bone and monkey bone, you just get bone. Normally this is most important with stone, but it gets real problematic when you get to cities and so forth and there's a bajillion types of bone ear rings and so forth.
>>
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>punch some warrior in the head, bend their head so much it shatters the spine
>they're disabled from the neck down
>bite their lower arm
>bite their neck
>have the option to shake lower arm with upper teeth, and neck with lower teeth

Jesus christ how horrifying
>>
wouldn't be a problem if toadus actually made the different kinds of bone have different material properties
>>
>>146792936
>Because you're not?
But you are. You're literally just renaming llama bone rings into bone rings. If the town has 50 llama bone rings in it, it will still have 50 bone rings that are known to the game and being uniquely tracked if you're using the mod. Generic materials only unclutters lists, it doesn't do anything to mitigate the number of objects being tracked by the game.
>>
>Forgotten Beast arrives
>FPS: 1 (1)

What did I do to deserve this?
>>
>>146797197
1/4 1/4 1/4 1/4 1/4 1/4 1/4 1/4
>>
XX apple wood bump XX
>>
>>146676697
d-T
ur welcome fampai
>>
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>>146787037
Ok seriously, iv tried burrows, they flat out refused to enter the room.
Tried move order, only 3 went in.
Tried schedules still no luck.

How do?
>>
>>146802073
d-c-W
>>
>>146796672
>You're literally just renaming llama bone rings into bone rings.

Nope. Its literally 'just' replacing hundreds of different materials with a handful.

>Generic materials only unclutters lists,

And makes the game run drastically faster, since there are far fewer materials. I'm somewhat surprised; you're literally the first person who (I assume) plays DF who can't seem to grasp this stuff.
>>
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Does world size have a major impact on FPS?
I don't really want to give up large worlds for 1-2 FPS but I will if its significant.
>>
>>146804617
this

in a game consisting mostly of ASCII characters cutting that shit off would speed it up
>>
>>146804993
In game? I'm not sure. However, large worlds or ones with long histories take fucking forever to elapse through the two week lapse when starting an adventure or fort game.

BIG
DWARF
WORLDS
TINY
ELVEN
FORESTS
>>
Why do you guys play a game moving letters and numbers around?

Can't you affoord an actual computer? Can't you affoord an actual game?
>>
>>146806001
df is surprisingly resource intensive for being done in ASCII

if it were done in actual rendered 3d models and shit there's probably not a single machine on the civilian market that could run it

dem histories mang
>>
>>146806001
never underestimate the power of autism
>>
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>>146806001
>>
>>146806001
And what kind of games do you play, Captain Autismo?
>>
>>146806367
>>146806198

I want /v/ to leave.
>>
>>146806001
>calling a procedural story generator a game
>>
>>146679632
JUST ENGRAVE THE WALLS
>>
>>146681210
it's shit, stick to 32bit
>>
>>146806581
Its several kinds of game.
>>
>>146681210
It's the same thing except you can now embark on huge regions and have your FPS die even faster.
Truly a great improvement.
>>
how can you autists play without a non ASCII tileset
>>
>>146808454
I like to use my imagination. I'm not such a fucking autist that I need PRETTY! PICTURES! or else I freak out like you.

Why don't you run along now and play that Swedish cuck simulation game, Call of Duty I think it was?
>>
>>146808678
i don't care about pretty pictures and often use my imagination anyways, it's just hard to remember what anything is with ASCII
>>
>>146808954
I take it you haven't been playing long? First it helps to have a nice ASCII-like tileset (ie Taffer), but also you just start naturally recognizing the shapes/colors as whatever they're representing. Just use 'v' and 'k' a lot while you get familiar. I've been playing a long time and still look at what things are most of the time. It's also nice to get a brief description too when applicable.

I think actually the picture tilesets look really terribad. As soon as you make that jump from symbolic representation to trying to visually approximate the thing, you really have to amp it up with animation and loads of individual detail, or it looks like 80's-tier garbage, dumb little pictures jumping from cell to cell on a grid.
>>
>>146808678
what does cod have to do with swedish cucking

i don't get it
>>
Heat of the stone.
>>
Do tavern guests even do anything besides being mercs and poets? What is the difference between an elf or human poet, and just using one of my dwarves as a performer/poet?

I want to set my tavern to citizen oinly so I dont get 40 visitors per minute
>>
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>Want to make a world with lots of towers
>Adv Custom map keeps making great worlds
>only 2-3 towers
>>
Guys i have a ghost problem. IDK where the body is nor do i know how to get rid of the ghost. I assigned a coffin room to the ghost but he's still haunting my fort scaring the fuck out of my dwarfs. Wtf do i do????
>>
>>146814157
who you gonna call
>>
>>146814157
slab
>>
>>146813634
Raise civs number.
>>
>>146814434
kk how do i do it? It wont let me assign the slab to the dead dwarf? Do i just place the slab in the same room as the coffin?
>>
>>146814843
read the goddamn wiki, its all there
>>
>>146814843
>make slab
>check wiki entry for either ghosts or slabs
>>
>>146815912
Its not well written.
The first time I read it I thought I had to make a large tomb for each dead dwarf.
>>
>>146816003
Slabs are buildings which can serve as an alternative to a coffin in the event that a dwarf's body cannot be retrieved, thus preventing the dwarf from haunting the fortress as a ghost. Slabs must be constructed at a mason's workshop (Alt+slab) and require one stone.

In order to dedicate a slab to a particular dwarf, a slab must be carved into a memorial at a craftsdwarf's workshop by an Engraver (using Alt+s:Engrave memorial slab). The engraver will retrieve the slab and engrave it. After it has been engraved, the slab may be built from the building menu under Alt+s. In order to prevent placing slabs which have not yet been engraved, make sure to expand the list when selecting which slab should be placed.

Learn to understand what you're reading. Don't just skim the text.
>>
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>>
>>146816528
>great axe
>>
>>146817009
>axe
>>
>>146813634

Do you have a source for that image, anon? I managed to follow the trail a little but the only Pixiv link I can seem to find is dead.
>>
>>146817575
http://ctrlv.in/777933
>>
>>146817009
Yes?
>>
>>146816159
My keyboard doesn't have a slab key what do I do
>>
How fleeting Page 10 is... Begone fear!
>>
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>>146818920
+/- moves the menu up and down.
Unless it doesn't.
Then / and * move the menu up and down.
Unless it doesn't.
Then the arrow keys move the menu up and down.
Unless it doesn't.
Then W/S moves the menu up and down.

What i'm saying is this game has the most retarded menu system in video game history.
>>
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>>146820174
Menu overhaul
WHEN
H
E
N
>>
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This guy pondered scraping over 5 years.
>>
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Post your world size /dfg/
>Small
>>
>>146766427
No. That's like saying 1 foot is twice as long in Russia as it is in America.
>>
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>>146814157
>Returrrrrn the slaaaaaaab!
>>
>>146821629
>Very Large
>>
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>>146822053
>>
>>146816159
Thanks i figured it out

>>146818920
Its not marked, you just have to go to the dwarf workshop and click "engrave memorial" and select the name of the fallen Dwarf.
>>
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There's something about 64 bit that stands out to me.

65x65 world, think it was 15k pop cap, lots of sites and civs and shit, usually by the time it gets past 200 years it starts to take several seconds per year, just now it was rolling over at a second a year or less all the way up to 300.
>>
>>146767963
Unless you make a turing capable AI that can interpret the intentions of a programmer then rewrite the entire project using actual coding standards instead of it compiles let's go regardless of the performance cost Toad man will never both finish his dream and have it remotely playable. Volunteers and hell, anyone he brings in is a massive theft risk. And even outside of that, as he's said, the more people you bring in the more time he loses tard wrangling, him having to learn how real programming is done, and bringing them up to speed on a spaghetti abomination that is held together by dried mountain dew. That he can apply much higher mathematics than your average joe is nice but it doesn't matter cause all the shit code he's done in the last decade shits it all up.

>>146768195
And if anyone he's dedicated the source code to in his will shares it they're going to have the same thing I said. They either have to pick the entire thing up and dump it in the trash can or they'll be autists about fixing it up and 90 years later they'll die unsuccessful and the cycle will repeat. People that are enchanted by it should make it now because getting the DF source will be useless to them.
>>
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>>
>>146826043
i dont get this meme
>>
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>>146823902
Same settings, same seed, everything in both worlds, 32 bit and 64 bit worldgen, started, let run for three minutes, here's the results.

32 bit started: 11:21:30, hit stop 11:24:30, finished 11:24:45 on year 184.

32 bit pops:
>56349 Dwarves
>30427 Humans
>48514 Elves
>11572 Goblins
>3913 Kobolds
>Total: 150775


64 bit started: 11:27:30, hit stop 11:30:30, finished 11:30:36 on year 186.

64 bit pops:
>59593 Dwarves
>33106 Humans
>42689 Elves
>12330 Goblins
>10884 Kobolds
>Total: 158602

~8k more units, a couple more years in the same time period despite that, just a small test but still interesting I think.
>>
>>146826151
That's what a 3x3 staircase looks like, Anon.
It looks stupid.
>>
>>146769342
He has a doctorate in math, not programming. And the programming he's done is hobbyist level. When you make a massive project at hobyist level what you get is a massive inefficient spaghetti snarl. The larger it gets the more you need to just throw it away and start over because fixing it up to actual standards and doing shit that isn't incredibly laggy will take longer than just starting from scratch

>>146770532
It's just hard work.

>>146771185
Use custom names and professions with a slightly wider job spread than you usually would have done. If you even use a vaguely functional system it moves slick.

>>146771771
Nope. Just like before.If you're supplying your own soldiers then you don't have to put up with poets squatting for 2 years.

>>146771495
>tfw toady will never make that mod an init config
>tfw toady will never let us specify how much of a trade good we want caravans to bring
>tfw we'll never be able to pay embark points to set a trade contract before leaving the mountainhome

>>146776930
>>146778321
Cause it's not polished so it'd just be disappointment. Give them the token in entity default that lets you play them. It's a 1 minute change. That's how we got kobold camp and all the other nondorf fortress race mods.

>>146782139
Yes. either find masters or your own soldiers after retiring a fort. Or accept that they're just projectile bait

>>146782435
Dig greedily, dig deep. Make a zoo with each type of cavern:3 monster. Tame them to the highest rank. Capture as many FB's in a FB zoo as you can.
>>
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Whats better for killing zombies, removing the head with a sword/axe, brain stabbing with a spear, or head smashing with a warhammer?
>>
>>146827893
Spear a shit.
Having a good amount of wrestling skill, good armor, full leather or silk clothing padding, and having enough dorfs that they don't get isolated and killed from swarming.
>>
>>146827893
No necro around: remove the hands or head, whatever is easiest, should put them down.

Necro present: pulp the heads until you can go kill the necro.
>>
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Haven't had a siege with more than like 5 dudes in years since like 34.xx or something. Good to have it again. Shame I had to overextend cause a bunch of miners and haulers were in the bottom of the quarry at the top left and got spooked into the surface. Not seen is about another 30 goblins on the cliffs that we immediately fall off of.
>>
>>146829801
what am I looking at here
>>
>>146753535
Who's the guy in the cape?
>>
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>>146830108
Well a force of some 20 trolls, 5 beak dogs, 80 goblins showed up to siege on the 1 tile cliffs on the north.

There's an 80 z-level quarry in the top left that also has the entrance to my fort like 4 z down. Miners and stone haulers were at the bottom of the shaft. I stationed 10 dorfs at the depot entrance above the goat pasture while the bridge was raising and 20 dorfs in the proper entrance to the fort and activated my burrows

Goblins slowly filtered down the cliffs to shoot at rhinos. While coming back from the quarry, some of the miners and stone haulers retarded fled up the ramps and at more goblins instead of taking a right and going down into the fort so I had to move my 20 entrance dorfs to the surface where they were constantly shot at from ~30 bow/marksgobs. Once they were above ground, my marksdorfs were shooting at them causing goblins to occasionally dodge off the cliff to get attacked.

Seeing enemies, more goblins headed to the top right of the cliffs to come down. This slowly drew the melee dorfs that way while marksdorfs stood still, still shooting at and causing goblins to dodge off the cliff but now they didn't have cover.

I sent my depot squad over to provide cover and it helped save most of the marksdorfs for a bit until basic dorf retardation drew them to the cliff entrance where there was a high concentration of stacked goblins and beak dogs. they generally kicked the shit out of the goblins but thanks to force carrying through more, the steel armor didn't do all that much for them so they slowly accumulated breaks, tears and other disabilities until it was a big cuddle puddle of incapacitated dorfs around the ramp up the cliff. I simply didn't have any more military to send to cover them as I still have my pop cap on so I couldn't afford to get more dudes. Then they got ran over by more gobs and now trolls coming down. We killed a bunch but numbers simply won out over 30 mostly master+ dorfs in steel armor.

cont
>>
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>>146831162
Highlight was my last hammerlord who was holding the entrance to the quarry against a good bunch of trolls and goblins retreated down the ramps instead of onto the floor or into the fort then dodged off the ramps and splattered 80z below
>>
>>146831308
Psheeeooo Kersplat!
>>
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>Solid above
>Solid below
>Essentially slipped on nothing in the temple doorway and shoved his ribs through his lungs
If you didn't want to live here anymore you coulda asked.
>>
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>>146833426
Just fuck my shit up.
>>
>>146833426
>>146833771
FUN
U
N
>>
Please post in here so mods know this is the rightful /feg/. The other one is full of faggots who refuse ot accept #FE as a fire emblem game.

>>146821579
>>146821579
>>146821579

>>146821579
>>146821579
>>146821579
>>
>>146833876
will you fuck off already
>>
looking for a .43 graphics set or tileset that is colorful and easy to read, like Jolly Bastion.

Problem is Jolly is still .34
>>
looking for good texture pack
>>
seeking tile set, preferably a nice one
>>
want texture pack now
>>
>>146835194
It's been 8 minutes. Fuck off
>>
>>146835320
8 minutes is a long time you god damn dirty doublecrossing pickle-suited

NIGGER
NIGGER
NIGGER
>>
>>146834734
this is my only post, ive been lurking since.
>>
>>146834774
>>146835152
>>146835194
Also these ones are mine too
>>
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>>146834734
scratch that request, i was looking in my DF folder and found pic related

Did Comfy HD anon ever finish and post the tilesheet?
>>
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>Ettin arrives
>Tackles goblin off a cliff into a pit of dismembered goblins, trolls, and dorfs, fucking himself up in the process.
Feels bad man
>>
>>146835843
Don't think so.

>>146837973
Wanted to catch it?
>>
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I think I'm gonna be sick but I don't have alternatives.

In other news, 4 of my 5 bards applied for citizenship and after they finish helping setup I'm gonna armor and throw them into the werehorse den to see if they can survive 2 days to join the cult of werehorsism.

>>146838642
Anything really. A goblin lasher killed him while they dueled halfway up the side of the cliff. It's pretty unsatisfying how it went.
>>
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>first fort after long hiatus
>oh toady put in weremonkeys? neat.
>went down like a bitch but only after biting 5 fisherdwarfs
>28 days later
>OH MY FUCKING CHRIST
>THE BABY TURNED AND ATE THE MOTHER
>YES.YES.THIS IS WHY I KEEP COMING BACK.
>THIS IS THE FUN I HAVE BEEN LOOKING FOR

>reclaim fort
>The Reputation of Caskets, a local government with the intent of giving the fallen fort a proper burial
>symbol is The Eternal Conflict, a Dwarf, A Weremonkey and a coffin. The Dwarf and Weremonkey are in conflict and the coffin is burning
>new civilization employs legendary engravers making the Royal Dining Hall an artificial battle/slaughterhouse forever immortalized
>countryside overrun with were-beasts, marking one night a month with absolute slaughter
>new cults and traditions I unwittingly start begin influencing the culture and architecture of the old fort
>like not taking any chances with any wounded after an incident, locking them in the hospital until they turn.
>Not taking any chances, let them kill each other and the helpless bedridden because if I lose an elite-dwarf to a bite during a purge it's fucking over.

until the FPS is just too unbearable to go on, so you start another fort and the cycle continues.
>>
Are female dwarfs fit for military service?
>>
>>146839157
are male dwarfs fit to shovel shit in the mines
>>
>>146839229
No, that's for female dwarwes.
>>
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>Visiting mace dwarf gets in an argument with a visiting goblin spearman
>Dorf throws a suckerpunch
>3 pages follow of the goblin spearman railing the mace dwarfs asspussy
>The goblin lets him go after he begs
>mfw the dorf bitches to the mayor about it

>>146839157
Yeah. If you're sufficiently busy they rarely pair up and even if they do it's pretty hard to get a tantrum spiral in the recent versions so so what if kids get skewered. If you wanted to minmax, you'd only have them in civilian jobs or safe marksdwarf assignments. After they marry and have a kid you can just chuck the husband in the army.
>>
General dwarf question about what everyone thinks about a certain subject.

Dwarf cooking. Do you think when they're roasting something or smoking something or just generally cooking something, I reckon, that they're complete and precise? I imagine them just splashing some alcohol in, adding in necessary spices, just "measuring" it in their hands.

Now, I know baking is a precise thing (most of the time), and I'm just curious about what you guys would think about it since it's never really brought up in any dwarf... anything.
>>
>>146839157
Female dwarves occasionally carry little meatshields that give them a bit more survivability than the average male.
>>
>>146839652
Hand. Measuring came about as a result of neet casuals who wouldn't help in the kitchen. Hand measure lasted for thousands of years.
>>
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Oh god.
>>
Any major changes since introducing taverns and libraries in Fortress mode?

I mean I'm gonna read all the patch notes right now, but a nice short summary would be nice.
>>
>>146840253
Despair is prohibited.
>>
>>146840253
Nothing too major I think.
>>
>>146839660
>>146839472
I would only use male dwarves as soldiers because the females can't keep their stubby little legs closed. HOWEVER, 90% of immigrants have been female and I haven't been able to fill a single squad after 5 waves.
>>
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>>146840492
What do legs have to do with it? Dwarven reproduction is like cuttlefish, except with beardlet transfer instead of tentacle bits.

>>146840253
Armor takes damage now, you can assign all sorts of shit through the manager, most of workflow has been implemented into the game now, lots of adventurer shit which spills over occasionally into fort mode, campsites where you can build shit in adventure mode, they're buggy when you put a fort on them though, sadly, as I wanted to use them as a proto-fort in some cases, masterwork trading bug fixed, pain calculation was rejiggered, various other bugfixes.
>>
>>146840492
Just use a tavern. You get a shit ton of mercenaries you don't care about. Andi f you hang onto the bards for like 12 years they can become full citizens you can toss into squads
>>
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>>146840253
>>
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>>146841857
Here's an updated version
>>
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I think I found home
right at the border between good and evil
>>
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What the fuck? How?
>>
>>146843472
That's a known bug. Get another dwarf to cut it down, but be careful as that dwarf may get stuck too.
>>
>>146843472
Build a stair or cut down the tree. Stair is safer.
>>
>>146842783
oh wheres the mention of 64 bit release?
>>
>>146843472
>>146843657
Might be better to build some stairs.
>>
>>146843863
>>146844312
>safer
Do you fucks even !!dorf!!
>>
>>146844218
It's not released yet officially. But if it soothes your mind, it's already drafted in my Illustrator file.
>>
>>146844509
A dwarf having a log fall from one z level above is deadly, now a dwarf falling that far can result in being put through the dwarf medical system which was bugged up until 43.04 because of a fucking typo.
>>
>>146843106
Nice, dig right to magma and just make porcelain and earthenware all game.
>>
>>146844509
>The dorf has been hit by the spinning log
>The dorf has been struck down
Well I guess?

>>146844669
It's still fatal cause they'll gladly fuck off halfway through treatment when they can walk again. Infections sets in and that's that.
>>
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Think he's gonna kill himself?
>>
>>146844864
Sounds like using magma is a more ideal form of medical treatment, now only if there was a more safe way to aim for the right limb.
>>
>>146844593
it might as well be official, it's stable as fuck

I couldn't get it to crash with a 16x16 embark
>>
>>146845216
Only problem is that he can't get it to work on linux or mac yet.
>>
Kind of feel like killing myself. Pick a gimmick for a next fort or an animal to tame and breed.
>>
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>Dorf's been removing a single wall for almost 8 days now
>at 19fps
>>
>>146845303
In the hot wet jungles where giant elephants and other animals are. No sealing yourself from the outside world with drawbridges be a dwarf and just fail at building a wall in time.
>>
>>146845696
Looks like elephants are Any Tropical Forest and Tropical Shrubland. That fine?
>>
I have STRIKE THE EARTH paralysis. I have the perfect embark to match the perfect challenge (all civilizations except gobbos, this is the dwarven last stand) and I have totally shit layout.

How did you guys structure your farms in agriculture to be aesthetically pleasing?
>>
>>146845937
Get inspiration from real life architecture. Fortresses, medieval city layouts, mesoamerican temples, etc.

Alternatively, look at geometric shapes, patterns, etc.
>>
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Put 14 steel armor and leather clothing dorfs in with one were horse. 10 dead, 4 knocked out, werehorse doesn't give a fuck. At least vampire forts were easy.

>>146845937
I do a 3d version of those old wheelspoke towns with the least valued shit on the outermost. Don't worry too much cause it's not a big deal.
>>
>>146845258
Works on linux, just osx needed now.
>>
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Well that was rather fun seeing dwarfs getting killed by an Adamant Lion.
>>
>>146847681
That combat log was beyond horror, the fight just seemed so real apart from the last part with it having to destroy the helmet then the piece under it.
>>
I'm playing a world gen where every single civilization except goblin has been dead for centuries, the land turned into terrible endless badlands for a forever war between powerful reptilian-demons and their endless goblin legions fighting over dirt and dust.

Only for a handful of dwarfs (and the hard-coded two migrant waves) have managed to take what could be the last of true civilization underground.

Without any outside caravans or native iron, the Fortress Duskgrave is essentially a speak-easy. It's architecture intentionally built into the caverns to avoid scrutiny from the world. Using traps and guile to throw off any goblin siege wishing to finally bury the hatchet in the last of their ancient foe.

And the goblins should hope for such a thing, for in Duskgrave something may yet stir to challenge the goblin horde. Armok knows that his faithful are furious and are not content merely to hide forever...

Tossing up whether to play the LONG game and build up the population naturally from the 15 or so I will have after the last migrant wave to a 200 strong rebirth. Or just to fucking Solomon option the countryside with red hot magma.
>>
>>146847681
What mod
What tileset
Doesn't look like grimlocke's weapon & armour mod. How does it compare?
>>
>>146848886
Surely both are possible.
>>
>>146849094
Of course.
But fuck me I am loving this AESTHETIC.
The harbingers of the apocalypse have never looked so good.
>>
how does an ASCII procedural story generator only run at 1 FPS during world generation
>>
>>146849663
autism
>>
>>146848886
Long game is fine. long as you keep your fps up and the population bored long enough to pair off.

If you have any weapons grade metals you're fine

Otherwise, if you built your entrance right, wood dodge traps into chasms, stonefall traps, 10 xbow traps, bait animals and wood doors to help shit along, and lots of wood/bone bolts from legendary marksdorfs can get you dat fukken goblinite. Obsidian swords will let you shoot up cavern wildlife albeit riskily. If you modded your entity raw to allow bow crafting use bows instead for sword cross-training you're better off. You also have your near guaranteed adamantine. If you're a faggot, some degree of drowning trap/cage traps to strip the first 200 or so goblins/minecart grinder/cave in's to blast goblins into a chasm gets you going.

If you're an absolute madman, you can trap, tame, and breed a fair bit of hunting/war creatures from the caverns and do other shit like the ol' pressure plate cage of 80 cave crocs in a 2x2 room trick.

>>146849663
It's calculating all that shit. Spheres of influence, pop growth, abstracted goods, fights, all the decisions shits make and how thta impacts.
>>
>>146849663
It generates EVERYTHING
Commoners getting into a squabble?
Roads being made?
Man falling down and dieing?
all generated
>>
>Constant stream of soldiers
>Just realized I can armor up my native then constantly drop the rest into the ground for medical practice
Oh baby
>>
will my dorfs ever train with the iron weapons i made them or will they always take a random training weapon? Im still trying to figure Army stuff out
>>
do ghosts ever go away themselves
>>
>>146826159
how do you get so much evil?
>>
>>146853163
no, just engrave and place a slab with their name scribbled on it if you can't find the body
>>
noob here, has anyone ever gotten out of age of myths?
>>
>>146845258
too bad for you linuxcucks then
>>
>>146853739
Yes.

Its not worth it. All the other ages are inherently less fun.
>>
>>146853739

Yes, but usually you need a long worldgen or low number of beasts. if beasts basically eradicate most of the civilized life in the world early in worldgen, or you have many islands, then they wont be able to be hunted so well, and it will stay in age of myths I usually increase the beasts to 1024 so I'm almost always in age of myth.
>>
>>146852630
Give them iron weapons under uniform
>>
>>146854042

More necromancers and tombs though, and potential for larger cities.
>>
>>146854147
There's no direct correlation.
>>
>Nobody my werehorse fucked up got infected
>Tried again
>They're all dead
https://www.youtube.com/watch?v=4gO7uemm6Yo

>>146854295
This. Current year, for more time for someone to get the secret, is more important
>>
>>146854427
Its much easier to just have an adventurer get infected and run in and bite everyone you want infected once on the ear.
>>
>>146854295

There is a correlation, because more time passes, more corpses amass, more monarchs die and have tombs built, and more necromancers are trained.
>>
>>146854715
Then by that metric, I, who enable tomb making on dorfs, kobolds, elves, and goblins should be swimming in towers and yet I only have 2 on a small world with 12 tombs and a bunch of civs. What's your source?
>>
>>146855131

I didn't say more towers. I said more necromancers.
>>
>>146845696
>>146845818
RIP. the tropical belt in my world lacks any forest or shrubland they could be in.
>>
>>146854715
Age mostly correlates to... how few megabeasts there are. That's about it.
>>
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>>146855591

ur wrong
>>
>>146855740
http://dwarffortresswiki.org/index.php/DF2014:Calendar#Ages

Here ya go, educate yourself
>>
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>>146855954
>>
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>>146856356
>>
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>>146855591
>Being wrong
>>
>>146856356
Shit nigga she's like 10. Why she only got an ass cape on?
>>
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>>146857142

Get out.
>>
>>
>>146857106
You can read the criteria on the site.
>>
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>>146857270
>>
>1x1 embark to s a scorching tropical savanna
>giraffe's immediately spawn
>well okay that's no probl
>One of my soldier dwarves immediately berserks then gets crippled by the other founding 6
>He's gonna die of dehydration long before I can smelt ore, forge picks, and find a cavern with water
>>
noob here. what happens when you dig all the way to hell?
>>
>>146858134
Just find out yourself.
>>
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>>146858134
>>
>>146695219
could you post the sheme on pastebin?
>>
>>146854064
>I usually increase the beasts to 1024 so I'm almost always in age of myth.

Almost everyone is almost always in the age of myth. It's a bug. It was a side effect of Toady's hacky fix of the attackers-always-win-after-worldgen bug.
The only way I've seen to reliably change ages, even in very long worldgens, is to increase the civ count to an absurdly high number. You'll end up in an Age of X or an Age of X and Y, with X and Y being whichever beasts go on a kill streak first in worldgen.
>>
I wanted to get Towns of Gnomoria but they have both been abandoned.

Am I right in assuming Dwarf Fortress is a better version of those games and I should just play it instead?
>>
noob here. will cutting down a tree provide one log or multiple?
>>
>>146858134
If IRC then you can fight advanced hellmonsters that just pop off armored trained fighting dwarves like popcorn. If you wall off the caverns once open, then a collection of devils and demons sits on the far side of the wall and grinds your FPS to death.

Oh, when did I ever see that 20 years ago?
>>
>>146858560
Get fucked you spineless tit.
>>
>>146858134
First you have to try to find the right location, some places you dig down but it just stops.

If you adventure mode, then walk in to a goblin tower (don't have them kill you) and just walk down the goblin's accessway. to Hell.
Uh fight the devil.
>>
noob here. if i butcher a yak ill get yak meat right or just meat?
>>
>>146858560
Cut down a tree and find out.
>>
noob here. if i kill a lama will i get lama bones or just bones
>>
noob here. what happens if i mine siltstone?
>>
>>146848886
Cool story dude
>>
>>146858682
>If IRC then you can...
Why would you answer if you don't know?
>>
>>146858876
Llama ghosts.

>>146858956
Silt.

I like this, I want it to be a meme.
>>
noob here. does smelting iron need any coal?
>>
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>mfw a puppy or kitten gets killed
>>
>>146858682
Sometime, I want to install a water sprinkler in the basement and try to use an adventurer to solo the demon rush.
>>
>>146858494
well...yeah, it is
It will take some tme to get into it but it'll be worth it in the end
>>
>>146859507
build a shaft from the top of the cotton candy to the surface, build an automated obsidian cave-in and pop it open.
>>
>>146860030
You mean using a cave in to kill them? Well sure but I mean it would be the greatest single combat challenge in the game to fight them so I'd like to see it done sometime.
>>
>>146860141
Eh, it pretty much goes you can outrun them and you kite them 420erryday with bolt throwing, or you can't and eventually you get push exploded. It's even worse in the recent versions cause armor and padding clothing is no longer a safety net against blunt force.
>>
>Take a metal crafter
>My deep metals are galena and tetrahedrite
>>
>>146859930
Juat downloaded the pdf in the OP, fucking hell 232 pages

Should I slow through as much of this as I can sit or is there something a little faster you'd recommend?
>>
>>146860235
Ah, I see.

I wonder if a weremammoth could handle them?

Also in the new version I know you can craft armor fitted for humans, can you do that for any arbitrary creature?
>>
>>146860642
>he fell for the manual meme
Just read the quickstart guide on the wiki. Follow it as closely as you want, deviate from it at your whim. It will teach you the basics. Use other wiki pages if you need to fill in the gaps. That guide is both incomplete and outdated, and probably shouldn't be in the OP at all.
>>
>>146860642
https://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/ is the website i read while playing.
also
>read the wiki
>trial and error is FUN too
>watch some videos
and start with the lazy newb pack and enable graphics
>>
new player here, what does the / in the legends menu mean? (example 1000/2000)
>>
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>>146859476
I have a bunch of tabs opened and forgot this was /dfg/ for a second
>>
>>146860968
Eh, maybe? But you have a good chance of there being a fire breather and that's it bruh
>>
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>>146861425
>>
>>146862847
wut
>>
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>Planning on a cav:3 fort for earthenware, tamed cavern monsters and cavern goods theme
>Cav:3 is so fucking dense it's shitmine
>Still has 4-z openings
>Gonna have to mine it out
>Then flood it with cav:2's lake
>Even after I flood, it'll need a year for plants and 3 years to start yielding wood
>And before I do that I still have to take my caravan ramp through a giant fucking lake detour
>Lowered the gobbo siege req and took platinum on embark so pretty much after 1st caravan there's a siege on the way and I don't have time for this shit
>Oh and my deep metals are gold, galena, and tetrahedrite
Why even live?
>>
>>146845109
>She feels >satisfied while crying on somebody in charge

Fucking chad fuck off
>>
>>146863221
>lowered the gobbo siege req
How?
>>
>>146863221
You probably won't get a siege from gobbos before you're ready for it, dude. They have to traverse all the way to your fort.
>>
>>146710896
>>146723959
This game will die from feature creep, and the game approaches 0 fps with each added feature.
>>
>>146863991
entity tokens

>>146864258
Last time I got them winter 2 I believe. They killed everyone who wasn't way out of the way then fucked off.
>>
Noob here. What happens if I unpause the game?
>>
>>146865121
this meme is gonna hurt a lot of new player legit looking for help lol
>>
>>146865121
fun
>>
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What do you eat while dorfing?
>>
>>146865382
Yak meat
>>
>>146865382
His dignity.
>>
>>146865382
I put a latex glove on my mouse hand and tear in to a whole roast chicken
>>
>>146797197
What mod are you using to make your tileset look like that? Is it just changing the font?

I'm looking to get back into dwarf fortress and I definitely don't want a graphic tileset but making the ASCII pretty like this would be great
>>
>>146866298
According to him he's using a changed color scheme

Anonymous 06/26/16(Sun)13:38:26 No.146695219 â–¶
>>146694728
It's vherid dark sand, with LCYAN and LMAGENTA replaced with the ones from two other vherid sets. I'll probably replace the LMAGENTA with another one at some point.
>>146694529 was from my old computer and was using a different vherid color scheme, but I can't remember which.
http://www.bay12forums.com/smf/index.php?topic=89856.0;nowap

http://dwarffortresswiki.org/index.php/DF2014:Color_scheme
>>
>tun alasmackarydoo has been crowned queen!
>under civ: queen tun
>nothing else

Goddamnit. Before a single migrant wave.

I'm not getting migrants or caravans, am I?
>>
>>146866754
Thanks for the information! I've already got my colors set, so what I'm most curious about is the actual font/tileset he's using because it looks so smooth and aesthetically pleasing.
>>
Well, I made a castle and village on the surface. It was nice while it lasted, but surface forts are a mistake. I will wait until masterwork has playable humans before trying it again.

>one flying web spitter
>>
How many bucks do you get for a superior wooden spiked ball?
>>
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Do migrants only come from your civ, or will they come from neighboring sites as well?
>>
>>146868264
Many Brouzouf.
>>
>>146867820
You'd be surprised how many people say that about the default tileset with a nice color scheme.
Regardless, check out the tileset repository on the wiki, you should find some simple ASCII set with diagonals.

I recommend Taffer or Anikki though.
If you're looking for a different style, check out wanderlust, Duerer, or CLA.
>>
>>146867040
Welp, doesn't matter, a lone necromancer snuck past my defenses and after raising all of my dorfs upwards of seven or eight ranks in fighting, striking, and wrestling, they all got choked to death by mule hair.

So, yeah, that was cool I guess.
>>
>>146868264
just dig to some sand and make green glass discs
>>
>Take 5 platinum ore and 15 tetrahedrite
>Turn it and the 3 silver bars into 37k for the first caravan
Hue

>>146868264
Read the wiki to calculate item base cost, material value, and quality multiplier.
>>
>>146867820
>>146868573

The one I'm using in my screenshots is >>146709723. It's on the repository, but the transparency is fucked in the png. The one I posted was fixed by /dfg/'s resident tileset tweaker.
>>
Can I geld female soldier dwarves?
>>
>>146869912
You can't geld female anything.
>>
>>146869792
Thank you so much for the information! I am going to have a lot of fun playing around and getting my colors tweaked when I'm home from work. (And then someday I might even actually play.)
>>
>>146869975
They do it in Africa
>>
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>>146868308
No one knows? The wiki is empty on this.
>>
>>146871843
Only your civ.
>>
>>146870423
Removing the clitoris doesn't prevent you from reproducing.
>>
>>146869975
I really wish we could. If you're gonna bring an incredibly skinny and weak with little fat [animal] that I can't easily cage, pit, chain, pasture or otherwise control we're gonna have problems.
>>
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Called it. Spring year 2
>>
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After you generated a world and built a few forts and what not, is there a way to accelerate time and generate more legends?

Maybe go 50+ years into the future?
>>
>>146873661
Not much other than to make a 1x1 fort with a tiny population (I still want to make a 2 adventurer fort) and with repeat jobs and just leave it on for a long time.
>>
>>146688306
I think the demographic is like 90% male, 5% female, 5% other.
>>
>>146876646
>other
>>
>>146724787
>adds naughty words to the language files
>doesn't translate them to dwarfish
I don't think you're autistic enough to play this game.
>>
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>>146876646
>5% other.
>>
>>146873661
>got me twice
god damnit
>>
>>146821629
thats the best top lel meme i have ever seen.
Stop giving me good things /dfg/
>>
>>146839652
well, given that when a dwarf cooks, he uses the whole unit of the ingredient, I always thought he just basically uses the same ammount of anything while cooking.
For example, a cake would be made by using a whole bag of flour, an egg and a whole bag of sugar.
I always thought about theirunhealthy nutrition as the reason for their crazybehaviour
>>
WERE ABOUT TO FALL OFF PAGE 10 MAKE A NEW THREAD :^(
>>
>>146876845
>>146876949
It is, though. I swear, I've seen more tumblr pronoun enthusiasts, transsexuals and actual hermaphrodites in the DF community than girls.
>>
>>146878838
I can believe a tranny NEET playing this game.

I cannot believe an actual woman playing this game.

The bottom line is: only a male brain can understand DF.
>>
>>146840198
>trolls fuckin using shields armor and maces

Didn't know this was a thing
>>
Why would soldiers carry around 2 units of food by default and only 1 drink? Shouldn't it be the other way around?
>>
>>146879648
Iv always wondered this as well. Why can soldiers only carry one drink?
>>
we hit the bump limit plz make a new thread
>>
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>>146880013
I.. don't know how
>>
>>146881702
>>146881702
>>146881702
Thread posts: 765
Thread images: 178


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