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/dfg/- Dwarf Fortress General

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Last Thread: >>146652018

I feel nothing.

>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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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!
>>
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First for removing elves.
>>
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>>146882375
Goblin master race
>>
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>>146882375
>>146882508
>Goblin Fags
>>
>>146882508
>the only goblins I've ever seen are visitors to my fort

how do i make these fuckers attack me
>>
>a vile force of darkness has arrived!
>close drawbridge
>they leave

Is it meant to be this easy or do I still need a military?
>>
I modded my elves to be 100% bi all the time and turned goblins into babysnatching spouse-converters who are all born male.
>>
>>146883153
>not making goblins all female and only steal male babies
>not making elves all sissy fags for dwarf cock
are you gay?
>>
I dunno what god I pissed off but he mad as hell.

>>146883045
Embark close to a bunch of dark fortresses and necro towers.

>>146883052
DF is as hard as you make it. Don't be a pussy faggot next time.
>>
>>146883293
>SS
>Wanting disgusting faggot elfs anywhere near your citizens
Are you?
>>
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>>146883503
>>
>>146883153
cuckgoblins don't work, you can't have a spouse converter civilization

or rather you can but it won't do jack
>>
>>146883612
It IS Tuesday...
>>
>>146883756
Maybe that explains why after I made the changes it keeps fucking rejecting every world.
>>
>>146883936
Yep. If you want mass cuckery, just set Night Trolls to 1000
>>
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>>146882880
>>
>>146884115
While the idea of making memeworld is pretty funny, I was going to use it for legends hoping to get some good drama out of it.

The bi elfs is just because that's how they should have been in vanilla anyway.
>>
Noob here. What happens if I press embark?
>>
>>146884751
You embark.
>>
>>146884487
>I was going to use it for legends hoping to get some good drama out of it.

1000 night trolls gets some pretty good drama.
>>
Noob here. What happens if i press create new world?
>>
>>146884845
You create new world.
>>
>>146883936
That won't cause rejections unless you've made goblins have a max age, made them the only playable civ, set the flag for playable civ required, and run worldgen long enough for them all to die off. Every rejection depends on meeting a rejection parameter that you control or failing to generate a feature that you specified in adv worldgen. "Goblins can't kidnap and rape" isn't one of those parameters.
>>
Noob here. What happens if I press Play Now.
>>
Noob here. What happens if i press fortress mode?
>>
>>146885051
I did also give both elfs and goblins a maxage, made goblins have to eat and sleep, and made a lot of adjustments to the advanced worldgen parameters. Guess I'll just have to swap the original raws back in and change things one by one to see which is causing total rejection.
>>
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>>146884845
>>146885142
>>146885380
>>
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>>146882880
>>
I'm tweaking appearances and other such raw elements, I never thought of it before now to give dwarves maximum broadness and elves maximum height.
>>
Word on the bay is that the horsefuckers have a porn mod they pass among themselves.
>>
i really hate using tilesets and I don't have to in any other game but for some reason I just can't get on without tiles
>>
>>146886789
And you care.. why?
>>
>>146887083
>I hate that I enjoy changing graphics in a single player game

>>146887165
I'm shitposting to bump the thread
though i wouldn't be surprised if that were true
>>
>>146887083
there's literally nothing wrong with tilesets

sometimes I'll go without when playing nethack or dcss because it's comfier but for something as complicated as dwarf fortress or cataclysm:dda it's almost a necessity if you just want to play casually (not using that as a pejorative)
>>
>>146887341
Oh, alright.
Carry on, then.
>>
what are some good relationship mods?
>>
>>146887893

My personal favorite is doing a search and replace for [CASTE:MALE] to become

[CASTE:MALE]
[ORIENTATION:FEMALE:0:0:100][ORIENTATION:MALE:100:0:0]
>>
>>146887893
whats are relationship mods
>>
>>146885440
Before doing that, try removing every "minimum required x" setting, increasing the maximum subregions all the way, and if you've increased the minimum cave size by a lot try dropping it. I'm not aware of any way raw modding can lead to rejections unless it makes it impossible for a playable civ survive worldgen.
>>
>>146887083
>>146887385

Everybody uses a tileset. The default ASCII is a tileset.
>>
>trap elven traders in depot whenever i can
>eventually get some twat asking me where they've all gone
>throw him in the troll pit
>no elf armies
JUST FUCKING ATTACK ME DAMNIT
>>
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>>146890505
Fucking tileset fags are the CANCER killing dwarf fortress for the rest of us!

>he ACTUALLY needs some form of visuals in order to play the game
Git gud at clairvoyance, scrubs.
>>
>>146890795
>He didn't embark near elves
>>
>>146892052
I wonder how long the habit of people not embarking near fuckers and wondering why they're not being attacked will continue.
>>
>>146892052
They're sending him caravans, so obviously he did.
>>
>>146892371
The caravans appear via magic if you're within 20 tiles.

The armies have to actually be generated as things that normally exist, and then have to make it all the way over.
>>
>>146892573
30 tiles.
Access for the purpose of trade or diplomacy and for the purpose of war are both determined by being within a 30 tile radius. If traders can reach you armies can too. If you provoke them to war, they will attack your site if you're within that radius and they have the population to do so. The fact that their movement on the map is simulated doesn't change that.
>>
0-4 play something else
5-9 Load my shitty surface fort and start a war with the humans to end it already
>>
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>>146891071
Trufax.

>>146853201
Magic.

http://pastebin.com/MyqscCa4
>>
>>146891071
>mods for a singleplayer game
>killing it
I suppose DFhack and Dwarf Therapist are also killing it? stupid puristfag
>>
>>146887893
pls answer>>146889305
>>
>06/28/2016
>We've posted the new development page with artifacts and myths. This is the culmination of years of work on Dwarf Fortress and our other projects which never saw the light of day. We've been playing around with magic systems for years, ever since DRAGSLAY.BAS, and are looking forward to finally being able to place the dwarves into a more meaningful, mysterious and exciting universe!

>We'll start in on an artifact release once the 64-bit versions are complete. We might get away with one release there, but the myth/magic dev items will almost certainly happen over multiple releases, and we won't get to everything on the first pass.

>Work on the 64-bit version is ongoing. So far we have a windows test version and a linux test version. Here's a 32-bit Windows version that should clean up some DLL issues. We should be almost through with Mac as well -- just need to clean up the sound library situation.

Dev page has updated!

http://www.bay12games.com/dwarves/dev.html
>>
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>>146899020
>Some buildings/items used to display artifacts (all modes)
>>
>>146899020
Oh man, I'm so gonna make nothing but adventurers that collect all artifacts of the world and build a display library on the highest mountain or northernmost point or deepest jungle of the world.
>>
>>146897220
That is some interesting site differences between the bit versions
>>
>>146899573
Isn't it? You can see several spots where a site is still present but moved, some where it fell in one but not the other, several that are just in the same spot but possibly different level of development.

>dev stuff
thermonuclearjizzbomb.gif
>>
The change log has me completely erect. Adventure mode seems like it will be way more fun.
>>
>>146899020
>ability to have diplomacy with divine/supernatural beings
Sorry satan, if you want more virgins, give us more gold
>>
>>146900828
wut change log
>>
>>146901282
he means the dev page, the list of planned features has just been updated with upcoming plans.
>>
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Worldgen holy relics
Conflict over competing artifact claims
Worldgen thieves directed toward new artifacts
Handle kobold site maps
Some buildings/items used to display artifacts (all modes)
Quest to retrieve, steal or otherwise obtain artifact for somebody
Quests can be taken by player adventurer or other characters
Artifacts as rewards for quests
Player's fort mode artifacts can be the target of artifact quests
Invaders can demand artifacts and leave with them
Ability to send a squad off the map to fetch a stolen artifact
AND
Handle the squad's tale upon return or rumors if the squad is delayed or doesn't survive
INVADING ARMIES WHEN
>>
>trying to make a well inside my fortress
>Needs open space
There has to be a way.
>>
>>146901893
[d]esignate a c[h]annel
>>
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>Hostility settings: No death or violence to regular settings to bleak and horrifying
>>
>Recognition of where artifact is placed by player and others

This will probably entail fixing adventurer sites enough that a tavern/temple/library will get visitors properly.
>>
How do I clean up vomit in surface buildings?
>>
>automatons and magical prostheses
>>
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>>146903597
>tfw I thought it said magical prostitutes
when will he add brothels and STD's to the game
>>
>>146903597
I just noticed that.

Dwarven fucking cyborgs.

Ermm... >>146905637 as in "fucking" the adjective, not "fucking" the verb.
>>
>>146905637
I'm like 90 percent sure there are porn mods for dorf fort.
>>
>>146905637
I could see it.
>dwarf walks into brothel
>goes to the office of a "performer"
>Attend Meeting
>Within the last month, Urist was ecstatic after attending a meeting in a fine setting, Urist was ecstatic next to a fine bed, Urist was excited next to a fine door...

You know where that's going.
>>
Can't wait, DF is going to finally be like a semi normal roguelike kinda
>>
>>146907596
Seems like its going to be even more detailed than before though. I thought most roguelikes were just "go to dungeon, kill the things, level up, get mad stats, die"
>>
>>146906001
I look forward to the science on adventurer self-mutilation.
>>
>>146907701
Yeah but the main things DF was lacking in was 1. acquisition 2. quests 3. magic.
>>
How do I make my dwarves store mugs/other cups in chests I've put into my tavern?
>>
This is hard to get into holy fuck but it's interesting
>>
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Last thread or the one before someone asked about pumping magma out onto a glacier.

The only safe thing you can say is that it gets weird.

This here is a glitched volcano tube where the caverns are exposed, the water freezes once it is exposed to the sky but the magma below melts it, so it ends up making really fucking weird results, like this spire of ice jutting up three levels above obsidian hanging above the SMR lava flows at the bottom.

>>146907910
Which I will do my part to contribute all sorts of awful findings to.
>>
>no monster hunter mod
>no mgs mod
>no stalker mod
>no doom mod
>>
>>146912370
Stalker is literally the only mod that would work
>>
>>146912778
You can add new kinds of Hellish fauna. Still very limited tho, but I can't wait for when they add the option of hellish civilizations.
>>
>>146901387
>Handle the squad's tale upon return or rumors if the squad is delayed or doesn't survive
This is beyond cool
>>
I'd like to see a [d]esignate "Ore" for mining or something, like if I discover a native gold vein I can designate a single tile and miners will dig out the rest of the visible tiles in that vein and continuing to designate newly revealed tiles of the same type, stopping only when it's all done or typical warm/wet/cavern cancellations.
>>
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Some of you may have been around a few months ago when I posted about the strange exploits of my fort's most accomplished doctor, Vucar Likotoddom, who was obsessed with climbing a pillar, jumping onto the roof of my jeweler's shop, and dehydrating. Eventually, after rescuing him from death 3 times, I made him a scholar and he started doing more sensible things with his time.

Now, a few fort-years later, his colleague Doctor Cilob Zonlelum is repeating the performance. Here is Cilob, sitting on the roof of the reading rooms with his pet duck Etur thinking about bandages.
I have no idea how Cilob got up there. I assume the duck flew. Luckily he's not hungry or thirsty yet, because we're too busy to deal with his bullshit right now.
>>
>>146913297
http://dwarffortresswiki.org/index.php/DF2014:Mining#Mineral_production_.28profit.21.29

You should read that section carefully.
>>
>dev page updates with tons of new shit
>general is still dead

rest in fucking pieces fellow autismos
>>
>>146915859
What new shit? 64bit?
>>
>>146914576
Fuck when was that added? I'm just coming back into df since .34
>>
>>146916039
http://www.bay12games.com/dwarves/index.html
http://www.bay12games.com/dwarves/dev.html
>>
>>146916159
Job priorities update in .40. Around september 2014, maybe?
>>
One dwarf has been possessed and suddenly around half my dwarves are working on "Construct Building" when I gave no such order.

What is this? I don't even know what to search for.
>>
>>146917872
Mandate.
>>
Does anyone have any good worldgens they like to go back to with some interesting features? Something like a holy/evil split with marble/metals/candy etc?

Do worldgens from previous versions of DF work with the newest version? I seem to recall reading in the current cookbook thread on the forums that they do not.
>>
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My fort has the gently-used clothing market cornered.
>>
>>146917872
BUILD THE WALL! MAKE ANVILFLAGON THE HAMMERFIELD GREAT AGAIN!
>>
>>146919496
Way back in the day I found quite possibly the perfect embark, it was a flat volcano with several werebeasts, including a werewolf, in a den nearby. I wonder if I'll ever find something that perfect again?

>Do worldgens from previous versions of DF work with the newest version?

Even the tiniest tweaks to the RAWs, for example, wildly change it. Cosmetic alteration to races for example.
>>
>>146919712
urist spadehand pls go
>>
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>>146919496
They work but the results arent always predictable, plus the 32 bit/64 bit changes even using the same seeds: >>146897220
>>
>>146919712
SEND THOSE ELVEN PERFORMERS BACK!
>>
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fuck
>>
how much food do you typically have? I have around 13,000 lavish/prepared meals and was wondering if that was normal or if this is the power of fish
>>
>>146921857
its easy to go crazy on food

it makes a good trade item
>>
did the newbie pack ever get updated?
>>
>>146922302
just use masterwork
>>
>>146922498
>endorsing Masterwork

I suppose you would support Hitler and the jews as well?

Its got more bloat than fucking GOD
>>
>>146922909
>more bloat
how is turning "Were Alpaca right hand middle finger bone crown" into "bone crown" bloat?
>>
>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
>>
>>146923349
uwot?
>>
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>>146923349
>I engraved it again
>>
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This is interesting. A migrant arrived already unfocused from unmet needs. He's a trader, so I can only assume that he was part of a previous year's caravan, and his needs accrued while he was standing around in my trade depot, and then just froze as they were when he left the map.
>>
>>146923349
You don't have to participate Anon. Just mock those that do until you die alone.
>>
>>146923130
It's bloated with the amount of shitty, useless content it has.
>>
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>>146923349
The fuck is SOCJUS?
>>
>>146925776
Wait, goddammit I just realized it's talking about that sjw faggotry isn't it?

I hate everything for the fact that I know what that goddamn acronym means.
>>
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Bump with the non-tilemagic version.
>>
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>>146927860
Or, this one with the old walls.
>>
>>146883045
If you want to have fun... add the ambusher tag to their civ because you'll fucking die.
>>
>>146913705
Should have but bars up there to keep the dwarfs from getting up there.
>>
>>146925879
Yeah, people who play masterwork, newbie pack, modest, etc.
>>
>>146928957
That room is 14z tall. A row of bars wouldn't do shit.
>>
>>146930243
__
I
I

_I
_I
I

Might have to try something because dwarfs just love getting into spaces like that because of combat.
>>
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So this is the next major update

http://www.bay12games.com/dwarves/dev.html
>>
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>>146930508
It doesn't have anything to do with combat. I built a rescue stair and he and got a drink then went right back up to think about bandages some more. With his duck. Some dwarves just decide they need to be in strange places. It was the same way with Vucar before.
>>
>>146931159
2020 is looking like a great year.
>>
>>146932481
>2020
Arent you a bit too optimistic?
>>
When creating a new world, does mineral abundance increase the number or metal or lessens it in favor of jewels?
>>
If I want to turn a friendly human civ hostile, what would be faster:
>Kill the Caravan. Meaning they dont make a report
>Sieze their goods, so they will report back to their leader
>>
>>146934730
Both will ensure the next year will be FUN
>>
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>>146931159
Digging when toady digging when!?

As an adventure
>>
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>>146934592
Mineral occurrence increases the amount of minerals that occur. So it increases everything.
>>
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>>146934730
Let them enter, raise drawbridge, seize all the goods, kill all but one, let the one survivor deliver the message.

Pic related
>>
What's the latest DF to support therapist and dfhack?
How long until they support 64 bit?
>>
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Do workshops block paths or can dwarves walk though them like stockpiles?
>>
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>>146936341
Most workshops have some impassable tiles.
>>
>>146936269
>What's the latest DF to support therapist and dfhack?
0.42.06

>How long until they support 64 bit?
They don't even support the current version so....
>>
>>146936269
>he's still reliant on third-party utilities
>>
>>146936464
I'm just hopeful is all
>>146936873
I could get by with just dfhack. Don't even know how to manage dwarves off the top of my head vanilla style.
>>
>>146937115
N I C K N A M E S
I
C
K

N
A
M
E
S
>>
>>146936873
>piplup's tail is rubbing into her vagina
>>
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Any reason why when you visit gob fortresses they'll always randomly be attacking trolls and beak dogs?
>>
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>>146890795
If the exploit still exists, just dump all their shit into your fort a good 6 times.

>>146892363
For as long as you don't improve the newbie articles and the worlds terrible education quality.

>>146902282
Google kicked out nothing, who's that from?

>>146907596
We'll still never get , for pickup all, collapsible categories, toggle pickup/drop for category, autoequip slots for quick changing between sets, readied weapon slot and a quickswap key so you only have to press ' to change between your spear and crossbow. Bunch of other QoL. More ways to cut down on the imput load for wrestling and other shit. Heck, stack merging is still gonna take like 20 years for it to filter down.

>>146910345
Read the wiki bruh. It's there.

>>146910528
It's not hard, there's just a lot of shit. Watch some vids or follow the newb guides so you can wrap your head around designating, digging and shit. Then just focus on learning one industry or aspect of the game at a time. Once you've made the rounds you slap it all together and you've got it.

>>146912370
You'd be able to make a stalker mod pretty handily. Once you make it so civs don't give a shit about evil terrain and minimize region size and max amount you have a fair bit of anomalies. You can then add in lots of plants, trees, and creatures to simulate more shit.

>>146922302
>>146937115
Read the tileset installation guide and do it yourself. Vanilla isn't even that bad to play. Use custom professions and further note specialization in their nickname and it runs slick.

>>146935569
Play an older version with some of the adventure mode mods to do so.

>>146937628
Toad man fucked something up so there's infighting. Great for when you want the siege to fuck off, no so much when you wanted a big strong siege.
>>
>>146938336
yes
>>
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Gangster...
>>
>>146939339
Remember to put everyone through their mandatory 5 year military service.
>>
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>>146931343
Yeah, I had offduty military dorfs clambering around on the outside of my fort once, one of them climbed down into the eastern pumpstack outlet and napped there.
>>
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I need help with bridges.
I don't get how the 1 tile tall wall thing works.
If I build a 3x4 bridge, and face it north, where does it block enemies when I pull the lever?


|= wall
B= bridge


| | <-Here?
|BBB| <--Here?
|BBB|
|BBB|
|BBB| <--Here?
| |
>>
>>146940473
If you have it retract it just becomes empty space
It if raises it becomes a 1 by x wall
>>
>>146939929
Got a meeting area? I had a bunch of dorfs hanging out in the magma room under the magma forges until I remembered I deleted the old one and never made a new one when I moved deeper.

>>146940473
Read the wiki article carefully
>>
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>>146940473
What's hard about it? You're building a raising bridge frame on one side and you tell it what way it's raising so it knows where to put the bridge frame up.

How do people keep having trouble with this?
How do they have trouble reading the wiki which is very clear on it?
Why are they so scared to just spend 3 days building, linking and using 3 or 4 of them just to see how it works.

It's a fucking drawbridge for christ's sake.
>>
>>146941367
Yeah, they just felt like doing parkour or some shit.
>>
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>>146899020
>Ability to send a squad off the map to fetch a stolen artifact

>Handle the squad's tale upon return or rumors if the squad is delayed or doesn't survive
>>
>>146942269
>tfw the new combat dunks on master level dorfs in steel anyway
At least we got the taverns for a revolving door of people you don't like.
>>
>>146881702
So I know he added equipment damage, but is there a way to repair that shit yet?
>>
>>146942793
Afaik, no. It's not a big deal though. You keep overproducing armor for more dorfs. Then periodically when you go to do your post-caravan melt orders check for X's in the stocks armor lists and melt them down.
>>
>>146942793
Recycle

Also how fast does shit wear down? These systems generally suck.
>>
>>146942963
>>146943029
Well that sucks. Can Adamantine be damaged?

And this is really more of a concern for Adventure mode. It's jank as hell to have to constantly recycle everything like a new age hippy, but that option isn't even available in Adventure Mode.
>>
>>146943029
From combating and traveling in adventure mode, armor and clothes don't really degrade unless you're getting hit with weapons.
And even then, it still takes 2-3 hits from a divine material weapon to destroy cloth and anything below bismuth bronze.
>>
>>146943302
Finding complete armor in adventure mode is a pain though, and that's going to add up if you're a long-term adventurer.
>>
>>146943202
Probably though probably not as much since it's the best and you wont be getting hit by steel.

It's more accurate. Getting fucked up and your silk robes are fine is weird.

>>146943384
Then wear a quiver and throw 50 iron bolts then throw carving knives. you shouldn't be getting hit much. And if you are you can just head home to your armory. If you're still in leather's it's not a big deal if you know your coverages since you accumulate so fucking much of it.
>>
>>146943491
I don't really get your mindset.

>It's fine because you can throw shit.
I mean sure, but what if I'm not using throwing? You know there are other weapons?
>>
>>146943384
>Finding complete armor in adventure mode is a pain though
I don't know how it is for you but on average across all my adventurers it takes like 4 visits to mead halls/human forts to find a complete set of bronze armor. But then again, I play humans/human sized animal people.
And if you're goblin-sized, you can collect steel armor bits pretty regularly if you just raid goblin patrols from dark pits since toady made armor more common among soldiers.
>>
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>>146940861
Yes but where on the bridge is the 1 by x wall?

>>146941609
Just answer my question.
The bridge is built with the directional arrow facing up.
The lever is pulled.
Where is the wall?

|____| <----A
|BBBB| <------B
|BBBB|
|BBBB|
|BBBB| <------C
|___| <------D

>How do they have trouble reading the wiki which is very clear on it?
It's not at all clear and while it goes into endless detail about thing's not related to what i'm asking about it only has one sentence giving a vague description about what i'm asking.

>How do people keep having trouble with this?
Because it's not at all clear.
>>
>>146943774
My mindset is no matter what you're eventually gonna get headshot/kicked in the head or something broke until you finally fail your willpower roll. You can practice your melee, weapon, and misc obj skills on wildlife. Once it's go time you should be minimizing your exposure to attacks as much as possible and just flat out fleeing if so you don't get sucked into a brawl.

xbow/bow/blowgun have a delay that will get you killed even at legendary+5 and high agility. Bolts/arrows are everywhere, they autostore into your quiver, and you can chuck a good bit at anything hostile, land a few and it goes down like a bitch.

>>146944280
Actually read the wiki instead of skimming cause it tells you even if you can't be fucked to spend 3 days trying.
>>
>>146944363
>Actually read the wiki instead of skimming
I have, several times.
Maybe you should reread my post instead of skimming.
>>
>>146944280
>the bridge will become a wall along the edge selected with the wadx keys when placing the bridge.
How is this sentence not clear?
>>
>>146944363
I just have more fun with the combat system rather than flinging shit. That's all this really is about. Fun.
>>
>>146944280
When you're building it, it should tell you which direction it raises/retracts. That's where the wall forms

So like:
bridge
raises west

down
w
====
====
====
w

up
w
=
=
=
w
>>
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>>146944425
I did. Since the wiki is crystal clear I can only assume you're retarded and skimmed.
>>
>>146944548
Yeah. It literally does.
>>
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>>146944526
>the bridge will become a wall along the edge selected with the wadx keys when placing the bridge.

>Before placing the bridge ensure that the bridge raises in the direction you want it to using wadx or retracts using s.

These two sentences are a contradiction. A real bridge does not work like that.
>>
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>>146943774
>You know there are other weapons?
>not mastering all combat disciplines so you can best any challenger in any way possible
If you survive long enough as a long-term adventurer you're either going to have multiple sources to re-armor yourself or better yet, armor will be a tertiary defense for when all of your other defensive maneuvers fail.
>>
>>146944795
I just prefer fighting in melee instead of being a pebble tosser.
>>
>>146944794
>These two sentences are a contradiction.
I don't see how.
The second sentence does not make a statement about how wadx influences the direction, only the first one does. In fact, the two sentences talk about separate things altogether.

If you have a better suggestion how to formulate it, tell us.

>A real bridge does not work like that.
I assume you mean "it's counterintuitive compared to a real bridge", so how would you expect it to work then?
>>
>>146944795
>tfw you have a high percentage of miners
>tfw some of them are angry little fucks
>tfw they just bat bolts out of the air and kill shit that fucks with them despite having no dodge, shield, or armor
>Depending on material they cut limbs off, destroy internal organs, or crush bones
Why is mining best skill?

Did you not start wielding a crutch as soon as you found one in a mead hall?
Didn't feel like using a macro to climb in a square?
>>
>>146899020
Myths? Monsters will have myths to them that they will respect for repelling, drawing or recruiting them? As in eating apples while dancing maybe required to tame a Dragon? Cool
>>
>>146945062
I've just remembered I need to add canes alongside crutches so I can make platinum ones for all my dwarves.
>inb4 fedoras

What other mundane items would add some nice flavour to DF?
>>
>>146944918
And that's perfectly fine.
There's not much to worry about with the new material handling since most enemies won't be wielding steel weapons and bronze will resist any other material perfectly fine, on top of having decent enough dodge skills will mean you'll basically never get hit.
>>146945062
>tfw caught a bolt out of the air once
>never happened again
I decided to crutch swim across an ocean after I became a vampire but I got bored a couple miles off shore and decided to swim west to raid the mass of goblin pits and murder more titans.
Luckily for me, there were 2 demon vaults and I finally found a dark fortress with an underworld spire, and after I get rid of all these damn elf kids I rescued, I shall return and go off to fight the demons.
Haven't been assed to level up climbing and I'm starting to suspect there might be some fuckery in the raws since I'm playing a jaguar man and I had to mod in SWIMS_LEARNED so I could actually level up swimming- so it might be the same case for climbing.
>>
>>146944972
Nevermind, I see what you mean. I changed the wiki article like this:
>[...]ensure that the bridge raises _FROM_the direction you want it to using wadx

Is this better?
>>
>>146945520
Yes, in fact that clears up everything. Thanks.
>>
>>146945520
That means the opposite of the bridge mechanics.
>>
>>146945520
So literally:>>146944548
>>
>>146944548
This is the best way to explain it.
>>
>>146944972
The confusion comes from where you interpret the rising starting from.
> the bridge raises in the direction you want

rises in the rest
down
www
===
===
===
www
^
rise starts

up
www
++=
++=
++=
www

wall in west


rises in the south:
down
w===w
w===w
w===w <-rise starts here

up
w===w <--wall in the north
w+++w
w+++w
>>
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>A live rat has gnawed its way out of containmentx99
>A live bat has flown out of containmentx99
I just want muh cave spiders goddamnit.
>>
Can werebeasts destroy walls? I got half of my military bitten by a werepangolin so I walled them up in the hospital but I'm afraid they'll escape and wreck my fort.
>>
>>146947725
I'm 99% sure they have building destoyer, so unless there's a door they can reach they should be closed off.
>>
>>146947725
What's the wiki say bruh
>>
>>146947951
Thanks.
>>
>Over 4 years 3 web FB's spawn in cavern 2 which is entirely lake
>fps drops from >200 to 30
>Once the sieges get larke I'll be bombarded by 2,000 items a year until my fps dies
I think I'm just gonna start turning off invaders
>>
>>146937982
>Google kicked out nothing, who's that from?
http://www.bay12games.com/dwarves/dev.html
>>
>>146949647
Picture
>>
>>146923349
>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

Judging from the quality of this shitpost, you definitely don't have autism,
>>
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>killed the demon ruler of a goblin civ
>been running around all night bashing gobbos to death with its skull
>been rescuing elf children and as a reward for enduring such hardship, gonna take them to the circus
>>
>>146902282
Wow, he talked about the fantasy slider, but he didnt talk about this
>mid-high fantasy
>max hostility
At last a true berserk mod.

But really, what do you think it will exactly affect the hostility slider?
>>
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>>146951046
>But really, what do you think it will exactly affect the hostility slider?

Wat

But seriously, I imagine it would be all sorts of things hostile to human/dwarf life. A mix of current savagery/evil area effects, and then some.
I would love to see some carnivorous plants posing a threat to dwarf-sized creatures.
>>
Is there a way to increase the artifact rate of creation in the init. files? Or will I have to wait for DFhack to update.
>>
How do you do your workshops, /dfg/? Do you do each as a separate room with a large stockpile room, or do you just have one large room with workshops and stockpile together>
>>
>>146953370
Separate cause muh fps
>>
>>146953370
Production trees with small stockpiles inbetween and set of small separate stockpiles on input and output. Easy to keep eye on how much I have and how much I need and keeps haulers from doing nothing.
Should also help with fps issue 'cause all stockpile workers are supposed to be burrowed but I never really cared about it.
>>
>>146953370
Four workshops at diagonals to the central stairwell, eight craft workshops on one level because they're all using stone anyway.

Is there an easy way to get dorfs to bring stuff killed by my military to my butcher's workshop and then to get my butcher to butcher it? All I can think of is designating them for dumping but I can't figure out how to butcher them. butcher dead animal doesn't seem to work.
>>
>>146955461
I'm talking about things like how I train my dorfs in wrestling on camels and shit, not butchering goblins, btw.
>>
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>finally make it down to hell with my band of 20 elf children
>first three greeters have deadly dust
>mfw half the time trying to fight these assholes is spent in the air or scrolling through the fucking clouds trying to actually locate them
>>
>>146955461
>>146955541
Put a corpse refuse pile down and have a dedicated refuse hauler and a butcher?
>>
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>>146881702
THERAPIST WHEN?!
>>
>>146956539
WHEN YOU USE CUSTOM PROFESSIONS AND NICKNAMES IN A COHERENT FASHION.
>>
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What is the deal with dwarves climbing trees then dying of dehydration? Are they pretending to be elves?
>>
>>146957487
Side effect of climbing. Toady did shit tier testing as usual and not enough people reported it on the forums so it's went by.
>>
>>146957487
wtf is happening in that webm
>>
>>146958000
Science
>>
>>146957487
Dwarves are basically cats.
>>
>>146958000
Basically, foam has a lot of air in it and the shit itself can burn. Modify the mixture and you can make some really explosive shit. It's the same as sawdust explosions in principle.
>>
how come the dwarves you embark with are always like 70 years old?
>>
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What should I do with my prisoners?

>tileset
>>
>>146960132
Put them in arenas and have them fight beasts. Bonus points if you have a stocked FB zoo. Pretty classy to have 1v1 fights vs your dorfs, letting them go free if they win. See how many master goblins you can train in your arena

Otherwise uh, dump weapons from the stocks menu and pit the non-thieves into an arena for trainees with training weapons to bang on?
>>
>>146912370
>no Berserk mod
>>
>>146960490
I like this idea. Any beasts specifically? How would I go about acquiring challenging beasts?
>>
>>146960132
What tileset?
>>
>>146961272
GemSet
>>
>>146960875
Wall up the sides of caverns 1,2,3. Make a little exit gatehouse out of one of the edges in each cavern and trap it with bait animals. For FB's it's in the wiki and a couple megaproject threads and wiki pages. Doesn't hurt to kick up a breeding program either. Only shame is you can't give gobbos better arms and armor.
>>
>version 43.04
>people are STILL using tileset

Sm fucking h, /dfg/

Where my autistic niggas at?
>>
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>>146961665
Mah nigga
>>
>>146962059
You use therapist or full stock?
>>
>>146951912
I'm guessing things like the existence of hell, bogeymen and goblins for starters.
>>
>>146962438
Stock. It's easy to just use custom profs and nicknames.
>>
>>146962518
Eh, i like the ease of therapist cause im a lazy faggot
>>
>New wizards beyond necromancers: by race, by skill, by object, by corruption, by deal with another power
>Wizards that wander
>Wizards that live in isolation
>Wizards that form groups (councils, covens, etc.), must have rationale (group magic, mutual protection, research, etc.)
>Wizards that involve themselves with civilization
Things are about to get pretty magical in the next two to five years.
>>
>>146962518
Actually, how do you name your dwarfs? Like what kind of naming scheme do you use?

Eg, if you had a dwarf Urist McDwarf how would you change his name?

And what do you mean by custom profs?
>>
>>146962893
Like, farmer prof, then gatherer nickname so I know he has herbalist and wood cutting. I'll add more notes beyond that for whatever else i've lobbed on him. After about 30 dorfs I have my core done and it's all haulers I reassign to whatever I need or into the military
>>
>>146960132
>Traps
You're not a fucking dwarf.
>>
Ah interesting
>>
>>146963446
ur mums a dwarf lmao
>>
>>146963446
>Having to throw 2 years worth of tavern immigrants in every year
Yeah, sure. Post your "dwarfy" fort.
>>
How do i set up an animal/elf/gobbo/fb zoo? I've been playing this game for like 2 years and have never trapped anything
>>
>>146963446
No, but he sure looks like one.
>>
>>146964001
Use walls and traps where they'd pass through and either spook em with a wrestler or wait. If they're hostiles, you can bait them with wood doors and chained animals.
>>
>>146964121
Ill give it a try

>tfw just want to leave work and play dwarf fortress

Come on 3pm
>>
>>146964270
If you channel up the surface then trap the crossings or just setup a cavern rape point you get more than you know what to do with
>>
>>146963818
Everyone died to the endless wave of goblin arrows and bolts, giving them the ambusher tag was a pretty dwarfish way to die.
>>
>>146964520
Keep your wealth and mining low for 2 or 3 years to dodge triggering ambushes. Then you'll have a good bit of bait animals and forbidden doors at L-bends. If you take soldiers and beat on shit with training weapons and get 3ish dorfs a lot of practice shooting animals. That's what I did back in 31.16
>>
>>146964520
Did they lose their ambusher tag? What happened?
>>
>>146965384
Whats an ambusher tag

>>146964503
Can you elaborate a little more for me please?
>>
>>146965481
Baitanon go back to sleep. We were having a fine morning so far.
>>
>>146965618
I seriously have no idea what an ambusher tag is. Is it like the ambusher token?
>>
>>146965665
yes, except its not a token, and its a tag, duh
>>
>>146965384
Goblins never had the ambusher tag. The ambusher tag doesn't make civs ambush, it makes their sieges show up in ambush. It's the same as a normal siege except you don't see the invaders until one of your units detects them. Like a typical elven siege.
Same way that the sieger tag (which goblins also don't have) doesn't make civs siege, it makes their sieges use DF's closest approximation of siege tactics. Which as of now just means milling around in a cluster on the edge of the map instead of trying to rush your fort. Humans do that.
>>
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>third migrant wave
>6 adults
>19 children


Are migrant waves random?
This is the first time iv ever thought about savescumming only because they just tanked my FPS.
If I savesscum will I get the same migrants again?
>>
>>146966314
Yeah
No
>>
>>146966314
>Set pop cap to 1
>tfw having to breed the entire future of my fort at => 200 fps for decades
gud times.
>>
>>146966314
>cheating

>not lava tubs for new migrants to cleanse themselves in
>>
>>146966410
Thanks
>>
>>146966631
Oh great god emprah, why have you used time majicks to undo them? Why have you not forced them to live in squalor and hardship until they make themselves great or perish?
>>
>>146966610
>Lava tubs by third migrant wave
2 1337 4 M3 M80
>>
>>146966781
>take 4 proficient miners
>Macro a 1x3 ramp
>Make some blocks
>1 guy gathering plants and brewing
>Ram through 3 caverns
>Magma smelting before autumn
>Depot like 15z above the magma sea
Do you even dorf
>>
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>>146966781
>>
>>146967007
Macro a 1x3 ramp?
>>
>>146967284
Macro designating a 1x3 ramp and ramp down ~100 z-levels. Doing repetitive shit manually is for fags
>>
Wont that just turn into a 100z level hole?

Or am i confusing that with channeling
>>
>>146967620
Move forward one row so it's like
_\
__\
___\
____\
_____\
______\
_________/
________/
_______/
______/
_____/
>>
>>146967969
Why not just dig stairs 100 z levels?
>>
How can you decide how big is the camp you make in adventure mode
>>
>>146968285
Because wagons don't go down stairs
>>
>>146967620
Ramping and channeling do the same thing, the only difference is where the designation is placed. Both remove a wall and floor (leaving open space) on one z level and remove a wall (leaving a ramp) on the z level below it.
>>
>>146968381
>>146968425
Im going to try this this afternoon and report back
>>
>>146968567
It's bretty patrician. Channel down to magma, bucket irrigate a 3x6 for booze and you have all the comforts of home 10 steps from magma.
>>
>>146968684
Im still not too sure on the whole ramping thing, but im sure itll make sense once i start doing it.
>>
>>146968826
Read up on channeling and ramps. You're essentially making a 1 long 3 wide ramp all the way down to the magma sea for the caravan to use. You can also add detours and cut corners you line with traps so the caravan follows its 3 wide route but hostiles take the short way through traps the wagon wont drive over.
>>
>>146969161
Ohhh shid i get it now. For some reason i was thinking 1 wide and 3 long and i was confused because that would take up a LOT of space

1 long 3 wide makes so much more sense
>>
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How do you deal with gobbo prisoners, /dfg/?
>>
Im going to be the game of thrones wall today to keep my fort safe
>>
Porn arc when
>>
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>>146972117
>Im going to be the game of thrones wall
>>
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>>146972079
I make them fight to survive in my arena tournaments. The weak of will perish, the legends go free to end civilizations. If it wasn't a bitch/impossible I'd turn them into vampiric werebeast necromancers as their final reward too.
>>
>>146972160
Funny fact: vore mechanics was on the old list of dev goals. Toady might still implement it.
>>
>>146972079
>taking prisoners
>>
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i'm making artifact armor, is there any worthwhile material besides adamantine?
>>
>>146972716
If you have a choice, no if you're actually wearing it instead of using it as a fuckheavy bludgeon. You may want the shield to be steel or platinum depending on how badly armor damage fucks it up and if you're bothering with misc obj user at all instead of abusing the wield trick to have like 3 knives and a spear under your shield.
>>
>>146972716
Steel, iron, bronze. In that order anything else is trash. Unless it's swank as fuck.
>>
>>146973063
I always put guy in every piece of artifact gear I can get from seeding migrants for leather/armor crafter moods.
>>
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>>146972316
Oh boy what a terrible type lol
>>
So, my adventurer got shot in the neck, destroyed the upper spine, now rolls on and cant breathe.
My question is, can I save my game, change the healing stat of nervouse tissue to 1000, go back to the game and be healed?
>>
Quick question
On the kitchen screen if my Plump helmets are in red cooking status will they cook them or is blue what it needs to be for it to be cooked.
>>
i made an artifact admantine TALL helm. can my dwarves still wear it?
>>
>>146975094
Red is no, blue is yes. You can test this in moments or read it on the wiki.

>>146975040
Don't be a savescumming faggot and die. Cheating death cheapens the game.
>>
>>146975040
>saving that shitty adventurer

Fuck that
>>
>>146975562
Yes. It's just a procedurally generated descriptor that's used for spoilers' divine metal gear that occasionally pops up in artifacts too. Anything made by dwarves will be sized for them unless you specify otherwise in the workshop's menu (which you can't do for artifacts).
>>
>>146975618
I can´t die now, that fucker stole the books I planned to bring to my fortress, If I die now, They are gone
>>
>>146975769
It was just luck, I was wearing full iron, and chasing a crossbowman, I slashed his foot, after that i was gonna end him, but he shot me
>>
>>146975805
That's life. Suck it up buttercup. They'll still be there when your next adventurer combs the region to find it. Hope you didn't die in some mountainous shithole with terrible lines of sight.
>>
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???
>>
>>146977809
you fucked up
>>
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i have lots of caged goblins that i want to suffer eternally. i don't want to kill them, and submerging them in magma or water doesn't seem too torturous. i don't want them to path anywhere either, so where could i construct their cages for maximum torment? hell itself?
>>
>>146977913
in the sky
>>
>>146977913
>i have lots of caged goblins that i want to suffer eternally. i don't want to kill them

Set rookies to beat on them forever with training swords.
>>
>>146977809
You're using gemset, yes? It requires TWBT to display text properly. Or anything else, for that matter.
>>
will changing tilesets fuck up my save
>>
>>146979643
Depends if you mean "the png or bmp file" or "all the graphics, including raw changes, creature graphics and the png/bmp file". Or in other words:
Not at all if it's an ascii tileset, yes if it's phoebus/ironhand/etc unless you know what you're doing.
>>
how can my civilization learn to make foreign items, like robes, long skirts, veils, whips,...?
>>
>want to kill these human merchants
>6 wagons and a couple of pack animals
>dont want to deal with all the useless shit like toys and sand they have
>>
>>146979643
No. Changing your tileset is completely safe, including graphical tilesets.
>>146980410 is either lying or misinformed.
>>
>>146980424
According to Toady, have one of them join your fortress. iirc the easiest way is to have an adventurer of that civilization apply for full membership in your fort after having racked up a nice rep.

Correct me if I'm wrong but if say your dorf adventurer has retired to a human and an elf civilization, him obtaining full citizenship in your fort would let you build such items, though I'd use a human just to make sure.
>>
I have human mercenaries joining my fortress but can't seem to add them to my military? What's the point?
>>
>>146966314
>not setting a pop limit
>not picking a dead civ

ok
>>
>>146981404
If he wants a tileset that comes with raw changes just changing the tileset will result in unintended graphics. If he already has a tileset that changed the raws and he just changes the tileset without reverting the raws, it's the same.

Now then, If he's installing a tileset that comes in a folder together with raw changes, and it's not the raws of the current version, he can fuck up his save. Not beyond saving AFAIK, but fuck up nonetheless.
So again, changing merely the bitmap image certainly won't fuck up anything, but installing the wrong raws - which is part of what people mean when they talk about "changing the tileset" - can fuck up your save.
>>
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>>146977913
>that cat
>bitch, I am fabulous

>>146979643
If you call graphics sets tilesets then yes, existing might fuck up your save.
>>
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>>146982463
More to the point, here's the actual gemset text set.
>>
>want to end my fort very fast in a war
>dfhack doesnt have a way to start a siege
>it does have an option to make a pit to hfs
>type in the command with help after it to learn how to use it
>I guess I was supposed to put help before
>now have a pit to the bottom on the map in the middle of my dining hall
w e w
>>
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>interrupted by kea x99
>>
>>146951912
This is incredible
>>
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>>146983080
JUST

at least me goal will be accomplished
>>
>>146983450
Oh boy
>>
You must build a fort with the sole purpose of creating the strongest military force in all the myriad worlds of Dwarfdom. Minimal civilian population, maximized dwarf martial artists. Fully equipped, fully trained, fearless, and nigh unkillable.

Greentext your steps.
>>
>>146982385
He didn't ask about changing his raws, he asked about changing his tileset. The tileset is just an image (or collection of images and a text file in the case of graphical tilesets). The absolute worst you'll get is a stone wall with a different symbol than you're used to, which is a far cry from fucking up your save. Hell, you could switch the tile of every object in the game every time you load your save, and your save will continue to function fine.
If he had asked "will using raws from old versions break my save?" I would've said maybe. If he had asked "will using inits from old versions break my save?" I would've said yes. But he asked if change tilesets safely. The answer to that is yes, 100% of the time with no exceptions.
>>
>>146984051
>The answer to that is yes, 100% of the time with no exceptions.
Undoubtedly. My point is he likely doesn't know what he's talking about, or he wouldn't have to ask in the first place.
So I answered to a question he didn't ask, but likely meant.
Which is why I explicitly said:
>Depends [what] you mean
>>
>>146984006
>embark
>seal myself away underground
>Everybody but farmers and smiths are in the military
>get metal industry growing while sealed underground
>Every squad will be on 10/10 soldiers training at all times
>once the first squad is fully trained to axelords, open the fort to the outside world
>bring in more metals, materials, and recruits via trade and migration
>continue the constant training while digging deeper
>>
>>146981931
You need a squad with at least one dwarf in it first.
>>
>>146984484
That's fair. I was objecting more to the information your answer didn't contain than the information it did. Telling new players that they can fuck up their game by using graphical tilesets is one of those petty tactics that often comes up in the frequent ASCII vs graphics tribal spats that /dfg/ loves so much. It's a half-truth at best.
>>
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>>146985206
You can screw up the visual appearance, like the rocks here.
>>
>let the clowns onto my surface fort
>fighting on the walls
>a single wraith is destroying my elite marksdwarves
>kicks one of them off the wall
>he flies off the wall and straight into the river 5 z levels below
Humans when, this feels wrong with dwarves
>>
God damnit finally I've had goblins attack. Finally.

>>146985194
>>146981931

Wait, have they petitioned for entry yet?
>>
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>>146985538
Build a campsite and do it!

Course, you can put a camp pretty far down below the surface too.
>>
>>146985919
How long will it take to build a fort on the surface in adventure mode? At least in fort mode I can have 30 people building the wall at once.

Also do people even attack your settlements in adventure mod?
>>
>>146986269
1 hour per log unless you have companions. With a hundred companions it takes an hour to do 100 logs, etc.
>>
How do I build multi level walls? I remember 1 high walls don't work anymore so I'd like to know how to make 'em bigger.
>>
>>146986721
build another wall ontop of your first one
>>
>>146986721
1 tile high walls work pretty much just as bad as 2 tile high walls. If they can climb one, they can climb another. You need an overhang or a roof.

Anyway, ramp or staircase (look them up on the wiki) to give your builders a way on top of your wall. From there you just keep on constructing new walls or floors on top of the others.
>>
>>146986787
So would it be

first layer

xxxxx

Second layer
____x
xxxxx
then
___xx
xxxxx
or is there a simpler way
>>
>>146986721
build staircase up next to wall, build updown staircase on top of that, then build wall on top of wall.

either build a floor all around the wall that you want to multilevel like a scaffold if you don't want to fuck around with timing your wall-building.
>>
>>146936374
Tileset?
>>
>>146986936
x=wall
^=stairs

ground level
xxxxxxx^


one level up
xxxxxxx^
xxxxxxx^

next level up
xxxxxx^
xxxxxx^
xxxxxx^

repeat until desired height
>>
>>146985538
Did the dwarf survive?
>>
>>146985808
I figured it out, I just couldn't find the guy in the lists.. Now that I have about 10 human mercs, it's a little easier to find them to add to squads.

Why didn't you fucks tell me that building a tavern was the secret to getting a bunch of free highly trained soldiers?
>>
>have a series of walls and gates to fall back whenever I start losing a section of the city
>build to hold off humans, elves, and goblins
>HORRIFYING SCREAMS FROM BELOW
>send 2 squads to hold back the clown horde on the first defense line
>lose 5 dwarves holding the outermost gate to a single salt wraith
>look back near my keep
>a fucking banshee is sitting on the one and only entrance into the keep where my entire population needs to bottleneck through if they want to get inside
>it flew over the wall and plopped down right there
>immediately sound the alarm to get their asses inside
>The 2 squads on the outermost gate are either dead, wounded, or unconcious from the single salt wraith
>another 4 salt wraiths attack them
I have have 10 axelords inside my keep. most of my fort died trying to get inside and now I am locked in here. T
>>
>>146988393
Sounds like your choices are to get starved out or to DOOM that shit and send your last warriors out and watch them get torn to shreds with some dignity.
>>
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>>146987302
Bretty close to this one, just smaller, think it's the raving maniac one.
>>
>>146988289
Is there any downsides of hiring mercenaries?
>>
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>Ambush!
>Alligator!
>Where?
>Hang on, why did the Z+2 view just have a yellow highlight?
>Treegators
>Oh shi-

>>146989023
Not having to train or care if they get killed, you can make armor if you want, , you might luck out with an awesome one... sounds good?
>>
>>146989215
>Here we have a obese alligator
I drive a Chevrolet movie theater
>>
Tips for getting into adventure mode?
>>
>>146990498
The wiki. You must read it. You fat lazy baby. You up the kumquat tree with the gator?
>>
>>146990695
Why on earth would you think that a player whose adventurer is at 9.9 speed and wearing dragonbone armor would need tips for getting into adv mode?
>>
When dwarves are dissatisfied because they can't pray, what do I need to build? Wiki doesn't turn up anything for church, temple, cathedral...
>>
>>146991097
But it does.
http://dwarffortresswiki.org/index.php/DF2014:Temple
>>
>>146991097
>Wiki doesn't turn up anything for church, temple, cathedral...
http://dwarffortresswiki.org/index.php/DF2014:Temple
>>
>>146984006
I think I may just do this.
>>
It occurs to me that a great use for elven civilization's "At Peace with Nature" tag is that normally, its a bit troublesome that zombies & werewolves tear up pets and livestock, but not if they've joined an elven civ at some point.

That's something that'd make a necromancer or werewolf fortress one step easier.
>>
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>>146991003
Heck of a question huh?
>>
Warhammers or whips?
Axes, picks, or scourges?
Are halberds any good?
>>
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>>146991579
I can make a fun fort but I can't understand what is going on here
>>
>>146992609
I'm exploring interesting campsites with a hyperspeed adventurer and got ambushed by zombie dingoes while in travel mode, so I landed in a tree at night, obviously.
>>
>>146992609
>Dingos!
Seems pretty obvious to me. Dingos.
>>
>>146992754
That isn't what I don't understand

>Any tips for getting into adventure mode?

>Why would I need tips for getting into adventure mode?

Can you fucking pick one and stick with it?
No wonder you let a zombie chase you up into a bunch of elf faggot trees
>>
>>146992489
Depends on the opponent. Unarmored normal sized creatures, whips. Armored normal sized creatures, hammers. Bonus: Large creatures and any undead, maces.
Normal sized creatures, picks. Large creatures, axes. I've never played with scourges, but their low penetration value makes me wary. Basically looks like a less effective spear or morningstar.

Yes. Very.
>>
>>146993303
>That isn't what I don't understand
I think maybe you don't understand more than you think.
>>
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Anyone know what I gotta do to get my game to look like this? Color/tile wise, not fort wise.
>>
How big do you make your entrance and dining halls?
z levels I mean.
>>
>>146993878
>Bonus: Large creatures and any undead, maces.

Wait what? You WANT to use a mace against big enemies? I'd have guessed that the flatter impact area on a blunt weapon would make it do little.
>>
>>146994713
Change the color scheme and tile scheme. Check the last few threads in the archive, I think the guy that made that posted which tileset/color scheme it was.

Or check out something similar from the repositories.

http://dwarffortresswiki.org/index.php/Graphics
This should have links to everything you need.
>>
>>146993303
(I wasn't the one that asked for tips)

>>146994713
Raving Maniac, Vherid Sand with some changes listed last thread I think?
>>
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>>146988393
the surface was a mistake

>tfw the last 4 people to reach the keep were still on the bridge when it got raised
>>
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What do you listen to while playing DF?
I'm listing to shakespeares Julius Caesar
>>
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>>146995142
Out of the 20 dwarves sent to defend the first gate, only the captain of the pike squad survived.

Too bad the keep is already sealed
>>
>>146994916
>>146994870

Thanks
>>
>>146994826
The bigger the enemy gets the less valuable the hammer's smaller contact area becomes. The mace's larger contact area, on the other hand, makes it pulp faster, as it is damaging more tissue per successful attack. There's probably a tipping point where increasing the creatures' size begins to neutralize the pulping benefit granted by maces, as there's too much tissue for a difference in contact area to make a difference. I've not attempted to determine where that tipping point is.
>>
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>>146995431
Well, she made it all the way to the killing ground in front of the keep. Killed 2 salt wraiths on her way here, each only taking a single stab.

Then this bullshit. Can anybody explain how a tooth kicks?
>>
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>>146996702
nevermind I thought it said her left front tooth. Still bullshit
>>
>>146981019
Magma is the true test of a caravan's value.
>>
>>146983176
The image? He abandoned us. Flirted with /sg/ and disappeared.
Actually I think he's innawoods atm.
>>
Why is there no way to command my jewlers to cut all rough gems I find?
>>
If dubs I command my soldiers to kill every human performer in my tavern.
>>
>>146998552
if dubs you enlist all the elves in your tavern and make them kill the humans
>>
>>146998636
>implying I let elves in my tavern

In unrelated news, half my dwarves seem to have turned on the other half for no readily discernible reason.
>>
An anon earlier today was telling me to make a 1x3 down ramp from the surface to the magma sea by channeling and he said that you can macro the ramp.

I thought I'd understand what he was saying when i played today, but I dont.

How do you macro a 1x3 ramp from the surface down 100 z levels without making a pit?

This is the post
>>146967007
>>
>>146999124
You have to move horizontally every z level.

RWWW
WRWW
WWRW
WWWR

See?
>>
>>146999694
Yea thats what I've been doing, but I guess I'm just wondering is there a faster way than selecting every single z level
>>
>>146999035
http://dwarffortresswiki.org/index.php/DF2014:Faction#Loyalty_cascade
>>
>>146999813
Yes, anon suggested a macro for that very reason.
>>
>>147000007
Funny how close those "if dubs" posts got to 147000000 really.
>>
>>147000007
Ohhh i see. So how do i make a macro for it
>>
does anybody else roleplay in fortress mode in the sense that they look at the expedition leader/mayor/whatevers personality and interests and desires to decide what the for should do? (like seeing that they are real pious and so trying to build insane temples and maybe even impose restrictions on non-believers and shit if its in line with their personality)
>>
>>147001604
no
>>
>>147001760
k
>>
>>147000765
http://dwarffortresswiki.org/index.php/DF2014:Macros_and_Keymaps
>>
>>147001604
They're lucky if I name them
>>
>>146966314
>I would rather cheat than build a concentration camp for my unwanted immigrants
go play gnomoria or something fag
>>
>>147006623
How do you keep them from reaching your fort? Do you put an sort of airlock system to keep them seperated? Is there a way to seal a fort completely, but still send in supplies from the outside?

I want my first 2 waves+starting 7 to seal themselves in a grand fort, while all the new migrants live in a shit fort and produce the goods for the grand fort without setting foot in there
>>
>>147006809
Burrows mate, you can also put dwarves into squads for quick ordering around
>>
>>147006809
Airlocks, burrows, automated minecart tracks.
>>
>>147007654
>>147007492
Can you restrict people from entering a burrow instead of just keeping people inside it? I dont want to keep adding a bunch of people to a burrow every time a wave shows up
>>
>>147007839
sadly, no.
>>
>>147007839
>Can you restrict people from entering a burrow
No.
>instead of just keeping people inside it?
That's not what burrows do, they only prevent your citizens from performing jobs outside of a designated area.
>>
>>147007654
Minecart them where you want them to be, violently if need be.
>>
>>147010014
Bumpy track bump.
>>
>>147013138
Wtf all you niggas get killed by stray carts or something-bump?
>>
runaway cart bump
>>
>>146972460
No way you've got to be fucking with me
>>
>>146972079
Military training, gang bang Goblins 1v7 to increase skills
>>
>>147017225
Nice nuts.
>>
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>Player or NPC activities as right hand or apprentice

>Benefits: magical augmentation, equipment, special companions
>Quests and tasks and duties
>Defeat opposition
>Steal artifacts/books
>Collect dangerous reagents for rituals
>Treat with rivals
>Guard master during long rituals or out-of-body periods
>Sacrificed as vessel for demons
>Smooth over problems from out-of-control summonings
>Remove an artifact from an area so a wizard can act there
>Move object from one stronghold to another
>Help/hinder bloodlines (especially if bloodline magic is present)

Is anyone else worried about this part? It makes it sound like we won't be able to learn magic ourselves and will be forced to be some wizard's non-magical bitch at best.
>>
>>147019559
>>Sacrificed as vessel for demons
That sounds cool.
>>
>>147021582
It'd probably kill your character so, not really? It'd be fun if you could BE a wizard but my problem is that he's made it sound like you can't.
>>
>>147019559
>>147021724
I don't see where you're getting that. He's describing a relationship that will be possible with a certain category of NPC. He's not even implying any kind of restriction.
Besides, what the hell do you think the word "apprentice" means in this context? You're not going to apprentice under a wizard to learn masonry.
>>
>>147021924
He lists the benefits only as magical augmentation, equipment, and companions, not magic itself, and there's no clear mention of learning magic anywhere on the page.
>>
>>147022078
Go reread the entire section titled "In-play world changes and new activities".
Actually, just reread the whole goddamn page.
>>
>>147022078
>In-play world changes and new activities

> Broad expansion of interaction system to support generated magic
> New effect types
> Interactions can require costs (reagents, rituals, blood, energy, etc.)
> New situational and other restrictions on interaction use
> Integration with the generated myth's deities, forces and planes
> Magical objects beyond artifacts, such as wands, potions, ointments, runestones, etc.
> Exposure effects (corruption, etc.)
> Various learning methods from innate powers to difficult research
> Generated skills and attributes to support diverse magic systems

Various learning methods?
>>
So if a prison colony will be a future scenario for fort development and you can pick an adventure from one of your created forts, do you think Toady will account for other NPCs react to you leaving this particular fortress? I'd love some prison break gameplay. That, plus the future mechanic of bounty hunters and concealing your face makes for a cool outlaw playthrough.
>>
>>147023634
>>147022496
None of that says it'll apply to PCs, though.
>>
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I can't wait to see what horrifying stuff magic will allow in dwarf fortress. Do you think it'll just be spells like animate corpse or will it involve manipulating things on a deeper level that can be used in combination with other already existing mechanics? Like pic related, could we wrestle someone and use a certain magic to blow parts of them up?
>>
>>147026201
It'll be anything you want it to be. That's why the games files are in plain text.
>>
>>146980424
Just add them as common in your civ's entity default entry before worldgen.

>>146984006
New combat kind of shit on that. Maximum cage traps on the surface, caverns, 1, 2, 3. Embark as close to as many dark fortresses, towers, humans and elves as you can and start shit so you can cage more. 30-40 dorfs can run your fort then it's just a matter of training up a squad then breaking it into 3's to train 7 more and repeating until you have pop cap.

>Take some ore and coal
>1x3 ramp down to magma sea, drop a depot and dig everything out defensively so we can handle shit when the 80 invaders + their 80 mounts show up.
>Sell platinum crafts for supplies
>Get the cage and stone traps up and armor forged
>Channel up the surface/wall up all but one edge of each cavern, set cage traps and forbid them
>Add a good 75% of migrants to a wrestler squad for them to rub dicks together until the rest are ready
>Periodically station on the surface and go retrieve and reset the cage traps
>Beat on wildlife/cavern mobs with training weapons to 7+ skill to jumpstart sparring faster than indiv train circlejerks
>Dunk on the winter sieges from the nearby towers
>Buy shit to melt
>Swap them to marksdwarves and have them train up from the free agility boosts
>Swap them back then split them up for migrants to train with
>Excess get broken up into 5 man squads with 3 man response teams
>Kill the further goblin and undead sieges
>Fast forward a couple years and I get to beat on elves and humans too
>Take groups of 10 haulers at a time, since there's so much fucking shit you have to move all the time, and either have them work in the exploratory mines or xbow up and shoot prisoners/wildlife until legendary, disable their mining uniform and have them geared up, cycle the next 20 in, then have them split up into the teaching squads for armor user, wrestler, and dodge.

>>146986921
If you assign enough masonry and architect, you can build bridges for quick and cheap scaffolding.
>>
>>147026165
Yes, because Toady always adds stuff that are specifically intended to be out of our hands, like vampires and werebeasts and necromancers and whatnot, plus custom interactions.
>>
>>146990498
Wiki had a lot of shit

http://pastebin.com/ABwBbAW7

>>147001604
Nah. The only thing I look for is dorfs with preferred material gold/steel/adamantine and if they have a useful weapon/trap component/armor/craft that I'd mass produce for a higher masterwork rate.
>>
>>147026949
Call me paranoid, it just looks suspicious.
>>
>>147026881
how bad is new combat
>>
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Rate my autism
>>
>>147028521
>The goblin punches dorf mcdorfdorf, legendary axedorf in the knee
>The masterwork steel greaves deflect the blow
>The force twists the knee, tearing the muscle, breaking the right leg, severing the sensory nerve
>Dorf McDorfdorf has hallen down
>Dorf McDorfdorf has went unconscious
>DorfMcDorfdorf has been punched in the head, shattering the skull and pushing it through the brain
>Dorf McDorfdorf has been struck down
It's all about numbers and staging your station orders. Whoever runs out of squads to send over the cripples first loses.
>>
>>147028617
Pretty big waste/10. Read up on stripping prisoners so at least you get the copper and bronze out of it. Preferably you just dump their weapons in the stocks menu and just kill them with training squads in the arena
>>
>>147028957
But that's boring
>>
>>147028837
Sounds like he really needs to fix it and be made aware that armor DOES absorb some concussive force.
>>
>>147029337
Well it's more accurate, I'm just salty cause the days of 5-10 legends curb stomping 120 goblins is gone.
>>
>>147029496
Accuracy is a relative value, really. I'd say that a goblin not being able to hurt you with punches and kicks through your armor is more realistic than them being able to punch you hard enough to shred you apart through the armor.
>>
Getting really excited about the new pocket world I'm working on.

>Few hundred of elves, dwarves, and humans, hiding out mostly in camps and caves
>59k goblins in the evil glacier to the north
>the goblins have blizzardmen in their forts as well
>one city with a truly massive goblin population and population of bandits and night creatures
>>
Is it really every fucking hit almost tearing apart people's body now or is that just an exaggeration? Am I going to pulverize people with maces?
>>
>>147031026
I dont know about adventure mode but my shields are blocking hits without arms turning into jelly in fort mode just fine.

I dont know about hits to the limbs though because I have only been fighting demons, and they arent really a balanced test subject
>>
>>147031026
I've seen a lot of secondary injuries from shit armor used to stop completely. You get a lot of muscle and skin tears per skirmish per squad and there's a pretty significant rate of people getting disabled from worse rolls
>>
>>147031645
Are nerves/spines getting fucked up?
>>
>>147031984
Yeah. When you see the white and red flash you know another battle brother's in a bind and unless he's way behind he's done for before you can move another relief squad over. Worse, because of the nonlethal fighting update, you can't armor and train a couple people with recover wounded without risking them going full retard into the fight.
>>
>>146956539
fyi there's the notepad download that'll make therapist work for the new patch and it isn't hard to actually find you just gotta looks it up mate. I'd post the link but i forgot where it is
>>
Can someone tell me what the fuck Japa is trying to accomplish with his shape app? Will it ever create decent looking portraits?
>>
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>>147034531
I mean, seriously.
>>
>>147036238
what the fuck
>>
>>147028617
I'd prefer a pumping solution that made the magma raise UPWARDS through the floor grates. Four picks out of five.
>>
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wew
>>
>>147038334
>Doesn't seed his moods
>Gets shit moods
Well gee, I wonder.
>>
>>147034531
What's there not to understand? He's creating a program to visualize creatures, working with the data DF gives him.
It's not like DF knows or understands how a creature looks. It just knows "object with X volume is connected to object with Y volume" and so on. "object X is larger than average", "object Y is narrower than average and has B color". That's what it visualizes.
On one hand it's interesting because it kind of shows you how DF thinks of creatures or better, how they actually are.
But I assume japa will pretty it up at some point.


As for how it's useful: Having it show you at a glance where a creature is wounded, where it wears armor and where not at first glance would be immensely useful for both modes. And seeing what a fucking creature that you don't know looks like is great too. Especially if they're procedurally generated.
Another thing would be that - with a more generalized code - you could then procedurally generate 3D models of procedurally generated creatures on the fly, for example in Armok vision.
That way, nobody would have to create art assets for each of their custom creatures, for new creatures Toady implements, or more impossibly, for Forgotten beasts and other procedurally generated creatures.
>>
How does one 'defile' a temple in adventure mode?
>>
>>147039815
topple statues.
Is this information not on the wiki?
>>
>>147039961
Thanks.Nope, it just says you can.
>>
>>147040132
Hmm, not sure whether to add it. Maybe a spoiler tag would be appropriate. What do you think?
>>
>>147031026
There has been some exaggeration. Try it for yourself. It takes like one minute to download and launch the arena.

>>147031276
Shields are a separate matter. Toad didn't seem to work them into this new combat tweak so they still go by the fairly simple and old system of a % chance to block, totally, any hit. He has said there will be further combat reworks obviously.

>>147031984
Occasionally. It's the parent part of the hit body part which is affected by the force. So the elbow if the wrist is hit, the lower leg if the foot it hit, etc.

>>147032224
>having civilians anywhere near a fight
>>
>>147040946
>Leaving your wounded to be helpless
Most of the time the fighting's already moved further away and they just sit there until we win or exhaust the amount of soldiers I can send in and they all get mercy killed by gobbos.
>>
>>147040229
Probably doesn't need a spoiler as most newbies won't even know a statue can be toppled.
>>
>>147041136
If a dwarf falls in battle it deserves zero mercy. Hospitals are for humans.

>>147041185
I'd be tempted to make a pseudo-spoiler. "Statues can be interacted with with [u], but this may have unforseen consequences." Then a link to a curse.
No big deal either way, but the wiki should mention it at least.
>>
>>147041393
New combat makes that unrealistic.
>>
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>>147041559
Not in my forts.
Nah I kid. It is a lot more dangerous, which I'm happy with. But it makes me want a better squad order system and behaviour all the more.
>>
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>>147041780
>you are caught up in the web
>>
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>>147041393
>If a dwarf falls in battle it deserves zero mercy. Hospitals are for humans.
Yet dorfs are the only race to use hospitals.

They also have the most PC ethics of all races, as Toady ignores all "dorfs r intelligent, nihilistic and with a wicked sense of humour" memes.
>>
>>147041780
One of my favorite things is having magma show up out of nowhere while you travel.
>>
>>147043058
I know. But that's the awesome power of RPing!
One of my civs in my current world seem to all be weak and small in stature. My forts with them are all somewhat surface based and contrarian.
>>
>>147041393
Dwarves aren't Klingons, m8.
>>
>>147043701
Maybe in your twisted mind.
>>
>>147043387
>>147045592
DF isn't a relativist game where everyone can invent their own canon. The dwarves are CLEARLY defined as lawful good in their raws.

RPing in games is used when the game in question is too shallow to give a proper back story. DF offers a functioning story behind almost every event, and at least the hist figs always have their own backstories(even a non-hist fig almost always has a reason for being in the circumstance in which it appears). There's no reason to make stupid shit up in DF, since the game does that for you.

>inb4 "being good is for elves" meme bullshit, despite elves being one of the most evil races in the game
>>
>>147043058
I should play some more goblin forts.
>NO ALCOHOL
>NO FOOD
>ONLY DEMONIC TEMPLES AND WAR INDUSTRY
>>
>>147045937
Do you why the raws exist as raws, and not part of the compiled game?

SO THEY CAN BE CHANGED.
>>
My graphics pack isn't working. I want to use Spacefox, but for some reason it's loading the ascii tileset and nothing else. Anyone have any ideas why it isn't loading dwarf/creature graphics?
>>
>>147046496
Seems to be working just fine. Have you considered that the creature graphics are ascii in your new graphics pack?
>>
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>>147046559
This is the dwarf tileset from the files, it's just not using it. There's also graphics for cats somewhere (the same tileset does use them on a Windows machine - maybe it's Linux related retardedness?)
>>
>>147046496
Did you enable extra creatures tileset in init?
>>
>>147046918
Yep, I have GRAPHICS=YES if that's what you mean.
>>
>>147046496
Did you make a new world, or use an old save?
Because you need to copy the graphic set raws to the save raws too.
>>
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I think hell just froze over.
>>
>>147048903
How absolutely terrifying.
>>
Does anybody else read this
http://dwarffortresswiki.org/index.php/Consolidated_development , when they want to know whats coming?
Its a constant and painful massive erection
>>
Is it not possible anymore to smash undead with a bridge? The bridge just vanishes if I try to remove undead via atomizer
>>
>>147030493
hope you're gonna post that seed
>>
>>147049203
>that decades old page
What's the point of getting a boner if you won't have sex for another 40 years?
At least use the regularly (in DF time) updated devlog here:

http://www.bay12games.com/dwarves/dev.html

That way you'll only have to hold your erection for a couple of years before cumming.

>>147049693
Some creatures are immune or too massive for atom smashing IIRC. Did you check the wiki?
>>
>>147049693
>>147051710
There's a size limit, although I don't remember how high it was. basically, if you try to smash too big creatures, the bridge gets destroyed.
>>
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>>147049203
>>147051710

It's still fairly relevant, isn't it? Some stuff in there marked as (Future) has been implemented since then and now, but really it was just too difficult to keep track of everything with the core/req/bloat system.

The Power Goals are still a treat to read through though.

>You are ordered to go clean up the city, because the king hates the lifestyle of the street gnomes. You find a tent city. You throw your torch into it and set it on fire. The gnomes scatter, but one approaches you and pleads, "please let us go." You stick him and he holds you saying, "please, no, no." You cannot move with him clinging on you, so you brain him with the hilt of your sword.
>>
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Does posting pictures of Toady count as "frogposting"?
>>
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>start playing again
>install dfhack for the first time
>become addicted to niceties like manipulator and search and automatic construction type/material selection
>game gets updated
>>
>>147052293
>It's still fairly relevant, isn't it?
It is, yeah. I wasn't being entirely serious. But there is no indication whether something will be implemented sooner or later, so it should probably be used in conjunction with the newer dev goal list.
>>
>lay out plans for a castle
>halfway through construction, a vulture takes up residence
>eternal job cancellations

The surface was a mistake
>>
>>147053664
>forget to build corner walls first
>have to tear shit down to fix it

>can't use stepladders for construction
>staircase scaffolding takes fucking forever to remove

The fate of all those who seek to emulate the surface-dwelling swine.

What if there was a "scaffolding" construction type, that was quick to build/remove, and instantly deconstructed if it didn't have a connection to the ground through other scaffolding tiles, so that knocking out the bottom tile instantly collapsed the rest?
>>
>>147054228

and instantly deconstructed if it didn't have a connection to the ground through other scaffolding tiles, so that knocking out the bottom tile instantly collapsed the rest?

All constructions already do this.

You're basically just describing a quick to build/remove version of up/down stairs.
>>
>>147054882
collapsing stairs causes a cave-in and knocks out any dwarves caught in the dust. presumably scaffolding would be a much safer version... maybe similar to how cut down tree logs tend not to hurt dwarves standing under them.
>>
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>>147051710
>>147052293
>>147053652
Well, if some guys only play DF for the legends, I can indulge myself in thinking that someday I will be able to play as a god in the game, probably shagging some peasants too, and call her offspring hercules
>>
>>147054882
Scaffolding won't collapse when you remove the support underneath it because it will still hang onto the construction it helped build.
>>
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>>147053143
No. Not at all.
Frogs and toads are entirely different you complete and utter cabbage. Educate yourself.
>>
>tfw only one ninedots
>>
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>>147057263
I like ninedot
>>
>>147058391
Ninedots is one of the few cool guys on gay12.

He must be the biggest autist IRL, though.
>>
You have five minutes to justify the existence of vampire dorfs.
>>
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>>147059876
Do you mean "justify the existance" as in justifying
>a) not killing vamps in your fort
or
>b) Toady's decision to add vamps to the game
?
>>
>>147055528
Someone should go through the list and check how many new goals have been met since the last list update.
>>
>>147060221
Either or. From a player enjoyment perspective vampires do one of two things: fuck you over because they've eaten your best chef, or they make you waste time quarantining your migrants to see if they get hungry or whatever.

They don't make the game more *FUN*, they just make it more tedious.
>>
>>147060718
It'd be cool if the captain of the guard could go around investigating until he/she finds the vampire. It should include some kind of micromanaging to do so it's not just an automated process.
>>
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>Magical research incorporated into library system
>Send a dwarf off as a wizard's apprentice
>>
>>147060718
Just use Therapist to spot vampires, either by kills, skills, or name.

If that doesnt work just use dfhack to have it mark the vampire
>>
>>147063223
I'm playing the new version.
>>
>>147060718
I agree. Sieges too; they either fuck you over by killing your dwarves or make you waste time haiuling teeth and -troll fur loincloths-.
And cave ins. They either fuck you over by squishing your best miners or make you micromanage your digging to avoid them.
Don't even get me started on hell, ghosts, dragons, aquifers, fruit trees...

On a serious note, though, if you don't like them you can just disable them in worldgen instead of bitching about it. Actually, of all the "inconveniences" I noted above, I think ghosts are the only ones that you couldn't remove from the game if you wanted.
>>
>>147062482
Im so pumped about magic
>>
>>147064193
>or make you micromanage your digging to avoid them.
OH NO YOU HAVE TO LEAVE A SINGLE TILE UNMINED EVERY 10 OR 15 BLOCKS SO DIFFICULT
>>
>>147054228
Use an up/down stair and retracting bridges
>>
>>147064193
Sieges and cave-ins and hell, ghosts, dragons, aquifers, etc etc etc are all able to be mitigated in advance. Vampires are your dwarfs betraying you. There's a clear difference.
>>
>>147064693
What isn't different is that you can disable them before you ever start the game instead of complaining. I don't know why you would, though. They're the only challenge in fort mode that you can't deploy a canned, rote counter for. You can design away literally every other difficulty you can possibly encounter.
>>
>>147064301
That's not how cave ins work.
http://dwarffortresswiki.org/index.php/DF2014:Cave-in#How_cave-ins_work
>>
>>147029496
Is it really that bad regarding highly skilled warriors? I was thinking about downloading .04 but I don't know anymore.
>>
>forget to take bauxite so that you can build your forge

JUST
>>
>>147070687
>bauxite
>playing like it's still 2006

Just dig around. There are so many magma safe stones now that you'd be hard pressed to find a stone layer without any.
>>
>>147070687
>spend 2 minutes digging
>you now have all the stone you will need for the next 3 years
>>
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>>147071320
>playing like it's still 2006
That anon must be an australopithecus.
>>
>turn on all creatures trainable
>cant find anything but kangaroos and dingoes
>turn it off
>elephants and big cats
>>
>>147072093
You fucked up, anon.
>>
>>147072093
a) You can make any creature trainable at any time.
b) Elephants and every big cat (except cougars) are already trainable.
>>
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>mfw looking at the list of features they want to add to the game

I understand that it is his beautiful dream and he thinks he has to realize it alone, but couldn't he accept even a little help? It doesn't have to be some idea guy that constantly disagrees with his vision and takes the direction of the game out of his hands, just get a codemonkey that follows precises orders. It worries me to think he is doing this all alone
>>
>>147071438
>>147071320
>taking picks at embark when you can literally make them
>>
>>147074632
>waiting until after you've built a wood furnace, smelter, forge, smelted ore and forged picks to strike the earth
>>
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>>
>>147074518
I'm of the same opinion, but there's seems to be a general consensus the he really needs to do it alone.

I'd love to see way more regular updated.
>>
>updating migrant labors by hand

back to 42.06
>>
>>147071693
I don't fully understand this picture yet still find it hilarious
Someone wanna explain it
>>
>>147077781
The rapist works with 43.03.
>>
>>147077879
2cats! lmao 2cats
>>
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>>147077781
Not sure if too autistic not to minmax or just too new to play without crutches.
>>
>>147074518
I really want to be his code monkey and offload pathfinding to the GPU. :(
I'd follow orders and everything.
>>
>>147062482
>tfw you heard Toady say "er-ist" instead of "your-ist"
>>
>>147079630
>not ooreest
absolute pleb
>>
>>147079193
We can't all enjoy grinding our faces into the millstone, Jeff.
>>
>>147079747
>ur as in urge
>ur as in urinal
>>
>>147079630
>>147079747
The "u" is supposed to be pronounced "ʉ". If it was pronounced "oo" it would just be plain "oo".
>>
>>147080375
You are wrong for a variety of reasons
you dum-dum
>>
>>147079193
the autistic one
>>
>>147080375
Uh, ʉ is the sound in "choose" according to the ipa stuff on wiki.
>>
>>147082690
It may be hard for a native English speaker to distinguish between the two, but really, there's a world of difference between them.
>>
>>147082874
>choose [t͡ʃʉːz]
https://en.wikipedia.org/wiki/Close_central_rounded_vowel
>>
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>>146899020
Reminder that Toady will only do like half of what he lists there.
>>
>>147083903
Hi Marc.
>>
>>147079630
>>147079747
>>147080230
>>147080375
You're all wrong. It's pronounced uh-REES. The t is silent.
>>
>>147084074
Hi
You made my heart stop for a moment while I wondered if you actually found out some useful information about me.
>>
>>147083903
I would rather have the shittiest 25% of that list than 100% of any other game I've played in the last year.
>>
I like to pronounce it like my japanese animes.
Drinking +dwarven tea+ with urisuto-kun!
>>
>>147084178
I would have suggested you remove it instead of just teasing you.
>>
>>146942269
Will be white or purple after this release, not green.
>>
>>147083903
>several 4chan tabs open
>three different bay12 tabs
>logged in to at least two mail inboxes
>two google searches
>"kill"
triggered
>>
>>147085019
>Not having a Kill Six Billion Demons tab open
Well you clearly don't care about myth and magic at all.
>>
>>147085227
>tfw they don't choose King
Don't have it open because it updated just the other day and won't again til later tomorrow.
>>
>Research
>Develop powers which can change the world
>Discover nested structure of the inner secrets of magic and the universe
>Glimpses of the unknown, mysteries which can slowly become more clear
This sounds amazing.

>Player or NPC activities as right hand or apprentice: Sacrificed as vessel for demons
Not sure how that's gonna work.
>>
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>>147086314
Finally all those megaprojects based around sacrificing elves will be of some use.

>tfw when you're dark god gives your militia demonic strength in exchange for 100 elf lives.
>>
>>147086314
>You have died. Press Enter to continue.

The framework is already in place fampai.
>>
>>146977913
>dig underground
> build a cave
> turn it into a fighting ring
> capture other dangerous animals
> build mechanisms that control the cages inside the ring
>lock the doors
>watch as they all fight to the death for your amusement
> the winners get the prize of being murdered by your soldiers or recapture them for future use
>>
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>>147086314
>collect 5 dead elf corpses
>arrange them in a pentagram pattern
>lure a Lord or some other character of great physical or political power into the center
>incant a spell
>suddenly everything in the room except you implodes into a tiny ball that then expands into a large undulating figure
>a lesser demon, summoned and bound by your will
>Arranging certain sacrifices in a hexagram, heptagram, octagram etc in places with high concentrations of magical energy allows you to summon different tiers of demons and even angels/deific heralds

>build a giant transmutation circle around an entire civilization
>>
Anyone know why my tavern isn't getting any visitors? I have a tavern keeper, correctly designated meeting zone, goblets, performers, etc.
>>
>>147088948
>Performing ritual
>Move to x
>Move to x
>Move to x
>Move to x
>Concetrating
>Move to x
>Move to x
>Move to x
>You have been sacrificed to a demon!
>You are deceased.
>Press esc to continue.
>>
>>147089597
>pressing esc to continue allows you to now play as a demon in that world
>>
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>>146977913
Put the cages in mugs and serve them in your tavern.
>>
>>147089220
Are you sure that other civs still exist? All I can think of.
>>
Will I get bandits atacking my building in adventure mode? I want to build a fortified camp/tavern, but dont want to waste my time if there is nobody to defend it against
>>
>>147090319
I only have dwarvern and goblin neighbors. Dwarves can still visit, right?

Also, unrelated, will more civs establish themselves if my game is long as fuck? Like, several decades?
>>
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>>147089786
Nobody's going to do it. Just post some screencaps.
>>
>>147089220
I assume that, like with sieges, people have to physically meander over.

Question: Are gobbo tavern goers still outrageous irritants? I keep hearing stories of them starting lethal bar brawls, etc.
>>
>>147090619
>Also, unrelated, will more civs establish themselves if my game is long as fuck? Like, several decades?

Absolutely not. New *entities* may or may not (mostly, from you creating them, and individual armies are iirc entities, not sure) but what's made at the start of the game is what you get!
>>
>>147091068
I'm pretty sure that a "refugee" entity is formed every time some escapes from a ruined settlement, and that a new local government is formed everytime a site is founded.
>>
>>147091068
Well, balls. Is there any way I could add more civs? Or maybe import my current map into a new world?
>>
>>147091273
Ah that too.

>>147091281
As far as I know, no. Its very important to plan ahead when setting up a good world.
>>
How do I view combat logs in fortress mode?
>>
>>147091896
'r'
>>
>>147091896
'r'
>>
>>147091963
>>147091992
'd'
'r'
Read them backwards to become a pirate!
Read
>>
>>147092091
Ar dee ar ar!
>>
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>>
>spend the 30 minutes learning macro system
>make macro that creates a 1x3 channel, moves right one block and down one z level, makes another 1x3 channel
>try to run macro
>EVERYTHING GOES HORRIBLY WRONG

FUCK
>>
>>147095954
I remember you, took you this long how to learn to do it?
and yet, you still fucked up
>>
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Finally finished up some nice sleeping quarters.
>>
>>147096386
Well I only played like an hour last night cause a friend called and wanted to hang. So I watched a couple youtube vidz about it today then tried when I got home this afternoon. It fucked up so I gave up and worked on my function generator
>>
Alright, I've finally made my first self-sustaining fortress (10 years and still going) with mines, a tavern, a constant goods industry, adequate living quarters for all dwarves and nobles, and even a hospital.

What's something cool/useful I probably don't know yet and/or should build?
>>
what's your favorite shallow metal to encounter?
>>
>>147095954
>marco system
HOW
>>
>>147097920
What you are looking for are dwarven shotguns
>>
>>147098267
Gold I guess? Not sure if its "shallow" but I find it on the surface on volcanos and shit all the time.
>>
>>147098267
goblinite
>>
Anyone have experience modding in evil clouds (or other weather effects patterned after them)?

If you just want one kind of evil land interaction (like one that A: animates dead bodies and B: creates zombifying fog clouds), will putting a single interaction in give it to all evil lands or should I make a bunch of duplicate interactions?
>>
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>>147097243
Wish we could build windows in adventurer mode without advfort.
>>
>>147091281
>>147091417

You can regen your map exactly from its seed.
>>
>>147103010
Very nice.
>>
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ExposedLavaFlows.png
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>>147103384
It's actually submerged, I was able to block off the magma flow parts so the water would obsidianize and it filled in at last.
>>
>>147088948
Oh man, that would be absolutely glorious. Sacrifice an entire civ, become an unstoppable death dealing demon.
>>
>>147083903
>Reminder that Toady will only do like half of what he lists there at a time
fixed that, also, well what did you expect?
>>
>>147083903
Toady virtually always overdelivers rather than underdelivers.

>tavern update
>also throws in writing necromancy books, temples so you can become a night creature easier, etcetera
>>
>>147088948
>The more you prepare, the more it pays off
>through dozens of adventurers and dozens of fortresses all over the world, you create a 3 tile wide magma-filled pentagram spanning an entire continent
>the shape encompasses several cultures with thousands of creatures
>they all get sacrificed to summon a demon to do your bidding
>entire civilizations evaporate for the ritual
>you wish for a a kobold girlfriend
>>
What is the best thing to do with cut gems?
>>
>>147104523
bonus content: you can play as the demon you just summoned in adventure mode
>>
>>147104567
Gem encrusted dragon dildo.
>>
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>>147105696
You can already do basically that as fluff+mods.
>>
How much does toughness really help?
>>
>>147105805
Encrusting is too much work, having to pick out each type of gem and re-issuing the command whenever you run out and have to switch. I want something I can leave on an infinite run and just keep the gem economy flowing straight from rough gems to finished products.
>>
>>147105976
If you have enough gems you literally have to re-issue the command like every 30min. Not so intensive...
>>
>>147095954
>>147096386
>>147097801
I did it
>>
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>>147105976
>Encrusting is too much work
>mfw I read "Existing is too much work"
>>
>>147105925
Yes much.
>>
>>147105925
In a fistfight or against dingos or something like that it can make a pretty big difference. In a swordfight or against giant dingos or something like that it makes nearly no difference.
>>
>>147108657
I was thinking it may be more worth it nowadays in terms of armor conveying a lot of shock through to your body.
>>
>>147109476
fosho
>>
>>147109476

On that note, do mail shirts help absorb shock or anything like that?
>>
An ambush, curse all friends of nature!
>>
He is content after bumping a thread.
>>
>>147109476
>>147110529
Maybe. Needs testing. Until someone sciences it we can only speculate.
>>
Boy, this place sure is dead.
It was inevitable.
>>
File: 1458831350727.png (53KB, 321x326px)
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>Raw Adamantine! Praise the miners! x4
>>
I saw page 10 strike down the ded thread this evening.

I feel nothing.
>>
So, as my beard gets longer, I came to the awful conclusion that there is no dedicated "wash beard" job for dorfs, and dear bloodgod there should be.
>>
Will it eventually be possible for civilizations to form mid-playthrough as a result of civil wars/large amount of dispossessed people?
>>
>>147118803
They have a clean self job. Presumably the beard is part of that package.
>>
>>147123742
God I hope so, but I haven't noticed a specific inventory item for "half a pound of crud stuck in beard" so...
>>
A
>>
>>147127002
Is for the ass you throw, at me...
B
>>
>>147127916
>B
with a g on top of it.
Kiss your fort goodbye.
>>
hey, everyone! share some ascii tilesets!
>>
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friends, which colour scheme is this? it's some random screenshot from some guy with amazing colours. i can't match it to anything on the wiki color scheme page, please help me.
>>
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Question: What's better, a weapon trap made of training spears, or wood menacing spikes?

I have a lot of wood and want to make a lot of traps.
>>
noob here. What happens if I hit Exit?
>>
>>147130214
Try posting it in a thread on the forums, and look through a couple color scheme threads to see if the screenshot pops up
>>
>>147123742
The beard is the self. The arms and legs are merely tools it uses to explore the world.
>>
>>147131802
No one knows?
>>
>>147131802

Danger rooms used training spears due to decreased levels of injuries, avoiding menacing spikes because they could still injury a dwarf through armor

So wooden menacing spikes are the best choice among your alternatives to do damage
>>
>>147136045
Thanks
>>
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ded
>>
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>>147129930
>>
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>>147129930
Here's a square one.
>>
>nonsquare tilesets
>>
>>147140209
>squarelovers should be grateful they aren't carted off to concentration camps for their obvious inferiority
>>
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>>147104523
>if you don't place everything correctly, demon may be hostile or you may be sacrificed yourself
>different formulas and elemental combinations differentiate between summoning, transmutation and self empowerment
>can sacrifice a town for immortality (without any problems but unlike vampirism you don't get super strength and unlike necromancy you don't get animate corpse)
>sacrifice an entire continent
>become a demon level of power, adjustments in formula could differentiate between getting godlike strength and powers, or simply becoming a true immortal that won't die even when smushed into bits(Queen Annalise style)
>setting up the ritual makes people suspicious, and some goody wizards who want to preserve the balance will try to stop you
>doing dark rituals on a smaller scale offends certain deities
>entire nations will become your enemy as you gather the materials for larger rituals
>deities will try to intervene and send emissaries to fuck your shit up
>set up a icosagon across the entire world
>sacrifical points may be entire civilizations, magical places of power, dungeons etc, requires you going to all of these places to set up nodes
>once you sacrifice over 70% of life on the planet the gods themselves descend to fight you with an army of arch angels

I think I'm going too far with these stupid fantasies. But for real, if there was a minor ritual mechanic like this there would need to be some kind of way to balance it out. It'd be troublesome to just kill an entire civilization, doing that in an instant with just some nice geometric shapes and magical formulaic combinations seems very overpowered, especially if you're gonna get even more power from it.
>>
>>147140326
Oblong faggots are literally sub-elf entities.
>>
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>>147095379
>>
>>147140883
>says the fat stubby little person
>>
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>>147140209
Non-square tilesets are better for getting those sweet NES-style aesthetics.

Square tilesets make the game look like yet another hipster garbage wannabe oldschool indie game.
>>
Anyone got some autism/fractal fortress pics?
This gif >>147140649 inspires me to make an autism fort so I need some pics

Also how many more replies till new thread?
>>
>>147141708
Someone light the autismfortanon signal.
>>
>>147141702
Aaargh I'll admit fault if you post your completed tileset!
>>
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I once took the psychedellic drug LSA and tried playing DF. LSA causes heavy sedation side-effects so I couldn't really play. But I was playing a HD/orchestral remix of the fortress mode theme and sat back and closed my eyes. I saw dwarf smileys and plump helmets bursting out of the middle of my vision, and I saw from the view point of a dwarf, moving into the entrance of one of my previous fortresses.
Felt really epic.

https://www.youtube.com/watch?v=fZKfcZ2VvEk
>>
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>>147142081
>>
>>147142081
Nope.

I'm it's still lacking in some really important aspects.

The stairs are a good example. The current ones use the same font and size as the text, because I wanted them to be consistent with said text. However, nobody can deny that they look outright awful. So I'm gonna need to draw some stairs after all.

I want the up and down stairs to be fully graphical/figurative, while still working as arrows. I saw some tileset that did this pretty well a while ago, but I've forgotten which one it was.

In any case, this set won't be released until it's done.

(I'll admit, it was largely delayed by the last release, since I have the habit of celebrating each new release by just playing with a "clean" vanilla game for a week or two.)
>>
>>147142649
I seem to recall the CLA/Myne set having neat stairs.
>>
>>147142871
I found the one I was talking about. It was Tergel.

>http://www.bay12forums.com/smf/index.php?topic=145802.0

Too bad it doesn't have the right aesthetics.

In any case, I'll look up the ones you mentioned for inspiration.
>>
>>147106559
no-sarcasm congrats
>>
>>147131994
This meme got old before most people new of it, thats a record
>>
>>147143005
Hah, I was thinking of Tergel too.
>>
>>147099280
AHK (AutoHotKey) is an excellent program for making macros. Assuming the letter "q" sets off the macro, the code for what he's trying to do would be something like:
q::(
send d
send h
send {RETURN}
send {DOWN 2}
send {RETURN}
send >
send {RETURN}
send {UP 2}
send {RETURN}
)
quit
>>
>>147140649
You are not going too far man, keep going, thats epic as fuck.
>>
>>147142080
When you don't want him, he's in the threads
When you want him, he's nowhere to be found
>>
So I want my legendary weaponsmith to make me some maces. When I use P to set him as the only on permitted to use the forge and make maces, nothing happens. What do?
>>
>>147145681
Nevermind, turns out he was just a lazy fucker.
>>
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>>146881702
>>
Can I run true textmode only in dwarf fortress like Linux (not using X)?
>>
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I found a basic stair model I could stick with. When you put the two next to each other, it looks like they "link up" alright.

Getting the tile to work as an arrow was a bigger challenge. At the moment, I'm thinking of using the same second shade that I used on the floors to paint an arrow on the steps. After experimenting a bit with different widths and lengths, this is what I came up with. I might change it later on,though.
>>
>>147147215
I like your idea quite a lot.
Have you tried it out with different colors? A stair made from a darker material might not be as visible.
>>
Can you get crazy in adventure mode?
>>
>>147147801
The thing is, I want the shades on the stairs to be consistent with the ones on the constructions and furniture.

Dark gray is used for the floors, as well as the tops of all furniture, and so, I found it fitting to use it for the steps of the stairs. Light gray is used for walls as well as the vertical faces of furniture, so I decided to use it for side of the staicases, as well. Since I already used light gray as a secondary colour on the floors, I thought it'd look best if I used it to show the arrows on the steps themselves, as if it was some sort of decoration.
>>
>>147140649
On the whole true immortal idea

>just a weak as fuck peasant in terms of skills
>go up against huge beast
>slices off several limbs
>crushes upper body
>destroys head
>have to maneuver around as a bunch of severed limbs and crawling gore that gets more and more destroyed
>over time begin to piece back together, usually takes around a day to fully reform
>no matter how many times you get knocked down you just keep coming back and chipping away at them

Would also make a bitch of an enemy to fight. Imagine a wandering immortal that has been training for centuries fighting a whole fortress alone? Of course it could be cut up and trapped, but it would be a pretty entertaining adversary to deal with.
>>
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Well, I wouldn't call it finished, but I might as well post it now. I've left some of the unused or otherwise really rare tiles blank for the time being, but the set should work fine in fort mode as well as adv mode.

Just remember to set all pillars(constructed pillars as well as tree pillars) to use tile 255 in the init_d file. You'll want to turn truetype off as default, or it will activate automatically because of the set's large size.

I also recommend setting the engravings to hidden by default, since that looks best with these walls and floors.

I've only used it the default colours, but I guess it works with other colour sets, as well.
>>
>>147148704
>get crazy
Do you mean go insane? Or like Danny-Trejo-on-Sunday-night-when-Monday-is-a-bank-holiday crazy?
>>
>>147150571
first
>>
>>147151394
No.
>>
How would I go about moving a race from one mod, tileset and all, into the Masterwork mod? Yes I'm a faggot I know, but that aside does anyone know?
>>
>>147151996
Could you imagine if Toady puts in some really lovecraftian or warhammer shit that makes people go insane if they look at it.
Like if Forgotten Beasts or Demons can have a trait where they are impossible to comprehend
>>
>>147152895
I hope he doesn't, because that would be bullshit. "Can't handle le truth" is the biggest cliché ever.

On another note, there is already a similar thing in the game. If a creature encounters another creature that is big enough in relation to the first creature, it might break down and curl up like a PTSD victim. The bigger creature doesn't even have to be hostile.
>>
>>147152895
I can see it being possible in the near future, as the starter scenarios and the whole magic/myths arc features the existence of beings/primordials/gods, you just need one to align to whatever sphere insanity reacts too, and make him happy about terrorising people
>>
>>147153261
Never knew that, can elephants make goblins curl up? I'm gonna start capturing and training elephants pretty soon
>>
>>147153261
woah, is that true? where does the wiki say that?
>>
>>147153370
I'm not sure it IS on the wiki, but I've experienced it myself. It might be on the size page or creature token page, though.
>>
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bumbin'
>>
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>>
>>147156795

lel, nice
>>
>>147150312
Luvly. I'll try that out on Tuesday
>>
Is lazy newb pack and/or dwarf therapist available for 43.03?
>>
>>147158090
No


Also, Do you sometimes think of things you´d add to the game but deep inside you know they are impractical?
Mine is the possibility to grab enemy´s inner organs in battle
>>
DORF FORT MULTIPLAYER WHENN
>>
>>147158540
I could see an adventure mode multiplayer working in a way. Just have it wait until all players have input a command before actually commencing the next turn, and make actions like opening your log or inventory possible even once you've made youe move for the turn. Then just make it so if someone doesn't submit an action for a lengthy period, they automatically just wait for that turn. It'd be slow paced, but with a small enough group of players it could be amazing. Imagine wandering into town as a human adventurer and hearing rumors about the vampire Urist McOtherplayer, who in the summer of 1014 killed Jack Humanface in Pillowrustled. If you could make the system work with a lot of players, you might not be able to even tell who's a player and who's an NPC, especially since chat would be handled by the in gane conversation system (maybe with a few added options). And I guess if a player disconnects, just make their character fall asleep and suspend their hunger/thirst until they log back on.
>>
>>147153261
>If a creature encounters another creature that is big enough in relation to the first creature, it might break down and curl up like a PTSD victim. The bigger creature doesn't even have to be hostile.
You've been misinformed. That's not a thing. Creatures can become terrified in conflict, but not just from seeing a big creature. Try rolling up an elephant man adventurer and walking around in a town or hillocks or forest retreat. No one will give a shit until you start throwing punches.
>>
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With armor damage included, do danger rooms still work or does it shred your dwarfs armor?
I mean I could just throw training retinues some constant copper armor on since thats not really that good (and would train my smith(s)) but the constant risk of armor failure would warrant a new design?
>>
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>animal men
>>
File: deadlydust.png (533KB, 483x1080px)
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>forgotten beasts
>>
Do raised bridges create a wall equal to there high when raised?

Does a 2x5 bridge make a wall 5 z lvls high or just 1?

Do I actually need 5 z levels of clearance in order to raze it or will it just phase through the stone?
>>
>>147164583
nope
just 1
a bridge like
00000 ->
00000
will raise to be
____0
____0
>>
>>147164903
That's somewhat disappointing.
>>
What is the point of a 3x3 staircase?
Why won't a 1x1 or a 3x1 work?
>>
>>147165523
3x3 staircases are to prevent dwarves from tripping over eachother when there's a large amount of them trying to use the staircase at once. Instead of crawling over or under another dwarf that's faster/slower than them, they can just move up/down/left/right/diagonally to another staircase and keep full speed.
>>
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A necromancer just showed up alone to my fort.
How do I capture this guy?
Is there a way to tell my military to go non-lethal?
>>
>>147166278
He ran away before getting anywhere close. :(
>>
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MY EYES!
>>
>>147165523
How much room you need depends on the traffic demands of your layout. A 3x3 is almost never more efficient than any other size. It's only as prevalent as it is because it's easy to designate and is suggested in the quickstart guide.
>>
>>147167264
I read the filename and thought it said booze. I was about to ask how you got it to rain dwarven wine when I read the message at the bottom. Have to say, I'm pretty disappointed.
>>
>>147166278
Cage traps.
>>
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>>147167510
I thought the same thing
>>
For some reason there is only one dwarf hauling stuff from the embark site to my stockpile, and he's doing it using a wheelbarrow only. The rest of them are just idling, which is strange because when I first made the stockpile they all rushed to haul stuff. What gives?
>>
>>147162076
Can someone explain this meme
>>
>>147169143
For some reason allowing no wheelbarrows in that stockpile made them start hauling.
>>
>>147169603
Do you not know what a sponge is?
>>
>>147169603
Its two sponge men fighting eternally at the side of a river, and it spams the player with messages. The animal men at the time, and maybe still, didn't have specific names.
>>
>>147169662
Dwarves will only use wheelbarrows to haul if a stockpile has them assigned. If there are only two wheelbarrows to a stockpile, then only two dwarves will be hauling shit. It's kinda dumb.
>>
>>147169603
Make an adventurer and go find a pack of wild animal men. Just hang out with them and skip turns for a minute. The meme will explain itself.
>>
>one of my dwarves is named Eshtan Bustrhymes
Found my new bard.
>>
>>147171561
Do bards matter?
>>
>>147172059
if you put them in a tavern they give good thoughts IIRC.
>>
I haven't seen much about dfg's taverns. How lively and interesting do they get?
>>
>>147172059
Bards Are Very Important
>>
>>146902282
I feel like both extremes of that slider will be bleak and horrifying in different ways.
>>
>>147155658
Even an autist can be taught basic dress sense.
>>
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>>147174181
>it's a neurotypical trying to pull an autist down to his level episode
>>
>>147174769
>he says, while posting a picture that portrays an "asperger" in perfectly acceptable dress
>>
>>147080665
keep telling yourself that :^)
>>
>>147173452
I can see a world where death doesn´t happen at all being some really messed up place.
Eventually, for a variety of reasons, every person from every race would become insane. Which would be quite funny, if nothing else, atleast you could see all the gods, good or bad ones look at an earth completely full of sick people with a little darkness in their eyes
>>
>>147176224
In practice I'm pretty sure the low hostility low death worlds will be comfy chipper places until the player starts doing Cask of Amontillado (sp) on his deathless dwarves and otherwise torturing them.
>>
>>147176224
>Eventually, for a variety of reasons, every person from every race would become insane.
Only dwarves can go insane, because only dwarves get strange moods.
>>
>>147178182
That hasn't been true for years dude.
>>
noob here, I just generated an advanced map and decided to embark near a volcano (for lava).
Map said there was water nearby, how come I there's no water when I embark? Did I fuck up?
What does it mean embark size? Does that make the size of the map I can work with bigger?

How do you deal having no water? Is it a no-no?
>>
>>147179998
I can't tell if this post is trolling or not because
>Map said there was water nearby, how come I there's no water when I embark? Did I fuck up?
>How do you deal having no water? Is it a no-no?

seem legitimate questions but

>What does it mean embark size? Does that make the size of the map I can work with bigger?

this strikes me as pretending to be retarded
>>
>>147169662
>>147169897
There would be no point in having wheelbarrows if dwarfs were willing to haul things by hand to a stockpile that has wheelbarrows.

If you want a massive rush to fill a large stockpile just don't assign any wheelbarrows. Once it's full you can allow wheelbarrows again and then the dwarfs will efficiently keep it full.
>>
>>147180552
don't be hostile towards new players :^)
>>
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>>
>>147184704
>[Laugh track]
It's not a track. That panel was done in front of a live audience.
>>
>>147184873
Plus one emu.
>>
>>147181002
Agreed, wheelbarrows are one of the most useful stockpile management tools in the game. In my opinion the only questionable design decision regarding them is the 3-per-stockpile limit.
>>
>>147185268
Feeder pile
F QSP- F
e Feed e
e Stop e
d QSP d

Three wheelbarrows per feed pile.
>>
File: Capture.png (4KB, 569x51px)
Capture.png
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>A large ass twisted into humanoid form
>>
>>147186024
Oh, I know. I pretty much exclusively use small piles and QSPs. The limit seems arbitrary, though, and is one of the reasons I don't use piles more than ~6-12 tiles.
>>
>>147185268
It's probaby a way to make them foolproof, since the whweelbarrows all take space in the stockpile.
>>
>>147188351
They sort of do. If you have a 3-tile stockpile with 3 wheelbarrows nothing will get hauled to the pile. If you have a 4-tile stockpile with 3 wheelbarrows then dwarves will fill all 4 spaces with items and leave the wheelbarrows on top of them. It's a strange kind of bug.
>>
>>147176224
Has Toady said anything about deities doing stuff in-game? Will they work as more complex dwarves, what are their wishes?
>>
>>147180552
I am a new player, I really dont understand what's going on
>>
>>147179998
The embark square you chose is the entire map you get in that fort. If it didn't have any water(have water "near" the embark doesn't help, you need it IN the embark itself), then you'll have to do without an easily accessible water source.

You can still find water by digging into the caverns, or by finding an aquifer, though.
>>
>>147191760
I see, thanks a lot, I thought the embark was where my dwarves would stand and thought the whole square was my building ground, I feel so dumb
>>
What's the name of that one Adventure Mode story where the guy rapes a kid at the end?
>>
>>146882508
>Subsist by eating the flesh of lesser animals.

B-but they eat dwarf flesh too!
>>
>have too many fisherdwarves because migrants
>they all just fish outside all day and do nothing productive
>try to reassign them but they arrive faster than I can keep up
>a vile force of darkness has arrived!
>bar the gates
>let the fisherdwarves die
>>
>>147186024
What's a QSP?
>>
>>147192997
Obak Memegod
>>
>>147193194
Trackstop with a route set to accept from a feed pile and dump to a single tile with no links that accepts the same items to form a quantum stock pile.
>>
>>147193179
>Not turning them into useful citizens
>>
>>147193179
>>147196446
>a hill titan appears
>made of coral and spews webs
>population 160
>decently trained military half made of mercs
>bringiton.gif
>finally kill it
>my entire military has died four times over
>population reduced to 40, half of it children and most of the other half miners
I have found the fun.
>>
File: battoru.png (28KB, 904x296px)
battoru.png
28KB, 904x296px
>>147197442
>Not making it so children become adults at young ages
>>
File: 1460312380237.png (87KB, 261x228px) Image search: [Google]
1460312380237.png
87KB, 261x228px
Where's waifufag to shitpost the threads back to the frontpage when you need him?
>>
>>147200189
He got banned for it, so when it expired he stopped.
>>
>>147142150
That was fucking epic.
>>
What's your favorite game to play alongside DF? I've been doing well with Hearthstone though sometimes I rope or have to pause.
>>
>>147158324
>>147158090
Yes you can make it work. There's a how-to on the forum's therapist thread.
>>
File: Obok Meatgod.png (328KB, 1184x2843px) Image search: [Google]
Obok Meatgod.png
328KB, 1184x2843px
>>147192997
Here you go.
>>
File: chameleontowel.jpg (119KB, 540x720px) Image search: [Google]
chameleontowel.jpg
119KB, 540x720px
friends! post some tilesets! preferably ascii. some hypercool dude gave me a python script to convert tilesets into linux framebuffer console consolefonts, so please make it rain.
>>
I have a lot of gold. And I mean a LOT of gold.
What's the best trade item to craft with it?
Gold crowns?
>>
>>147204028
http://dwarffortresswiki.org/index.php/DF2014:Item_value#Base_values_of_items

giant axe blades, i think? or minecarts. but don't waste it like that, you'll get infinite money from stonecrafts or bonecrafts or something too, build a golden castle.
>>
File: IMG_4734[1].jpg (125KB, 568x426px) Image search: [Google]
IMG_4734[1].jpg
125KB, 568x426px
In adventure mode, is there a way to pull you weapon out of the person mid fight if it gets stuck in?

My spear keeps getting stuck in after 1/2 stabs, and then it turns into a 20 turn melee.
>>
>>147205965
>you'll get infinite money from stonecrafts
Ok seriously what are you crafting?

Iv made a lot of money though carpentry selling spiked wood balls, but iv completely given up on stonecrafts because they all seem to sell for under 100 ea.
>>
File: BigasamAscii.png (140KB, 576x864px) Image search: [Google]
BigasamAscii.png
140KB, 576x864px
>>147203287
>>
holy shit this game is so bad.
>>
>>147209712
holy shit it is?!
>>
File: BigaSquareAscii.png (105KB, 576x576px)
BigaSquareAscii.png
105KB, 576x576px
>>147203287
Square version.

>>147206034
Move/dodge away?
>>
>>147206187
well, so many stonecrafts that i've needed a macro to sell them, definitely over a few thousand. lots of dwarves wanting to be creative and not much to do, i've stopped having them all stonecraft all the time by now, but i still have over 400 dwarves. but either way, just a few dwarves crafting useless stone away all the time, buys all the caravans many times over.

you get absurdly rich pretty quick if you just constantly produce something that you don't use yourself. maybe you should have lots of dwarves crafting trap components and armor out cheap metal to increase the chance of a useful artifact type when a strange mood rolls around, and then sell the stuff you don't want to melt (like the masterworks). but is cash really a problem? i just trade all the trash i would basically atomsmash instead, worn items and stuff.
>>
File: flying teeth.png (27KB, 1394x1028px) Image search: [Google]
flying teeth.png
27KB, 1394x1028px
>>
>>147210035
>>
File: mosus what.png (20KB, 1197x314px) Image search: [Google]
mosus what.png
20KB, 1197x314px
>>
>>147191428
so yes, you can select your embark area from anywhere from a 1x1 to 16x16 (not recommended).

if you want water and a volcano you better be able to make an embark line that reaches from the water to the volcano
>>
>>147212469
>>147212469
>>147212469
>>
43.04 has crashed 3 times for me, I want to cry.
>>
>>147213180
it crashed while saving, I'm killing myself tonight guys, bye
Thread posts: 754
Thread images: 163


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