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/dfg/ - Dwarf Fortress General

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>Download the basic game here. Current version is Dwarf Fortress 0.43.05
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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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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>Dwarven historical figures that have been assigned various artisan professions now have a chance to enter a mood and produce an artifact. It's more abstract than the standard in-play fortress process, but it uses about the same variety of materials (it doesn't do furniture yet). Next up we'll add a few more classes of items (weapons/armor named by heroes, holy relics), and then we'll make claims on artifacts and make the movement of artifacts in world generation more interesting to set the stage for in-play additions.
>>
2nd for elves
>>
Third for modfags need to go and stay gone
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>>148068304
4th for forum talking about rape

http://www.bay12forums.com/smf/index.php?topic=158815.50
>>
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>>148068526
You need to settle the fuck down.
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I think some work should be done regarding conflict/hatred.
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>>148068607
The fact people are asking for smexy time in general. Just build forts and kill crundles..what more could you need.
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This angers the overseer.
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>>148069431
Given how stilted even the most fully-formed dialogue in the game will be I don't see how anyone could actually want that stuff out of DF.
>>
>>148070107
>Just now I thrusted my veiny stubby penis into your moist hairy vagina!
>Not two minutes ago I thrusted my veiny stubby penis into your moist hairy vagina!
>>
>>148070832
Makes a great response when she's splitting up with you


>>148070107
>>148070832
Do you think when/if the whole dialogue stuff gets rehauled there will be an extra part for seduction?How would it work?
Can it be made?
>>
>>148069453
dropping him from a suitable height (aka surface to third cavern layer) should free the adamantine from his finger
>>
Does anyone know if wielding two weapons or a weapon and shield in the same hand gives a penalty to combat rolls?
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>>148071764
It won't. There's a bug that causes thread used for sutures to be unrecoverable. So it would just deprive me of a skilled soldier.
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How do i make a stockpile for just animal corpses? When I give the butcher dead animal job the game always says none in range, after my dwarves just killed several animals on the surface.
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>>148073365
make a costum stockpile
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>>148068607
jesus christ, ekaton is single-handedly wrecking all fags that are against including rape in the game, what a hero
>>
>>148071095
Seduction could work insofar as manipulating people towards a specific end, like convincing someone that a random murder was justified so a civ stops hating you or whatever, but there's no real purpose for actual "sex" as a reward for that unless people are really weirdly into roleplaying in adventure mode and even then Toady would literally never implement it.
>>
You can make DF fairly kinky as is, like I think you can make it so either one sex or one caste (That can have a given sex) is merely a tame pet that can be dragged around, milked, and bred without marriage.
>>
>>148075571
Wanting children is a legitimate goal in DF, to the extent that its codified into the game as your adventurer's life goal.

What, exactly, is the result of achieving your life goal, anyway? Temporary happiness boost?
>>
According to the wiki, a need for family and friends is unimplemented.

Is this truly unimplemented, or just that adventurers will rarely have family or friends?
>>
>>148074549
That random dragon guy is the biggest fag this side of fagtown. I remember him from the discussion thread about moving to 64-bit; there were 10 intelligent people discussing compiler minutiae and walking Toady through the process, and him in the corner shitposting about 'derp' and firing non-sequiturs in every direction. What a waste of space.
>>
>>148064031
tragically underrated post
>>
>>148080539
shit, not that one, this one >>148065714
sleeping need badly unfulfilled, anon is unfocused
>>
>>148080095
He shits up the C:DDA boards too.
>>
>>148081723
>C:DDA
Man, now there's a boring game.
>>
>>148082245
>he says in the general of a reading simulator
>>
Is putting leather armour on other a mail shirt a worthwhile investment, or should I just wait until I find a breastplate and have the armour user skill to wear that over mail without slowing down too much.
>>
>>148082738
If your dwarves will be seeing action before you put them in breasplates then there's no reason not to.
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>>148083257
I'm in adventure mode right now.

I had the thought the different material of the leather would help counter certain attacks (the way robes do) while keeping the armour of the metal mail at the same time.
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I enjoy building weirdly suspended structures where each level doesn't seem to have support by using the way a fortification still acts as a horizontal +/- 1-z support despite the lack of a floor on top.

Takes a while to build them though since you gotta go up and down the different levels in order to get them hanging right, and man... when you're trying to lurk in the caverns to avoid random ambush interruptions while still building stuff up near the surface you really fucking miss the hotkeys functionality from fort mode.

>>148080643
Truly underrated post.

>>148076313
It's a need which can't be met without adventurer breeding/romance and such being fleshed out more, friendship is a pain because you have to have a pre-existing friendship basically at the moment, since no matter how amazed people are at your feats and stuff, or how fun they think you are to talk to, the move to friend status is based on fort timescales, not adventure mode ones.

>>148083396
Leather armor will help more than clothing (though silk has good cutting resistance values, I think there's a combo of shear yield/fracture yield/flexibility that works out as a sweet spot right now) and with armor damage if you CAN wear more armor, go for it, get the crappy stuff torn up soaking the energy from attacks, ablative armor for the win!
>>
>Game where people send women into combat with their babies strapped on them as meatshields
>Rape is worse
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>>148068607
I don't understand the point this guy is trying to make. I can't imagine any child playing Dwarf Fortress past two minutes of embark anyway.
>>
>>148084140
I think it might be good for low level characters, a mail shirt and leather armour combo. Because if your armour wearing skill is too low, a breastplate and mail shirt would make you a sitting duck to any attack by slowing you down too much.
>>
>>148084630
>Kid feeling guilty for watching shit they think is mature
>>
>>148084720
Yeah, sometimes when I'm hauling furniture and lumber around while all modded to the gills I wind up in a situation where it's actually worth it to sit and wrestle random criminals or animals to cap out armor user just so I can get the extra bit of loot, though I'm wearing really heavy fucking armor (26 urist helm, 41 urist hauberk [mail shirt renamed], 92 urist upper greaves [since greaves technically went thigh to shin generally]) as a result of changing things to get the armor coverage/layering tweaked, and the ridiculous density of this dragon bone shit. I know historical armor wasn't hundreds and hundreds of pounds of shit, but a full steel plate and mail set in vanilla is what~50 urists?
>>
>>148084625
Rape is just boring compared to that, though. I'd rather have more discussions on the ethical ramifications of mermaid farming than argue about smiley faces fucking each other.
>>
>>148086090
Plus, night creatures are rape, torture, and mutilation all in one awful package!

>See Urist, the depravity was inside you all along, and in that little boy, the goat... that can of Crisco... ok wtf man?
>>
>Yes, the game allows killing, which is very arguably worse than rape. We watch dwarves, even infant dwarves, die horrible deaths. We can even deliberately engineer elaborate deathtraps that consume every living being in the fort. So why do I fight against rape? Because, in the real world, no one is claiming that killing your fellow citizens is an okay thing to do. If you are observed giggling at the sight of someone falling into a wood chipper, you get sent off for mental evaluation. And when's the last time you heard about someone trying to fill a building with magma? But rape is different; in the real world, rape is common, rape is still viewed as being "reasonable", and rape is still largely accepted. Somebody collapsing a mountain onto a city is not a thing that can happen--it is not a threat, so it doesn't matter if we encourage it. But rape IS a thing that happens--it IS a threat, so it DOES matter. That's why rape is a special case.

Christ almighty.
>>
>>148084140
I mean, if I retire an adventurer and get him hitched and make some friends etc., surely he can satisfy those needs, right?
>>
>>148086856
what needs to happen is the night creature spouse interaction being something that can happen to or by an adventurer
>>
>>148087581
I know some tried to science that but I haven't seen the results on it yet, I know with dfhack I can do all the shit needed to link up marriage, parental, friend, follower, worshipper, and so forth type relationships... but I can also run a script and fill all my needs, so I would be doing the relationship experiments to see how they work, not as a viable way to get that need met.

The easiest way to do //that// is to set friendship/family to neutral or negative and not mess with them yet.

>>148087710
Yeah, it is odd that it's a generated interaction with no options to use or experience except after the fact.

I'm not sure if they abduct people after world-gen ends though, I assume no.
>>
>>148083396
No, leather armor covers the same parts breastplates do. The only thing cloaks and robes cover that aren't covered by proper armor are facial features. Which, amusingly, are also not covered by masks or veils.
>>
>>148086856
I can't wait for Toady to polish up the night hags. It doesn't have to include onscreen sex if he doesn't feel like it, I just want to be beaten unconscious, carried to a cave, and locked in a cage for six months.
>>
I'm coming back to DF after a few years, is there a good updated mod for just added content? Mostly creatures if possible.
>>
>>148088292
>I'm not sure if they abduct people after world-gen ends though, I assume no.

I can't really tell. I do see them absolutely crawling around in cities like ants, presumably looking for the last pure blooded humans left alive in the entire world to rape.

Hm, but I do know you can find night creature spouses before they're transformed, but that they won't follow you.
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>>148087505
Rape is accepted? Where? Aside from subsaharan Africa.
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>>148087505
I laugh heartily when my fortress guard beats the crap out of a dwarf guilty of some pathetically minor crime 2bf
>>
>>148088423
>It doesn't have to include onscreen sex if he doesn't feel like it, I just want to be beaten unconscious, carried to a cave, and locked in a cage for six months.

I want it specifically for the fact that its an interaction that can change your entire body type.
>>
>>148088630
>>148088292

Beast attacks don't happen after worldgen, so my guess would be that night troll attacks don't either. They're likely to be the same class of event.
>>
>>148088654

America? Rape is viewed as a legitimate punishment to enforce social norms, men are raped for performing crimes, women are raped for being promiscuous or the crime of having a drink.
>>
>>148088872
Well, beast attacks only hit your forts, though night creatures and bogeymen are pretty foreign to a fort-only player huh?
>>
>>148089090
>night creatures and bogeymen are pretty foreign to a fort-only player huh?
Night trolls and bogeys are the only night creatures that don't attack player forts. Vamps, werebeasts, necros, zombies, husks, skeletons are all night creatures.

>>148089001
Bad bait.
>>
>>148088872
Well, "normal" night troll attacks most certainly do, as in them wandering around murdering NPCs.
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>>148067860
why don't my damn doods build tables? keeps saying it needs furniture hauling? i have that enabled on their labors. wat do?
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>>148089990
Yeah, as do wildlife and such attacks, but you never walk in on a dragon ransacking a hamlet or anything, and you don't catch night creatures hauling people out of houses at night back to their lair.
>>
>Fortress Defense gets sprites for the creatures.

>They're really fucking shitty

This is why ASCII is best.
>>
>>148090075
what are they doing? do you have idle dwarves available for the job?

have you double checked that both the physical tables and the location you want them placed are accessible?
>>
>>148090120
You do catch night creatures strangling people, though...
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>>148091987
Hell, I've been sent to ask one for directions, found the damn thing beating someone with a shoe, and to top it off the fucker's tongue was gone!
>>
>>148090120
>but you never walk in on a dragon ransacking a hamlet or anything
Christ I wish this were in the game right now. I want to wander into some village and watch the populace fleeing from huge gouts of dragonfire while a handful of guards ineffectually attempt to take it down.
>>
>>148092331
It's a funny side effect of making them intelligent with the [POWER] tag, they take over sites like demons do, but dragon spheres overlap with humans and dorfs so if they make hamlets/towns, well, that's how I get dragon's posing as gods burning people to death when I walk in the door.
>>
>>148092331
See what I like is the idea of making them a skulking, item thief civ and replace the old megabeasts with something like feel no pain magma elementals in the shape of a dragon and liquid gold blood.

The civ dragons could have precious metal tummy armor like Smaug.

They would show up for tribute as item thieves, and if interrupted would breathe fire everywhere. Or you could leave out treasure for them to take, but they would get emboldened.
>>
Adventure mode as it is seems so shallow and I hate it. I keep going in expecting more than there is because of how complex Dorf Fort is.
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Do you always get caverns, regardless of embark size?

I'd like to do a smaller embark but I don't want to miss out on caverns.
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>>148093551
Wait for magic. Until then play other roguelikes.
>>
>>148094118
No I mean in terms of NPC interactions. No festivals, very few wars, you can't fight in huge battles, you can't start a family, can't burn crops and have it mean something, can't join the criminal underground and deal drugs or pull of heists, ect ect.
>>
>>148094259
I view Adventurer Mode as simply a very nimble and precise appendage for Fortress Mode.
>>
Can you interact with other dwarf civs?
Like trade/war with other dwarves?
>>
>>148093741
Yes. Caverns can be disabled in worldgen settings, but if your world has them at all, they cover all of it.
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>>148094610
Oh well I guess we have different desires then. I want muh fully fleshed out world with tons of NPC interactions.
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>>148094879
Absolutely everyone wants everything to be better.
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>>148094918
Well I dunno about everything. I just want NPC stuff. I don't care much about artefacts, squad legends, boats, multitile creatures, ect.
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>>148094259
Festivals will get worked in bit by bit I imagine, wars happen but they're weird, the family thing will be cool once it's in, it's possible but you gotta have dfhack updated atm, and the adventurer campsite update opens up a lot of future doors for stuff like razing sites, helping rebuild them, sabotage, and so forth.

The heists will be in partially with the artifact stuff actually, it's a specific thing he wants, to be able for a group to hire you to go and "recover" an artifact, whether they owned it in the first place or not.
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>>148094790
not without modding
>>
When making a military is it acceptable to just take peasant migrants who can't do anything and train them up or do you really need to have experienced dwarves?
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>>148095373
Artefact thing seems cool. I wish the group would lend you some dudes to help with the mission, but I suppose my own companions would work too.
>>
>>148095901
I expect a range of quests to come out of it, as is when he brought back the hearthperson quests he added in the specific fame types for bandit slaying, hunting beasts, general heroism, plus prolific slaughter, as well as the entertainment types.

I could see "treasure hunter/legendary thief/righteous servant of [some deity]/made man/collector of [rare weapons/magical items/books/knowledge/types of art/etc]" sort of stuff come in as a result of the artifact arc and the recovery quests alone.
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>>148096324
Ooooh that seems neat. Well its something to look forward too I guess.
>>
>>148095521
Either is fine. Best practices are to screen dwarves for bravery, stress tolerance and high physical attributes. But even if you don't they'll get swole in short order from military training, and high discipline can make up for squeamishness or cowardice. The higher the combat skills you seed your military with, the faster their training will progress, but even completely green recruits can be whipped into a strong fighting force before you'll ever need one.
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What am I doing wrong? I'm out in the wilderness, I cut down a tree, I have companions... How do I actually build a site?
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>>148096721
Is that what the screen looks like when you pull it up?

You don't have any of the screen visible to work on? Generally you have to see a part of the map to build there, but once you start building you remember what you've seen so you can reveal all your work site by moving around a bit.
>>
Started up a new fort to test some stuff out and goddamn:
>Dying civ
>Goblins at war
>Elves at war
>Tower
>Deep metals and Flux
>Soil
>Temperate Forest
>River splitting a mountain
Might be a bit fun
>>
>>148096982
Nope, I just have black on the side. I am using a tileset, maybe I need to update it for the newest version?
>>
Why are people saying that dwarven daycare needs to periodically burn the fat off its charges? I thought fat was like a sort of defense.
>>
Tell me the secret to digging out adimantium spires, semfam.
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>>148098459
Fat burns. Therefore, logically, if there is no fat, the dwarf cannot burn. Flawless.
>>
Can ballista shoot through fortifications if they are right next to them?

Do beds need cloth or wool?

What are the best subterranean creatures to domesticate?

What were coins used for? Sort of sad they're gone :(
>>
>>148095521
What you really want to avoid are:

1. Small size. This is the absolute worst element.
2. Abysmal recuperation. This affects not just wound healing but also the time it takes to stop bleeding when hit, though this is easier to deal with than small size.
3. Really bad personality aptitudes.This is easier to deal with, but still bad.
>>
>>148098787
>What were coins used for?
They were used for training dwarves to dodge.

Basically, you made a hallway, at one end were dwarves, at the other, a drawbridge covered in coins. You raised the drawbridge, the coins went flying at the dwarves, who would either dodge the coins and gain a massive boost to dodging skill, or get hit and suffer no damage.
>>
>>148098787
Coins = Worhtless
Bllista = worthless
Beds = worthless
Subterranean creatures = worthless
>>
>>148098459
You're looking at TRULY old, obsolete ideas of dwarven daycare or childcare or whatever. The new stuff avoids retarded shit like that.

It used to be skin and fat had pain receptors but that's it and therefore skinless, fatless dwarves didn't suffer pain anymore and were fireproof.

None of that is the case anymore.

>>148098787
Beds need wood. Coins were used for the dwarven economy, good idea, flawed in execution.
>>
>>148099237
>beds=worthless
wut
>>
>>148099310
There absolutely freaking worthless and you should feel bad for using wood to make those horrid things.
>>
>>148099267
What methods replaced the dwarven daycare to produced super soldiers?
>>
>>148099267
Really wish beds were able to be made out of anything for the frame and had sheets and pillows made of cloth or silk.
>>
When choosing between wearing just a helmet or just a breastplate should you choose the helmet provided you also have a shield? Thats what the wiki says.
>>
>>148099440
The "dwarven daycare" that used retarded shit like lava or dogs never actually worked, ever.

The tl;dr is give kids gloves, boots, and cloaks (and whatever else you need for full coverage but I don't remember), and set up an area with 4/7 water to both sides and a wooden spear training room.

They will get to legendary in everything real fast, and they tend to become fucking HUGE, well bigger than grown adult men, even as children.
>>
>>148101346
Shame, I liked the idea of having skinless, traumatized dwarves as a sort of honor guard.
>>
Do dwarves even dine in dinning halls? It looks like they just eat and drink right out of the stockpiles.
>>
Why are cave crops dependent on seasons?
>>
>>148098185
Which one? I don't know what text will be text does with campsite construction, but it's pretty buggy in adventurer mode already, and you need dfhack updated to use it so you'd have to be on 43.03 at the latest.
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>>148102545
Why are aboveground crops not dependent on season?
>>
>>148102545
>>148103575
"we come from a family of botanists and gardeners" -Toady One
>>
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So my companion just told me he was created by a necromancer.
>>
Hammers or axes?
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>>148104186
And should they be mixed into a melee squad or have exclusive squads?
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>>148103973
My Life is the name of a book authored by the necromancer.
>>
>>148104186
Yes.
>>148104296
Either way is fine. Squads with all the same weapon are a little more likely to do weapon skill demonstrations than other kinds of demonstrations. That's the only difference.
>>
>>148104503
Oh wow, that makes a lot more sense.
>>
>>148104503
Weird, because The Name of a Book Authored by the Necromancer is the title of a story I'm writing about my life.
>>
>>148104902
You should seek the necromancer Fath Birdportal in Flickeredpaint. It's nearly a day's travel to the north. [You receive a detailed description].
>>
Are pigs the best animal to embark with? They don't need to graze and can be milked.
>>
>>148105174
Depends on what you want out of your livestock industry. Turkeys give tons of eggs. Geese give a bit fewer eggs but can be turned into leather in half the time. Sheep give wool and horns in addition to dairy and butchering products, but they graze. Pigs are milkable and don't have to graze. Dogs and cats obviously have utility beyond their butchering yields. None of the other animals are worth your time, but the ones worth taking aren't easily ranked. It's a matter of personal preference.
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>>148090765
had to man hauling labors qued that seemed to fix the the problem. Thanks anon.
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>>148105068
>Get to Flickeredpaint, start asking around where Fath is.
>Should be right around here somewhere.
>Ask everyone else, one says north, one says south, the third says the one that says south always lies, and the fourth says the third is actually the liar, and that the one saying south is honest to a fault.
>Half an hour later everyone in town is a heap of smoldering body parts and I still haven't found Fath.
>>
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Is there any way to remove a floor from below?
a.k.a. How do I channel up?
>>
>>148106874
A natural floor? Yes, two ways.

You can dig a ramp on the tile below it.

Or, you can dig (or construct) an up stair on the tile below it, and then literally channel it from below. Up stairs let dwarves reach tiles directly above them.

If it's a constructed floor, you're shit out of luck.
>>
>>148106874
>cannot remove a floor
Did you remember to unpause the game?
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For a good idea of the sorts of stuff the Toad has planned for magic artifacts read Threetoe's "Heroes of the Coast" and "Dwarven Assault"
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Having a problem I've yet to encounter.

I've been given your typical quest to kill a cyclops, except when I ask for directions the place I need to find isn't in the menu. I can't find it at all, even combing through it manually to try and find the option. Is the directions menu limited by the NPC's knowledge or something? Even if it was I don't think I've ever been given a hearthperson quest without also being able to get directions from the lord.
>>
>>148108331
Yes, it's limited by knowledge
>>
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I wonder if there'll be non-magical artifacts that have just plain strange features or mechanical enhancements.

An artifact gauntlet/shield that comes with attached weapons and a lantern, for instance. Or a weapon that can fold up for easy storage/concealment or a mechanically-enhanced crossbow.
>>
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So I made a 12 z layer pit with a lead floor and filled half of it with copper and green glass menacing spikes x10. The other half I just left empty.

It turns out falling 12 z levels onto hard lead almost always instantly kills goblins, BUT falling 12 z levels onto 10 copper or glass spikes is survivable. Extremely damaging but survivable.

I'm thinking about replacing the spikes with animals and I had a few questions:

1. Pit or Pasture?
If I make it a pit activity zone will my dwarves throw my animals into the pit from the top (killing them) or are they immune to damage when being added to the pit?

2. If goblins fall on the animals will the animals break the fall, hurting the animals?

3. Is there any way to get bees underground?
I love the idea of a pit full of bees. Maybe have them all around the pit, separated by a bridge.

4. Any other fun ideas/suggestions?
>>
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dumping a shitshow
1/3
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2/3
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3/3
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>>148110928
>Troll-ipedes in my forgina? It's more likely than you think!
>>
>>148111089
that's the holding cell for live training
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>>148111089
Man, I haven't posted that image in a long time.
>>
I dug to deep and connected my main (and only) stairwell to an eerie cavern, and now I fear my fortress will soon be lost. Can I reclaim the fortress or will that result in certain death? Also, the only entrance/exit to my fortress from aboveground is an artifact door. If I open that door, will it have consequences for the rest of the world?
>>
>>148111943
it's always fun reclaiming forts that have pierced hell
>>
>>148112229
If you embark next to a fort that opened a path to hell, will you get demon sieges?
>>
>>148112229
Okay thanks so it is doable. Do you know if the monsters will eat the whole world if I release them or will they get back to their chasms when I abandon the fort?
>>
>>148074549

What is it with autists like Putnam and Threetoe and being against rape.

It's a ubiquitous part of war and myth really.
>>
>>148113174
Regardless of how silly it might be, it's socially much less accepted to rape someone than it is to kill someone. Maybe even mostly in video games more than in real life, but it's nevertheless a fact of social norms.

I assume that you can morally justify killing in some cases (self defense, war), but not rape. In other words, killing as a mechanic is necessary even if you play a "good" character, rape isn't.
>>
So is there an explanation why the starter pack isnt updated yet?
>>
>>148113174
>>148068607

>read more of the thread
>people getting upset about the idea of other people raping or brutalizing characters in a single player video game
>"even behind closed doors, you can only do what i'm personally comfortable with you doing"
>>
>>148113436

I fail to see your point.
>>
>>148113547
It's not socially accepted to enable a player to rape in a videogame, so it won't get added.
>>
>>148113470
New compiler/64 bit are hard to update dfhack for, not the old familiar ones.
>>
>>148113681

I wish I could implant a lack of giving a fuck into Toady's and Threetoe's (it's probably mainly him) brains.
>>
>>148113436
Plus, Toady would have to go all out as usual and code in the trauma responses, it would be kind of silly to have it without a legal framework in place, and then he'd have to go into the full sexual interaction regime to handle various types of regular intercourse so it could properly handle nonconsensual cases as well.

Just from the technical side there are lots of things that would be a pain in the ass to do it well, and if it was going to be in I'd prefer it be integrated properly rather than just "oh lol you can totally hold someone down and rape them now by hitting g and pulling up the rape menu" type shit.

Seems like a good enough reason to skip it before even considering any other arguments, and noting that I haven't even seen the thread.
>>
>>148114679
>>148114679
True
>devlog from 20XX
>we've hooked up the sexual interaction framework to the trauma and legal stuff that was added 0.56.18. With enough trauma, pregnancies can fail now, so we should finally see the fruits of our labor, hehehe.
>the bug where you were flagged as raped when you raped more than 255 creatures has been fixed (Thanks Quietust).
>After the recent forum escapades we finally banned Meph and Putnam. Hopefully things will be calmer now.
>Also, scamps has turned 30!
>>
>>148115041
Honestly I'd rather see him implement waste disposal, sewage, digestion, populations needing to maintain their body, drink, eat, sleep, evacuate, etc.

You go down into a sewer in a massive town now, it's pristine, a couple skeletons from failed heroes or defeated monsters, maybe some spider webs, and some water.

You engage in a battle down there and get your gut slashed open it's gonna scare you, but as long as you can get away and let the bleeding stop, you're gonna be fine.

Now ask what happens if you get clawed in the gut and the beast tackles you down into the filthy sewage, you retch and wince and do your best to focus on the fight, manage to finally hack it's head off, and now you have a bigger problem.

You still have to make it out of there and find someone who can clean that wound before it gets in fected, it probably still will, and you're gonna have to handle that.

THAT adds drama and suspense to your procendurally generated story in a way which I don't think a rape menu would.

Toady gets around to incorporating genetics fully, natural breeding, actual mating drives, cycles, behaviors, populations maintaining themselves not by the game saying "there should be 30 coyotes in this part of the mountains" but by having it build off of a digestion/input/output type update to track the prey populations, the hunting territory, potential mates, competition for mates, actual birth, suckling, whelping, proper growth instead of the staged baby/juvenile/adult setup, where nutrients and environmental conditions are tracked, where creatures actually evaluate the fitness of their potential mates, and so forth?

I'd expect it to have some sort of system for handling fetishes, varied sex acts, and yes to please all the rapefags, the ability to overpower and fuck someone, with whichever cultural and psychological and physiological effects go along with said acts, and all the systems required? Sure, fuck it (heh).
>>
>>148115575
>Honestly I'd rather see him implement waste disposal, sewage, digestion, populations needing to maintain their body, drink, eat, sleep, evacuate, etc.
Absolutely. No question about that.
>>
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Okay /dfg/. I'm getting pissed off. Can you tell me why my dwarves REFUSE to plant more than three seeds at a time on this farm, and ALWAYS on the same tiles.

That corpse has been properly memorialised.
>>
>>148116321
The roof is open by the way, leading to the surface with easy access.
>>
>>148116321
Too many plot squares for the number of seeds/available planters, break it up into different smaller farms for various crops, half that size will feed a massive fort btw.

Make it like
[pig][sweet][cave]
[tails][pod][wheat]
[helm pumps yo]
[Farm][seeds][still]
[Work][/bags][--or--]
[Shop][pile][kitchen]
>>
>>148116321
How many seeds do you have, what skill do the planters have, how many dwarves have the planting labor enabled, and do they have enough time?
What do they plant and did you enable it correctly with seasons.
My guess is:
You either have too many, or not skilled enough planters, so by the time they planted the third seed, it's so late in the season that they can't plant anything anymore because it wouldn't grow fast enough.

So some things:
>One planter (I forgot what the labor is called) is enough.
You're only losing efficiency if you add more unskilled people.
>That field is way too big
a 4x4 is more than enough. With the thing you have there, you could feed several 200 dwarf fortresses at once.
If you want to vary, get a few 3x3 fields.

And read the wiki pages on farming
>>
>>148116539
>>148116615
>That field is way too big
I guess I had better get rid of the other one then :/
>>
>>148116321
>>148116539
>>148116860
I've read once that a single 4x4 field with plump helmets will easily feed your starting 7, but I always tend to do too many big plots as well.
>>
>>148113475
These are the people that cheerfully collaborated on ways to farm mermen to harvest their valuable bones. For every feature Toady adds, there are be several threads of people inventing whole new atrocities with it in the name of profit.
Can you really blame someone for not being comfortable with that?
>so dragons only lay fertilized eggs, right?
>can't farm dragon eggs without a breeding pair.
>well, I finally caught a pair of dragons, but then the problem was to get them to have sex.
>the dragon mating seasons normally only happens once every century, but I modded in this special workshop that forces the interaction.
>the male is kept permanently restrained, and the female permanently unconscious, by means of toxic spears permanently embedded in its flesh, with dwarves hauling it between the dragon breedery and the nest box.
>getting an egg every month now, several dwarves already clad in dragon egg shell armor.
>as soon as the first squad is done, I'll start the three-year gestation period to let one actually hatch.
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>>148115041
>With enough trauma, pregnancies can fail now
This already happens.
>>
>>148109309
I doubt it. Not in this release, maybe in six years or so.
>that shield
>>
>>148106069
https://en.wikipedia
.org/wiki/Knights_and_Knaves
>>
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>>148118516
Yar.
>>
Can you load saves from windows or mac on a linux pc?
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>kill a dragon, two ettins and a bunch of trolls
>tracking a vampire
>head into town to restock
>game crashes
>>
>>148121797
Also can I use older saves with the newest version?
>>
Favourite colour scheme? I like Mishka from Vherid but I might throw some actual Magenta in it's magenta.
>>
I'm liking the new combat info, ripping robes and twisting joints and such
It still has the toady touch though
>The force pulls the left hip, tearing apart the muscle and bruising the bone and tearing apart the muscle and bruising the bone!
>>
I just heard you can get some sort of isometric viewer along with a tileset now, might get into it after all
>>
>>148082245
m8, i'll fite u
>>
>>148084630
jesus, you americans are truly fucked up in the head
>>
>>148099267
Can somebody explain to me how did the economy actually work?
>>
>>148115041
Fuck.
Scamps is going to inevitably die during the creation of DF.
>>
>>148115575
I mean, I want the game to be more realist ,but he would need to make a lot of optimization before that can be considered.
In regards to sex, as someone said on the forums, you dont get a detailed description of what you eat, chew by chew, in the same way, its easier and more elegant to abstract the act and say, 'lizuk holeswollen has made love, he feels ecstastic/dissapointed/bored/horrible etc.''
You could actually handle the rape thing by trying to initiate intercourse in the (I presume) seduction menu with a girl if she is flashing the 'Do not want to be with you' that way, unless she is shy/do what others say/etc. she would try to fight you, once you defeat her(or she beats you up) you can have your way with her unconscious/over-exert body, which would result in all the psychologycal stuff it has been said.

Alternatively, everyone is talking about adding rape to the game, as well as sex, when they ignore that, given there are no differences between a male and female dwarf, you could try to be raped in-game
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I wonder what varieties of intelligent undead we'll see once the Toad gets around to them.

In one of the the Threetoe stories, a sentient skeleton is a warlord for a demon king. Do you expect to see necromancers turning themselves into liches?

This also applies to vampires but do you think Toady will make it possible for certain night creatures to rule/continue to rule even once they're revealed? A vampire that stays in power due to fear/strength/popularity, or a king rising from the grave to rule once more.
>>
>>148129860
Well, reigns of terror exist, so its very proably that a lich ruling over a kingdom will exist
>>
>>148130292
>king quests for immortality
>turns himself into a skeleton
>benevolent skeleton king, 1000 years benevolent skeleton king
And then a a player spots him on the road and throws a dragon corpse at him, shattering him to bits thinking that he was a cursed highwayman
>>
>>148130992
It was inevitable.
>>
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Can cobra-people wear earrings? They should be able to imo, just present it as the rings being piercings on their hoods.

Hell once pet decorations get added that'd be something to do with all pet cobras.
>>
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>>148126865
I just want to adventure, anon.
>>
So wait, the new workshop orders system allows you to mandate the recreation of specific images, right?

So if someone draws the baron being a loser, you can mandate that every mug your fortress sells has a picture of the baron being a loser on it?
>>
>>148112524
No.
>>148112656
Neither. The worst you'll get is little "armies" of demons roaming around the overmap in adventure mode. You might be able to bait them into population centers with a fast and smart adventurer, but even the ones that become historical figures from getting kills won't do any more than that. They're not going to raze towns and conquer civs or anything like that. If you don't visit the area in adventure mode, they'll merrily wait at your fort forever for your hapless reclaim parties.
While reclaims are technically possible, they're a lot like evil biome embarks turned up to 11. All of the demons that were present when your fort fell will still be there, and they'll be scattered through all of the space that you had revealed before losing. If none of them are within LoS of your dwarves (not likely) you can dig in and wall off immediately and then play it like it's any other fort. If any are in LoS (very likely) then you'll probably lose within seconds of unpausing.
>>
I haven't played fortress mode in a while, is it normal for your cursor to not be able to move to the edges of the map? Is it because it hasn't been "explored" yet?
>>
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Did toady incorporate musicians to battles? This elf is joined in with the goblins and he has a eg, an instrument.
>>
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>>148133947
>Only lose hammerlord
>To a human lady consert
>They both die next to eachother
like pottery, not sure why she was with them
>>
>>148125837
>dwarves earn coins for their work
>some dwarves are members of guilds that mandate certain amounts of work for their members
>dwarves spend coins on food and lodging
>half of your bedrooms are empty because they're too valuable for any dwarves to afford
>rich dwarves spend increasing amounts of time counting their money as their coins stacks get more and more split
>eventually they become poor because they spend so much time hauling single coins back and forth
>your fort gradually turns into a coin sorting simulator with non-noble dwarves paradoxically living in poverty while surrounded by opulence

Economy was a mistake.
>>
>>148134661
>with non-noble dwarves paradoxically living in poverty while surrounded by opulence
Sounds realistic to me
>>
>>148126865
>you can have your way with her unconscious/over-exert body
I'd prefer a more generic system where you can hold a person at swordpoint to convince them to perform any arbitrary task. Not only would it be unisex that way, you could also force people into non-sexual slavery!
>>
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>>148134791
forgot pic
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>>148134661
>>148134791
You could bypass most of the drawbacks by not minting any coins. The economy would kick in at a certain point and you'd get some new nobles, but the dwarves didn't actually need the coins. They could keep track of accounts in their heads, bypassing all need to carry and store money.

Of course, the nobles would mandate coins, and failure to comply could get your metalworkers jailed or executed. So, you'd mint coins, but then store them securely in a locked vault, ending up with a fiat currency backed by a gold reserve.

It was TOO realistic, that was the problem.
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The children are now playing with the corpses
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Why DO goblins kidnap non-goblin children and raise them into goblin society?

Is it to psych out there enemies when they finally meet in battle? To augment themselves with a few potentially stronger troops? Do they see it as some sort of kindness, to raise them into the One True way of living?
>>
>>148136268
A lot of turks kidnapped Polish kids and raised them to be janissarys to fight poles. Imagine an army of arabs with a few aryan kids scattered around, thats mentally terrifying.
>>
>>148136268
They don't raise them into goblin society. They make them slaves, whose children are then raised as goblins. Pay attention to their names next time you see a vile force bring nongoblin soldiers. They'll all have goblin language names, which means they were born in goblin sites as goblin citizens.
>>
>>148136268
One of ThreeToe's stories broached that, actually. It had goblins raising non-goblins to be their leaders because due to a combination of prophecy and natural inclination to backstabbing, no goblin ruler could ever unite the towers and lead the nation to war. Maybe there's gonna be stuff like that in the Myth Arc.

Anyway, since the goblin babysnatching originates in old European tales of the Fair Folk abducting babies, I'd guess the ultimate motive basically boils down to INSCRUTABLE GOBLIN REASONS.
>>
How plausible is it to start a fortress with BEES as the only food source?
>>
>>148138487
It's possible if you keep your popcap low. You can't have more than 60 hives, and the last 20 of those will have "restricted output".
>>
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Noice
>>
>>148109874
Animals cushion the fall, actually they take away all the momentum from the falling creature and smash into ground themselves.

I don't remember whether it was fixed but in previous two versions puppy cushions for dwarven paratroopers were a thing.

You can have beehive at any tile that is next to "above ground tile" which in turn is any tile open to sky.

A 20 z level pit is a must, they smash apart when falling from this height.
>>
>>148109874
>I love the idea of a pit full of bees.
Holy fuck, now I love that idea too
>>
What does a red line on the neighbors screen mean?
>>
>>148142665
Hostilities (Like kidnappings), but not war.
>>
>>148142783
Can it grow into a war during play?
>>
>>148142824
Even peace can grow into a war during play.
>>
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Masterwork question. How do you get the magma well thing to work without causing a flood or drowning the worker? It seems to just go all over the place.
>>
>>148143358
>masterwork
>>
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>>148143985
Do not start this. Just answer, or allow the question to be answered, and move on.
>>
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>weaponsmith mood
>grabs adamantine wafer
>wants bones
>forbid all bones except FB bones
>now he has to haul them 100z back to the forge

This is suffering.
>>
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>>148141684
>puppy cushions for dwarven paratroopers

Dwarven ingenuity, man.
>>
>toady creates magic cup that cures all illness
>dwarf drinks the fort dry because the cup makes him sober no matter how strong the booze in it is
>>
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Place your bets.
I already know what it will be. He has an item preference.
>>
>>148151505
Platinum mace/hammer decorated with adamantine
>>
>>148151505
Adamantine hammer.
>>
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>>148151709
The native platinum blocks are part of the magma forge. Not one of the artifact's materials. I do already have a platinum mace, though.
>>
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>>148151505
>>148151709
>>148151912
>>
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>>148154217
>>
>>148154217
>>
>>148154217
>>148154389
Don't morningstars at least have a low-pen piercing effect?

.
>>
>>148154482
They have low-ish penetration but a very small contact area and a 2x velocity modifier.
>>
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Any knowledge regarding if the Toad will ever increase the variety of weapon/armor types beyond their somewhat generic base classes? I ask because I think sallets (all kinds), kettle hats, and bevors (chin guards) are cool.
>>
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>>148155571
Have you seen the armour mod on the forums? GrimLocke's?
Just grab that and add some more variety, item raws are pretty simple.
>>
>>148155773
Is this a fresh engraving from Timbukdrew?
>>
Let's think of bugs/!!fun!! that may happen with magic artifacts

>kobold steals magical weapon that shoots fire/causes the wielder to double in size

>enemy leader arrives with an artifact weapon with a special damage boost against his own race, bonus if it works by plain contact and he isn't wearing gloves

>the best artifact, a magical hammer that cures the wounds of anyone it strikes

>kea steals infinite magma bucket and spills it across the fort exterior and sets the local forest on fire
>>
>>148136268
You see, if goblins can be asumed to kidnap children to inflict terror on their families, efectively giving that act a strategic purpose, how come those idiots in the forums said that rape wouldn't have any use to be putted in the game?
Mass rape has been and is a thing done by armies to make the woman of other countries carry their offspring, greatly reducing moral and mentally breaking down people
>>
what is the best tutorial for a total n00b?
>>
>>148146896
don't worry, he can only go insane from time if he isn't doing anything
>>
>>148158203
I know. His mood finished a long time ago.
>>148154217
>>148154389
>>
>>148157539
>Sword has the ability of absorbing the soul of the last person it kills, transfering his conscience to the sword, and rendering their flesh body inactive
>You fail at doing a divine ritual of 4th tier and your god gives you the curse of clumsyness which deals a fixed low chance of hurting yourself with anything you have equipped
>eventually you accidentally chop your own head off because of the curse
>Condemned to be a talking sword for all eternity, only being able to hope for a mighty warrior to take you for adventures
>>
>>148098569
1. pour water on the magma
2. channel out the obsidian leaving enough that you can make another layer
3. proceed like you are doing a mass quarry
4. hope you don't pop the spire
>>
>>148158295
my bad
>>
>>148158003
Play the game, use the wiki.
Repeat until complete knowledge of the game
>>
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>>148156348
Oldish. He went AWOL a month or two ago.
>>
>>148162652
Yeah, I was hoping he was back. I hadn't seen that one.
>>
>So lazy to download the ini I use the LNP
>>
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>finally generate world with kobold civ
>embark in lush forest with a river in the middle
>Nearly a dozen saltwater crocodiles
Going to put that fort on hold.
>>
>>148157539
>Toy Boat which grants the wielder the ability to float... in the air... uncontrollably.

>Toy Boat which lets you see clearly through magma but doesn't make you magma safe.

>Toy Boat like the above which DOES make you magma safe, but doesn't let you see through magma.

>Toy Boat like the above except it only makes your hair magma safe.

>Painful Shoes which dramatically increase the damage done by kicks, but only kicks aimed at the wearer.

>A bucket which teaches you the spell that lets you sacrifice your life to produce a bucket full of water.

>A barrel which does the same thing, except with whatever booze the victim likes most.

>A mug that lets you drink anyone with 5 tiles of you, but which MUST have someone present or else it causes you to drink yourself.
>>
Other than TaS, Stonehearth, Gnomoria and RPC, what are some games like DF?
>>
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>>148165509
Masterwork mod
>>
>>148165509
Pen and Paper roleplaying games?

DF is a story generator with no win conditions or progression. Which games make you want to understand the little background characters you bump into to determine how they fit into some sequence of events you witnessed?
>>
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>Got an embark with a ton of tetrahedrite
>Setup the usual metal crafts -> metal alloy, bone/hoof/horn, gem, stone cabochon decoration stockpile links
>Eventually get a good stock of high value masterwork large gems
>Stuff it into the links
>Figure some day I'll have almost every gem, stone, bone hoof, horn and alloy on a couple good larges
>Stop by a couple months later to see how shit's going
>10,000 dwarfbuck worn cave spider silk cap utterly encrusted with nearly a caravan of gems
GERQGAJGJGJRGNAGNQ KBLAB B KLb

FUCK YOU URIST. ONE JOB. ONE. JOB. GO TO THE LINKED CRAFTS PILES AND EITHER ENCRUST A GEM OR CRAFT. NOT A FUCKING ROTTEN CAP.
>>
n00b here should I play it with graphics or not?
>>
>>148169286
check out the tileset repositories and color schemes, then decide which one you like.

This has all the links and info you need:

http://dwarffortresswiki.org/index.php/Graphics
>>
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>>148169286
Completely up to your own discretion
>>
>>148169286
Up to you. Default or an improved ASCII set is the best imo. The wiki and good guides are all in default but regardless of what you use, you just user look and query a lot and you get used to anything.
>>
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>>148169950
Improved square ascii, since some people like square sets for some reason.
>>
any tips for embarking in the mountains?
>>
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>>148171108
>Bring wood and o̶i̶l̶ booze.
>>
>>148172009
I' trying desperately to find a map that is mostly mountains but still has trees....
>>
>>148171108
Take your suicide pills? You likely don't have an aquifer so you just make a ramp down to the magma sea while making crafts, dig out some ore, smelt and decorate some more crafts, buy out the caravan and go nuts. If you don't have any weapons grade metals, just max desire import anything with decent melt returns and you can outfit a dwarf in steel and the rest of a squad in assorted per year. If you need more than that, you can run a militia with wrestlers, obsidian swords, bulk crossbows and wood/bone bolts clad in leather, shell, and bone to pad out your numbers.


>>148172278
Use macros and http://dwarffortresswiki.org/index.php/DF2014:Irrigation#via_Buckets to http://dwarffortresswiki.org/index.php/DF2014:Tree_farming#Deep_Underground . 3 years and you're good to go.
>>
>>148171108
If you care about such things, open up a spreadsheet, test embark and list key resources each dwarf civ has like tin, flux, iron ores, coal, etc.
>>
Ok so i'm trying to get bees underground.

If I expose the tiles the hive are on to the surface by making a skylight, will they become above ground tile even if they are 20 z levels below ground?

I remember there was some trick to getting above ground tiles underground but I can't remember it.
>>
>>148172009
>Embarked to some fuckall nowhere
>Took like 30 goats
>Like 90 goats in a couple years
>Engaged eugenics program
>Took like 12 years but got gigantic, incredibly muscular, corpulent and all that shit
>Started selling ubergoats back to the homeland
Good times.

>>148173228
The trick is channeling down to where you want it then flooring the roof. It's the same trick as for when you want to grow surface crops "underground"
>>
>>148173448
>The trick is channeling down to where you want it then flooring the roof.
If I already channeled down, can I just remove the roof and put it back? Or do I have to start from the surface?
>>
>>148173773
Surface
>>
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>>148067860
1 down, 1 to go

Can you feel it /dfg/?
>>
>>148174053
Ewww, why's it sticky?
>>
when I kill animals with my military the butcher doesn't want to use the corpses

what am I doing wrong?
>>
>>148175770
did you remember to o-->r-->o?
do you have a corpse stockpile?
are the animals you're killing literally animals, or are they sentient creatures like animal-people?
>>
Is there any way to leave a cavern without finding an entrance to the surface? I've been down here a week and I really don't want to lose all my progress.
>>
>>148175770
Gather refuse from outside
Store corpses and body parts in a refuse stockpile and a corpse stockpile

>>148176174
Wait for dfhack to catch up. You should be playing versions with adventure mode craft mods out for them so you can just dig. Keep looking and hoping for a tunnel to a dorf or goblin site to let you out.
>>
newfag here I noticed the game gets updates pretty frequently. do save files carry over to new versions?
>>
>>148176416
Fuck it I'll just scum and roll back. Fucking kobolds.
>>
>>148176487
sometimes. if it's a minor update, they will
if it's a medium-sized update, they will, but you'll sometimes be missing out on new features that require newly-generated worlds to exist

big updates don't work with old save files at all, but those don't come along very often
>>
>>148174053
>See interrupted by a voracious cave crawler
>Aww yeah, bet he's broken the doors and is running at the traps now!
>Nope, he's getting fucked up by two haulers
>Dies
Only 8-18 left at best...
>>
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>>148176416
looks like corpses turning into zombies was the problem
killing a unicorn is easier than killing a unicorn corpse
>>
Seeing as how you don't start metalworking until late do you need to start out with an anvil?
>>
>>148177768
Huh? I don't follow. If you home civ has bronze ores you can make 8 bars for 21 points. Less than half of a single pick. If you practice even a little on piecing aquifers, you can just ramp right down to the magma sea, drop a depot and get smithing armor, weapons, alloys, and crafts before spring even ends
>>
>>148177768
If your home civ doesn't bring an anvil or doesn't have access to iron you are fucked
>>
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>>148176174
Do you have an axe?

Find a pink tree down there, a tunnel tube.

Climb up on one of the branches and move over until you're on a ⌂ tile, then lay down and stand up so you're on it. Then cut the tree down, you'll glitch up to the surface.
>>
>>148175770
You don't have to have a refuse pile for corpses and you don't have to o r o (although you should do it anyway). Those only affect the "store item in stockpile" job for refuse and dumping for all aboveground items. The corpses have to be within a certain radius of the butcher's shop for the shop to see them. If they're close enough and you haven't messed with the autobutcher standing order then the job will automatically queue without you having to do anything. If it didn't, or you manually queued the task and it cancelled, then the corpse is too far away. A refuse pile near your butcher shop is a way to get corpses close enough, though dwarves will store any refuse there and you may not want that. A 1 tile dump zone near the butcher will work as well, but remember to unforbid the dumped corpse, and to deactivate the zone when you're not sending a corpse to the butcher. Another option is to just build a temporary butcher's shop near the corpse(s) you want butchered. If you have a lot of them or something very large to butcher this is a smart way to do it.
>>
>>148180047
Can always get steel anvils
>>
>>148176487
Yes. There hasn't been a save compatibility break since summer 2014. Saves that old won't have every feature that's been added since then, as some new features require a new world, but saves from as far back as .40.05 will still load and play normally in the current version. The first artifact update will probably not break compatibility, but the first myth update might. Whenever those come.
>>
https://www.youtube.com/watch?v=TGREnfgojkk

music to play dwarf fortress to
>>
Why is the lazy noob pack crashing whenever I embark after planning carefully? Is it because I made the map the largest it could be?
>>
>>148183603
Yes, try 3x3 or 5x5 at most.
>>
>>148184078
Will vanilla make it not crash?
>>
>>148184203
What was the largest size?
From my experience, anything larger than 5x5 will crash the game vanilla, the engine just won't allow you to handle anything bigger.
>>
Well, got a waterpik, tried to use it, the chick on the box is smiling and shooting crud out from between her teeth right?

So, you know... I did the same thing, and I can now say I've waterflossed my ear accidentally... plus the wall behind me, and the mirror.

Obvious in hindsight, but close your mouth before turning it on.

>>148183603
You can embark on a 16x16 in the 64 bit version but it will be awfully slow, 32 bit can't do it at all.
>>
>>148183498
https://www.youtube.com/watch?v=I_izvAbhExY
>>
>>148184426
>>148184371
Why even allow you to make it larger then? If my PC can't handle it I doubt many others can.
>>
>>148184883
Because muh freedom
Yeah, I think you'd need to break the laws of physics to produce a single processor capable of runing the largest possible DF map smoothly.
>>
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>>148135082
>>
>>148165509
Rimwolrd is slowly going there. Ultima ratio regum too.
>>
>>148183603
Please don't embark so large, you're just shitting on your fps for nothing. The biggest you need is a 2x2 on the intersection of 4 biomes.
>>
>>148185291
Okay, but only because you were so polite <3
How many tiles are 1 tile?
>>
>>148165509
Rimworld is like DF but sci-fi and no z-levels.
>>
>>148185375
48x48. You can easily fit a fort in it. Remember that 12 steps down and 12 steps to the right at the same.

>>148185391
How's rimworld coming? I might need to go find a copy and see if I like it enough to buy it.
>>
>>148185391
No it isn't like DF
>>
>>148185824
There's a new update coming on friday.

Pretty fun, not digging into a mountain and making a wild west-like settlemet is a viable option, so that's neat.

There's also plenty of mods.

The newest upload on kat is pretty good.

>>148186247

Fortress mode is a settlement management simulator, rimworld is also a settlement management simulator. At the very least it's on the same genre as dwarf fortress.
>>
>>148183498
https://www.youtube.com/watch?v=CohJo4UkZiM
>>
>Accidentally uses sprites

I realize that subjective opinions but dear God I feel absolutely nauseated.
>>
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>>148184883
Technically Toady never specifically put a limit on the embark size, the original maps were pretty huge in the 2d days too.

>>148185375
1 tile (I like map tile) is the smallest scale, 48x48 tiles is 1 square on the embark screen (in adventurer mode a bandit camp in the zoomed in right travel map is this size) so I like embark tile for those, and 16x16 embark tiles is 1 tile on the world map/quest log map, so I like world tile for those.
>>
>>148187862
wtf, how do I get a map that large? Thats literally what I want, a map dominated by a mountain to build into.
>>
>>148187997
older versions are probably your best bet. you CAN have a huge map in this one, but it quickly becomes a pain in the ass

still though, 4x4 is pretty big, and won't completely kill your FPS as long as you aren't dicking with fluids or hosting 200+ dwarf parties
>>
>>148188176
And there's a softcap on items. Try to stay as under 100,000 items, don't quantum stockpile or dump too much into 1 tile, and wall off tunnels once you get all the shit out of them.
>>
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When making uniforms, do you have to tell them to wear 2 gauntlets/boots or will just "metal boot" make them equip two boots?
>>
>>148190005
"metal boot" or "metal gauntlet" isn't even an option, the default is plural
take a guess my man
>>
>>148190005
Apparently telling them "material boots" and "material gauntlets" works for two, if you want specific gear you need to assign both of course. I always go specific gear once I get my armor industries up, though that would be a pain now that it will need to be replaced.
>>
>>148190005
Just 1 unless you're doing specific item cause you seeded nearly everyone with armorsmith and you're rolling in useless shit like gold right gauntlet and a tin left gauntlet.
Enjoy them being faggots about it.
>>
>>148190195
>>148190282
Ok thanks. I just set custom equipment for my squad leaders and gave everyone else the generics. I thought I might have to go back and redo everything.

>>148190387
>gold right gauntlet and a tin left gauntlet.
You have to mod the game to make armor out of those metals don't you?

Would a suit of lead or platinum armor be stronger then steel?
>>
>>148191296
Gotta have moods to get those materials and they're awful, steel isn't the best for blunt weapons (gold, lead, and platinum are all better there) but it is the best for armor outside of candy, though steel mail has some advantages in absorption vs candy mail since the mass plays a factor with flexible armor.
>>
>>148191296
Not at all. You just seed moodable skills on migrants

Absolute dogshit.
>>
>>148192045
>>148191296
Divine Metals may very well be the best metal around right now. Demi-adamantine with some oomph.
>>
>>148194753
Eh, they're not quite adamantine properties level in some important areas but they don't have the density that makes steel better in some cases.
>>
QUICK

HOW DO I KILL A GHOST
>>
>>148196336
Bury any part of its body in a coffin or make a memorial slab. It can then be safely deconstructed
>>
>>148196460
>It can then be safely deconstructed
>>
>finally get volcano
>flux and coal
>no iron ore
fugg
>>
>>148198456
use the magma to make infinity of whatever other ores you have for crafts and sell them+the coal to the home civ for iron and shit.
>>
What's the deal with pathing, especially for miners? I'd have plenty of ramps, all of them usable, and they still refuse to go up or down them randomly. Half of the time, my miners never pick up the mining job and sit around without a job, never really on break.
>>
>>148198681
Your ramps probably have some flaw you didn't notice.
>>
>>148198591
Melting to outfit an entire military is just tedious though.
>>
>>148198870
such as?
there's a load of wall against them
>>
>>148198456
You can get 20-25 steel, around 30+ iron, and around 30 bronze a year just from requesting ore, bars, and major meltables from the dorfs. If you have a surviving human in range or dunk on the early gobbos it's even more productive per year.

Make sure to embark with every dorf civ to survey what stone they have. You can also slightly up the pop and site caps and run a longer worldgen to ensure that they spread enough long enough to have a good selection.

>>148198881
>Setup a generic melt pile
>Only make wood wheelbarrows
>Once a season d-b-m over it
Getting your militia outfitted in copper will get your forgers to legendary+5 then you can go drop a melt on your sub-exceptional weapons grade armory pile to slowly cycle better shit up the food chain. If you feel picky, you can go into stocks and blanket melt . You get your main 5-man squad in steel before even the baby sieges show up and that's really all you need cause you use lever'd stone/metal doors, fortifications & marksdwarves with copper bolts to really shred any numbers advantage the gobs would have without being too much of a cheap bitch about it.

>>148198881
It really isn't. You get plenty for your core, the rest function fine in anything metallic and full coverage since they cover it with skill, numbers, and the natural forward movement of the battle lines.
>>
>>148200056
>such as?

Such as the flaw that is causing this:

>and they still refuse to go up or down them randomly. Half of the time, my miners never pick up the mining job and sit around without a job, never really on break.
>>
How far back out of date is the DF Starter pack from the base game? Which features/bug fixes are missing? I want to learn to play the game.
>>
>>148201681
If you want to learn to play, I would recommend NOT using the Starter Pack, instead open up the wiki and lurk here. Whenever you get stuck with something, check the wiki. If you can't find it on the wiki, ask here.

You will lose your first few forts, but you will improve too.
>>
>>148201993
What's wrong with the starter pack?
>>
>>148201681
You don't need any of it at all.

Graphics are shit, leading you to constantly have to look and query to understand what shit is. Plus the wiki and most guides are in default so if you have an imagepack you have to learn it anyway then translate it. Instructions for square ASCII or a crisper ASCII are easy to follow on the wiki and mostly up to date.

Not having dwarf therapist isn't a big deal when you use custom professions for general assignment and nicknames for specialization and anything else of note. You can train most things up in ~2 years max easily so simply assigning any dorf is more important than a dead dwarfs replacement being reasonably skilled.

Missing out on the addition inline search options and other shit dfhack does hurts but it's a minor quality of line nitpick. Stay on top of your shit the first time around and it's not a problem.
>>
>>148202067
There's nothing really wrong with it, but if you start out on it, you will grow dependant on it, and then you will end up like all the other fags here who can't play the game without mods to baby them through it.
>>
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>>148202157
>crisper ascii
>>
>>148202604
Oh, forgot to note: the changed tiles (column, goblin soldier, kobold soldier) aren't used in vanilla, so they don't show up unless you actually set the different column/soldier tiles, should you want. There's a few more that aren't used but I don't have any idea what to do with them atm.
>>
Coward here. How do you disable aquifers?
>>
>>148204158
up up down down left right left right start select upshift http://dwarffortresswiki.org/index.php/DF2014:Aquifer#Cave-In_Method_for_Multiple_Layers http://dwarffortresswiki.org/index.php/DF2014:Aquifer#The_pump_method
>>
I've had a few spontaneous crashes (using 42.06)
Has anyone run into Unrecognized Announcement Token: TRAVEL_ADVISORY
I've also had maybe 10 failed pathing for fish for the most part
>>
If I build a wooden floor in the open air 1z level above magma, will it combust?
>>
>>148204158
Post kobold feet.
>>
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>>148205901
No, I do it all the time, even get them build under the magma at times.
>>
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>>148205901
Not him but can things actually catch on fire in this game?

Does it have a similar temperature system to SS13, where a room is still deadly after the fire is out because the air in the room is still extremely hot?
>>
>>148206261
I figured whatever you were doing was with nethercap or something. I guess constructions are wonky like that.

>>148206376
I'm fairly new to DF but I play with temperature off to help with older fort FPS so I wouldn't know.
>>
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>>148206261
I don't get this. Your building pink, penis shaped houses in adventure mode?
>>
>>148206502
>penis shaped

Uh... if your dick is shaped like that... you might need to see a doctor.

The shape was a result of the magma collapsing so I had to close it off at certain points to prevent it filling up.

>>148206441
Nah, regular wood works, I could even use ice if I made a reaction produce ice logs I bet... hmmm.
>>
>>148206376
Shit can, constructions can't. This is especially fun when you have a 3x3 of magma surrounded by raising bridges and then booze stockpiles on grass. Whenever shit went by, you can set it off to bathe your entrance in boiling booze then corralling any survivors in grass fires
>>
>haven't played for a long while
>dwarf therapist isn't anywhere close to up to date

How do I even play the game without this

Help
>>
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>>148206806
>if your dick is shaped like that
>>
>>148209312
Use custom professions and nicknames
Stop giving a shit about trivial skill levels in shit that doesn't matter/know how to grind shit up and use good stockpile settings to make it painless
>>
>>148209312
play 43.03 instead of .05 cockgrubbler
>>
Anons, I can't get cave civs to work.

As in, there will be civs that have retreated to caves, but they don't exist as adventurer mode picks and I installed kobold fort and likewise kobolds aren't available.
>>
>>148115041
lost at scamps turning 30
>>
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>>148206806
>>148206926
Gotta make sure you start building immediately after you make/drop the ice logs if you aren't exposed to freezing cold sky. Works fine though.
>>
>>148212475
So the ice logs melt? Did you make ice trees?
Ice paper, ice toy boats, ice menacing spikes, ice beds. The possibilities...
>>
>>148214619
They melt on when you drop them if you're inside a cavern, which is where I like to build to avoid nonsense ambushes from yeti and shit.

They work fine once built, just put in a reaction to make them.
[PRODUCT:100:10:WOOD:NONE:WATER:NONE]
>>
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>weregopher
Sooo why should I fear the night again?
>>
>>148216784
He's gonna dig up your crops, obviously.

>>148217667
I remember someone in the dwarf mode discussion thread who had been training animals so his civ could use them I think?
>>
>>148217938
>I remember someone in the dwarf mode discussion thread who had been training animals so his civ could use them I think?

Nah it isn't implemented yet. A great sadness. Editing raws is the only way.
>>
>>148217667
>>148218185
I've been considering seeking out megabeast lairs, embarking, caging, then using an adventure to hand carry them to a new site. Wonder if it'd work.
>>
>>148218463
I'm sure it would. Damn, you reminded me that I found some dragon eggs as an adventurer once, but I must have updated DF before I ever did anything with them.
>>
>>148219081
Dragon eggs may work if you bring them to a fortress with dragons and switch back to fort mode, but they'd still be feral burn everything dragons that would need decades to develop under ideal circumstances.
>>
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So when does this start top happen?
Iv had 1 fort die to hunger.
One die to zombies.
But now that I know how to make an army, and use bridges iv held off 50+ goblin/undead armies. All that has turned up is weregopher and giant flies in the caves. Nothing really threatening.

I was hoping for more then a challenge.
>>
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Woot, found my current style of embark: very hot good tropical stream south of an evil glacier with 4000 adamantine.
>>
>>148220137
Look out we got a tough guy here!

If you're that desperate for a challenge go dig out some adamantine.
>>
>>148220247
Iv never managed to actually dig lower then the first caverns because FPS death.

Next embark will be a 2x2 or 1x1 and hopefully I can go deeper.
>>
>>148220414
I like to scope out very small but resource rich sites myself.
>>
>>148121907
You went that long without saving? C'mon.
>>
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>pumping water from a stagnant pool
>smoothed the floor and walls
>floor is still muddy
I thought smoothing everything would prevent this.
Do I have to remove the walls/floor and rebuild them to get clean water?
Is it the stone, do the walls and floor have to be metal?
I just want clean water for my hospital!
>>
>>148221920
Read the wiki, everything 1z deep will be a murky pool.
>>
>>148221920
If water is moving across z-levels to reach it's destination, you're always going to get mud. The drop and impact produce the mud.
>>
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>>148220190
>very hot good tropical stream south of an evil glacier
>>
>>
Which are the easiest urges to deal with as an adventurer overall?

Fight, make merry, hear eloquence seem easiest, but see animals, wander, socialize, think abstractly all seem pretty easy too.

Is there any benefit to having, say, 8 needs over 4?
>>
>>148221968
>>148222614
Neither of these is correct.
>>
>>148220137
"Losing is fun" is just a meme.
DF has never been hard if you know the game. Although if >>148220414 is true you can't really blame the game for that, you've either got a literal potato for a computer or far too little tolerance for fps loss to ever enjoy DF.
>>
>>148226206
>If a water source is only one z-level deep and its floor is covered by "a pile of mud" (like most underground pools), then any water taken from it will be "water laced with mud".

That second post was just partially wrong though. Any time water covers a tile, it will produce mud.

Unless you mean correct as in that wasn't the problem.
>>
>>148226008
Every need grants a bonus or malus independently. So the more satisfied needs you have, the greater accuracy bonus/crafting quality bonus you'll have.
>>
>>148226452

I fail to see how Dwarf Fortress being easy once you understand it and having fun while losing are exclusive.
>>
Which biome has the most animals? Thinking about starting a zoo and making a freakshow egg industry.
>>
>>148226770
A murky pool is a specific feature. Muddy water isn't a murky pool. Murky pools are the little ponds full of stagnant water on the surface that refill as it rains.
And as for the second post being only partially wrong, the thing that you're saying is wrong about is the entire content of the post. Which is wrong.
>>
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>>148226008
Well, I didn't test granularly for individual needs, but the accuracy boosts seemed to be based on whether you were Focused! or Unfocused or Distracted.

I couldn't find any sign that more needs mattered contrary to what >>148226818 said.

I usually make sure I have some poetry skill, and then balance things so I just have make merry/excitement/admire art plus praying and eventual alcoholism.

Construction doesn't rely on a skill btw, so maintaining needs during building projects is optional, especially when you're in a situation where you literally can't take an extra tick without having to compromise your design too much.
>>
>>148226989
You'd probably want multiple overlapping savage biomes.

>>148226818
Great to know.
>>
>>148226884
"Losing is fun" was a slogan adopted to give the idea that DF is a harsh and unforgiving game where you'll lose and lose and lose. But that's ok, because it's fun, that's the point, right?
But in reality it isn't that harsh or unforgiving, and it never has been. Once you know the rules the only way you lose is on purpose or through struck-three-times-by-lightning-while-being-mauled-by-a-bear bad luck. "Losing is fun" is apologism for a myth. People who are drawn to the game by its legendary difficulty are going to be disappointed.
>>
>>148227515
>But in reality it isn't that harsh or unforgiving, and it never has been.

For the experienced player. Learning DF and the failures that emerge from that are likely where the phrase comes from. I'm not sure whether toady put the slogan in the game before or after it's widespread use though.

>People who are drawn to the game by its legendary difficulty are going to be disappointed.

I don't see many people perpetuating the idea that Dwarf Fortress is an actually difficult game. I see people talking about it's fearsome learning curve and usually, from what I've seen, that's what draws newcomers to the game.

Perhaps the phrase is a meme at this point, but it's definitely still applicable to those who are new to the game.


As one last point, I must disagree with your statement that DF is not unforgiving. There is no difficulty level. The tragedies and triumphs your fortress goes through are random. I think that simply because of that, the nature of the game is unforgiving.
>>
>>148227515
Losing completely isn't commonplace, but massive setbacks (say, prized dwarves getting completely fucked up) are.
>>
>>148227236
>I couldn't find any sign that more needs mattered contrary to what >>148226818 (You) # said.
What? I was merely relaying the information from your own research. You posted screenshots and descriptions of your tests when dfhack had its first release in .42 showing how you could get the accuracy bonus to something ridiculous, like 13k. So one of two things is going on here. Either I grossly misinterpreted your research, or you're better at playing DF shitfaced drunk than anyone has a right to be.
>>
>>148204158
Remove the all of the [AQUIFER] tags from the inorganic_stone_*.txt files, then generate a new world.
>>
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>>148228183
>I don't see many people perpetuating the idea that Dwarf
Fortress is an actually difficult game.

I started playing DF
When I started playing I was expecting Dark Souls the RTS. What I got was Roller Coaster Tycoon with dwarves.
>>
>>148228621
>I started playing DF
I started playing DF a week ago.
>>
>>148228621
>dark souls
>difficult
>>
>>148228621
>I'm not going on Militia Squad 2, Cavern Guards -- it isn't safe.
>Just looking at that 80 z-level stair stack make me feel sick.
>I've already got a xDonkey Leather Loinclothx.
>>
>>148228183
>I see people talking about it's fearsome learning curve and usually, from what I've seen, that's what draws newcomers to the game.
My experience is the opposite. I see players who think they're getting into a super hardcore take no prisoners gaming experience, and bounce off the UI and ASCII graphics like a kobold off a granite floor. The game is hard to learn but not hard to play once you have, and that isn't a selling point. It's like telling someone to learn a new language so they can properly enjoy a dirty limerick. The difficulty isn't the point of DF and we won't stop getting these "muh sieges, muh ultraviolence" meming manchildren until the community stops pretending otherwise.
>>
>>148229091
>literally "people should stop behaving in a way I don't like" the post
>>
>>148228405
Yeah, I didn't explain it properly enough then, the only effect that I could identify was due to your current focused/unfocused state.

There's no easy way to make sure every single aspect of a strike will be the same when testing it though so I didn't check for individual need values, but the same size boost showed when I was testing with 3 or 4 met/unmet needs as when I was testing with 10 of them.

I'll redo the test when dfhack catches up and check specifically if there is a benefit to having more needs directly.
>>
>>148229175
The only thing I said people should stop doing is pretending that DF is hard.
>>
>>148229285
>we won't stop getting these "muh sieges, muh ultraviolence" meming manchildren until the community stops pretending otherwise.
>you master the game
>gets annoyed new people didn't
>we need to stop telling people the game is hard otherwise people will keep behaving in a way I don't like
You need to grow some balls dude. People will behave in a way you don't like your entire live. Stop getting so butthurt at a community having fun.
>>
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>>148229003
>>
>>148229421
I'm not annoyed at new people not mastering the game, and playing DF war game or a mutilation simulator has nothing to do with the player's level of mastery. And I wouldn't be here if I was butthurt at the community having fun. The people I'm refering to aren't part of the community. They're 15 year old edgelords who read obok meatgod or boatmurdered, play and post for a week, then realize that DF isn't the game they thought it was and move on. They'll show back up for a week every year or two to give their hardcore gamer cred a booster shot. And while they're here they'll cry about sieges and how Toady has made the game too easy, and they'll meme about killing elves and magma and herpaderp dem derfs. And someone like me will helpfully inform them that DF has always been easy and we'll get to have this delightful conversation all over again.
>>
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Anyone using the x64 version?
Does it fix FPS death?
Does it take advantage of multicore?
>>
>>148230793
You don't understand what a 64-bit profram or multithreading is, do you?
>>
>>148230901
no please explain.
>>
>>148230793
Yes
No
No
>>
>import a bunch of steel
>forget to turn it into weapons
20 well-trained dwarves with bronze, copper, and silver weapons vs. 1 bronze colossus
have mercy on my militia
>>
>>148230230
>>148229285

Is it really necessary to be so devastatingly butthurt about there being people who don't optimize their every move?

Also, yeah DF can be hard at times. I barely got out of the starting town before being chased like hell by a night troll (and please tell me how a brand spanking new elf is going to kill one 1v1) and I got melted to death by rain. Didn't even think I set the temperature that high.
>>
>>148231401
>attempting to kill a gigantic golem using weapons made of metals softer than it is, or in some cases of the same consistency

Keep in mind you are attempting to cut a cow apart using swords made of raw hamburger.
>>
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>>148233343
so far so good
the magic of having a pick user, even if it's bronze and has no quality level
going to take ages to kill it at this rate, but at least it's on the ground and not likely to get up
>>
>>148233674
Actually, well done.
>>
>>148233220
What the hell does optimizing have to do with anything I posted? Literally where in anything I said is there a single fucking word about optimal gameplay? Or optimal anything? Who are you even arguing with? Are you just mad because you're one of the meming edgelords I called out? Or are you mad because you're bad at DF I said it's easy? You don't have to reply, your energy would be better spent looking for someone who's saying the things you're trying to disagree with.
>>
>>148235220
Your argument is that if you use gimmicks and play in the optimal fashion, DF isn't very hard. And we'd all agree.

But lets not pretend the subsystems are created equal. If someone attempts to use mead as his sole source of booze, he's in for heavy challenge. If you want to simply fight off everything in a 1x1 embark, the spawn rate is such that it may be genuinely impossible or very very difficult at the very least as in many cases you just won't have the stamina to deal with it. And so forth. Obviously, reanimating biomes are relatively impossible to stop just with military.

The game is a challenge spectrum, even without factoring in world creation variables. Use of military is on the hard end of the spectrum and use of static defenses is on the easy end of the spectrum.

There's no need for your feelings to be hurt.
>>
So can you disarm traps in adventure mode?
Cause I cant seem to figure out how to do it.
>>
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It's happening.
>>
>>148226989
bump this question because i also would like to do.

Correct me if i'm wrong but don't tropical biomes have more animals then temperate? I notice more animals get caught in my cages when i embark in warm biomes but im not sure if its just dumb luck.
>>
>>148236339
My argument isn't about gimmicks or optimal gameplay. You don't have to use bridges or wall in to trivialize the game's difficulty on most embarks. Just having a trained and equipped military will do it. The fact that you characterize military as on the hard end of the spectrum makes me question your understanding of the game. Learning the military interface is probably the hardest part, beyond that almost every threat click-to-kill.
There are of course edge cases, though reanimating biomes aren't one of them unless you're butchering like an idiot. If you want to fight hell or webbing FBs or things like that with your military you'll probably lose. If you don't know you have other options, that's fine. If you do know that you have other options and choose to throw dwarves at the problem anyway, then you're losing on purpose. Which is also fine, but doesn't make the game less easy.
I know you really want this discussion to be about someone's hurt feelings, but I think you may be confused about whose feelings. Wanna talk about it, anon?
>>
>>148238298
If you're going to fake something at least make it convincing.
>>
>>148238357
>>148226989

Tropical forests and swamps have pretty big varieties. Anywhere that you have overlapping tropical biomes will probably get you more animals than you can handle, and caverns are going to pull from the same sets of wildlife regardless of where you settle, though not every underground region has the same pops. Avoid lakes and oceans. Avoid savage biomes unless you want animalmen in your zoos. Avoid evil unless you want zombies and skeletons in your zoo.
>>
>>148238986
Do the autist who likes to fake this shit ever make it convincing? He couldn't sound like toady even if he tried.
>>
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>>148238298
>>148238081
Whoops, looks like you forgot to edit the date in your first fake screen.
>>
>>148240117

W-what are you talking about?
Also I spelled successful wrong, kek.

>>148238986

Eh? What was the least convincing part of it?
>>
>>148240273
>Eh? What was the least convincing part of it?
Toady allowing player feedback to dictate his next development arc.
>>
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>>148241249
>>
I know toady wants to implement boats as moving constructions but does anyone think he'll eventually allow the initial construction to have a quality level/artifact potential?

Maybe instead we'll see adventurers scouring the seas for artifact ship parts in a quest to create a super ship whose sails always catch the wind, whose wheel allows one to never get lost, and whose catapults/ballistas/cannons turn the planks they strike into eels.
>>
>>148241646
that would be fucking amazing and I'm sure it's somewhere nestled between the implications of his long-term plans, but I imagine anything like that is a long way off

questing for standard artifacts alone will be pretty neat, even more so when their attributes/magic gets overhauled, whenever that happens
>>
>>148241646

There'll probably be magic boats and such at some point, at least. Who knows about artifacts though. They're likely going to be constructions right, and constructions don't have quality levels. Although there might be like decoration quality engravings on the rails and figurehead and such.
>>
>>148241646
>moving constructions
I want to build a small fort that travels around the desert.
>>
>>148241646
He's said before that he wants magic to be weird and subtle instead of just fireballs and lightning bolts so that's for sure the kind of thing he'd probably lean towards.
>>
In some of the df stories the Evles are described as having barbed arrows whose barbs grow in the victim after impact.

Any guess if that means magical ammo or special properties of specific plants?

Another note, what sorts of goals do you think Toady will give demons? Most of the ones in the stories are the world-conquering goblin lord types but we have demons posing as deities in human civs and ruling normally right now. Maybe some demons that act more as sentient servants of specific gods/spheres, or who have petty schemes. Maybe some that just scheme for scheming'd sake like Tzeentch?
>>
>>148241646

Also adding cannons is dubious. He said he doesn't really mind sea cannons but that would lead to land cannons which he doesn't want.
>>
>>148242515
>>
>>148242829
Isn't there already ballistas?
>>
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>>148243228

Ballistae differ from cannon in that they don't use gunpowder.
>>
>>148243372
Yeah but they serve the same purpose of being artillery, why not just have sea ballistas or something. Or technology level at world gen, seems like a ton of work to make new stuff for every tech level though. I'm not sure why he doesn't want land cannons in particular.
>>
>>148243651

>I'm not sure why he doesn't want land cannons in particular.

Because it would change the classic fantasy setting (sword and shield/European feudal age) of the game.
>>
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>>148075787
Ohhh man, I remember having a Milkable Female Elf-Slaves mod.
You could buy them as pets, milk them, chain them, it was fun.

Always had problems figuring out how to milk them though, because instead of being called Female Elf-Slave (Tame), they actually came with names so you couldnt milk them just like you cant milk adopted pets.
>>
>fully iron-armoured troll with an iron shield and a silver whip
that actually sounds somewhat threatening compared to normal goblin fare
>>
>>148167948
Is there like a way to have a stockpile for ONLY the encrusted quality stuff?
So you can link non-encrusted stockpile + gem stockpile to workshop, and when something gets encrusted, they will move it to a non-linked encrust only stockpile.

Would still end up with 1 item prob sitting in the workshop getting layers and layers till jeweler gets tired and takes a break.
>>
>>148245331
So, is it? I don't remember vanilla trolls with armor
>>
>>148241646
Architectured buildings have quality levels, and architecture is a woefully underutilized skill for this type of game. It would be appropriate in that application as well.
>>
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>>148244809
My favorite funny elf mod result was the one with the "was trying to spawn elves, but they came out as vermin" and then someone explained how to fix it "never mind, I discovered that if you do it like this, cats hunt them down and kill them" more or less.
>>
>>148216784
Cause it's still strong enough to infect an animal or civilian and cause a werebeast outbreak
>>
>>148129860
nice
>>
>>148220137
Build a fortress in cavern:3 or a partially drained magma sea then hotshot. If you leave all 3 caverns open to you, you'll occasionally get forgotten beasts which are a good ride. Or just stop being a bridge faggot. Of course if you use exploits the game is easy, what did you expect it to do.

>>148220414
Follow http://dwarffortresswiki.org/index.php/DF2014:Maximizing_framerate
Do a 1x1 embark or a 1x2 if you want two biomes for extra metal rolls.
>>
>Video tutorials:
>https://www.youtube.com/playlist?list=PLBrdUj1adIBD-vgUodaaxebcdqQ4oEWtg
>https://www.youtube.com/playlist?list=PLD1A3FE72C0DCAC66 (Dated, but good)

I'm thinking about getting into DF, which tutorial would you guys recommend?
>>
>>148248339
>vermin elves hunted by cats
Briliant!
I did similar thing, only it was a Giant Lion released on elf merchants. Same results though, heh.

http://pastebin.com/FmTgg8CE
Found the Female Elf Slave pasta. Still cant figure out what I did wrong so I cant milk them.
Its a sub-caste of elf race, they are all female slaves.
>>
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>>148245496
As far as I know, no. It's not a big deal since you still want to keep them in circulation until you've put all the stone cabochons, glass gems, imported gems, ~14 metal studs, and 36 types of bone/horn/hoof from each animal onto it and enough haulers to keep shit stocked. The only reason it happened was cause I didn't have a clothing stockpile to suck it up

>>148250312
http://dwarffortresswiki.org
http://dwarffortresswiki.org/index.php/Quickstart
http://dwarffortresswiki.org/index.php/DF2014:Dwarf_fortress_mode
http://dwarffortresswiki.org/index.php/DF2014:Aquifer#Cave-In_Method_for_Multiple_Layers
http://dwarffortresswiki.org/index.php/DF2014:Magma#Working_with_magma
http://dwarffortresswiki.org/index.php/DF2014:Design_strategies
http://dwarffortresswiki.org/index.php/DF2014:Defense_guide
http://dwarffortresswiki.org/index.php/DF2014:Tutorials
>>
>>148250312
no one
learn by the wiki
>>
>>148251095
>encrusting

Found a possible solution, will try it later:
>You can setup 2 stockpiles the undecorated one will be set to take from your workshops producing the furniture and giving to your jeweller's workshop.
>The encrusted furniture stockpile will be set to take from your jeweller's workshop. Both of these will need to be set to take from links only.
>>
>>148251095
>>148251286
the wiki looks quite daunting. I was hoping to ease myself in with a video tutorial or do I just have to jump straight into the deep end?
>>
>>148252214
It's not hard. Start reading and stop being afraid to step in the kiddie pool. You principal wont show up to call you a failure and expel you from life if you aren't perfect. Learning is a process
>>
>>148220137
Yeah, that's Dwarf Fortress. It has a reputation as a difficult game because the interface is so impenetrable, but once you learn it, it's not difficult to survive at all. Once you've reached that stage, it's time to tackle voluntary personal challenges. Start a massive construction project. Deliberately limit yourself to give invaders a chance. Dig too greedily and too deep.

The real charm of the game is in how many building blocks it gives you. It's like a box of legos with a combat simulator.
>>
>>148252515
Gonna start a low tech cavern 3 fort. wood, bone, leather obsidian and siege weapons. gimmick is taming and selling vermin and creatures. Hopefully I'll last long enough to bucket irrigate enough tree farms that I have enough wood to live.
>>
>>148221920
Is it "water" or "stagnant water"? The latter is what pools start with, but I think the pumping should fix that. Once you have regular water, the only issue is the piles of mud. Only piles of mud, mind. A dusting of mud is fine. Check how much mud there is on the tile.
>>
I have a dorf/werebear who dug himself in deep inside the fortress as to not harm the others.

He's survived three complete annihilations of the population and basically makes the fort immortal.
>>
>>148236369
Any trap you've seen is safe.
Once you know where the trigger mechanism is you can just walk past it, like dwarves do in fort mode.
>>
>>148250312
Most important thing, don't fort in soil and don't dig in the z-level below the surface. If you mine it out, you can cave in parts of the ceiling when cutting trees.

Once you know how thick the soil layer is, either dig with upward ramps for a lot of 2-z high fungal trees or channel down to the lowest soil layer for taller trees. Drop a plant gathering zone and use traffic designations to minimize fungal sapling trampling. Get a lot of food and wood as long as your biome isn't a no shrubs/trees place so they barely grow.

>>148253292
If he's not military trained, dump in like 15-20 armored dorfs at a time. Get 1 or 2 infected per month. It's good shit.
>>
>>148252214
Just start a fort and see how long it takes to have som FUN
>>
Spoonfeed me plz.
How much does 64 bit change? Will this give a huge boost in performance or is this just groundwork stuff that will allow future updates to be better? I see the 43.03 starter pack is finailly out but I dont know if the 64 bit release will make it worth skipping the texture pack and rapist and dive straight in to the new release
>>
>>148248432
>infect an animal
Doesn't happen.
>>
>>148253691
Main thing 64bit does is gives more memory (RAM) to DF to play with.
Allowing you to embark on stuff like 16x16 without giving you an out of memory crash.

It doesn't do as much for pure performance/late game FPS death.
For that, we need stuff like multi-threading to happen, and heavy shit like pathfinding calculations to be moved to other cores, and that wont happen for another decade or two.
>>
>>148253691
From initial reports, it seems that there is a slight performance boost. Nothing jaw-dropping, but for a large fort, every little bit helps.
>>
>>148253226
No, any mud (or any other contaminants) in the tile that the water is taken from will be in the water. The only way to get clean water from an artificial source is to ensure that it's 2z or more deep. If there is at least 1/7 water on top of a 7/7 water tile then the water won't be muddy. It's still possible to have other contaminants in it if, for example, the tile that the water is taken from is adjacent to a bloody wall or something like that.
>>
>>148254012
I've had horses shift on me bro
>>
>>148254804
No you haven't, unless you were playing with a mod that changes curses. Werebeast curses only affect sentient creatures.
>>
i decided to play df again after taking a break longer than a year i believe. current version is 43.03 as i can see, starter pack is ``working``, but the dwarf therapist is not. is there any info on when it will become available for the current version?
>>
>>148255079
Well I wasn't and the damn horse shifted and killed half my military because they're unfeeling horrors with quantum stockpiled blood packs that refuse to go down.

>>148255501
When you apply the patch to it or you just use custom professions and nicknames.
>>
>>148117414
This is why I love this gaem
>>
>>148255501
Current version is 43.05 son.
Also, go to Therapist thread, and read from last post backwards.
There's probably an unofficial quickfix out for current version.
>>
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>>148252329
Don't lie to them anon, the principal is gonna show up sooner or later, his name is Wrathspun the Lusty Bodice of Betrayal, he's a giant steel spider... so, it's never very fun when he visits.
>>
>>148255782
And he'll have a great day when that happens.He shouldn't be chickenshit over a 1 in a thousand scenario.
>>
>>148255672
You're either lying or badly mistaken. I would guess the latter if you're really getting your ass handed to you by werebeasts.
>>
>>148087505
>But rape is different; in the real world, rape is common, rape is still viewed as being "reasonable", and rape is still largely accepted. Somebody collapsing a mountain onto a city is not a thing that can happen--it is not a threat, so it doesn't matter if we encourage it. But rape IS a thing that happens--it IS a threat, so it DOES matter. That's why rape is a special case.
How- wh- I can't.. how do you even write this? Is this a very elaborate joke or something?
>>
This dwarven martial arts guide is too good, I've learned a ton of new tricks I gotta try. Like grabbing someone's weapon and shield, then jumping into them so they get knocked down while you gain their weapons. I didn't even know you could punch their punch to deflect an attack. Seems like heavy investment into observation can pay off a lot more than I would've thought.
>>
>>148256000
Fuck off and stop being a twat about shit. It happened. If you can't believe it, deal.
>>
>>148256210
Sauce?
>>
>>148243016
One of Threetoe's stories involves a wizard with a flying castle.

When discussing moving fortress parts at dwarfmoot Toady/Threetoe joked that someone would probably end up somehow making a moving fortress. However given how the game works such a fortress would probably only be able to wander around the embark zone.
>>
>>148256480
http://www.bay12forums.com/smf/index.php?topic=148015.0
>>
>>148256176
does anybody have an account there?
Why isn't that mofo getting told?
>>
Hey guys, I haven't touched the game in a while, but someone told me you can now build shit in adventure mode, is it true?
>>
>>148258420
Read the thread,
>>
>>148258420
Seems pretty early, but yeah I've made a few huts. I don't know exactly how populating your places work but I assigned houses to my followers and once I kicked them out out my party they seemed to take up living in the houses I assigned them. Not much happens though. You can make temples and libraries, but I don't know what effect they have at the moment.
>>
>>148256430
I'll stop being a twat about shit as soon as you stop spewing shit. I doubt either is likely to happen.
>>
>>148258720
None yet really, sadly. Great way to give history time to get interesting though. Easy to pass months on projects.
>>
>>148104902
>Necromancers are among the people who write the most books during worldgen
>They literally do nothing but stand around in their towers so all their books have really lame subjects like the life of the author another book the author wrote, the storing of another book by the author etc

Toady really needs to either make Necromancers actually do things or let them write on subjecets they haven't experienced themselves because the books you find in towers are ridiculous
>>
>>148262929
>necromancer travels the land using his undead army as a slave labor force, constructing roads and bridges for the locals at insane prices
>>
But let me respond to that. I am not worried about Adventure Mode DF turning players into brutal killing machines ready to deal out ultraviolence at the slightest provocation. No one (well, hardly anyone) is afraid of a bloodthirsty lunatic suddenly going berserk with an axe anymore. That's because, these days, we're all afraid of a bloodthirsty lunatic suddenly going berserk with an assault rifle. Melee violence seems merely a quaint, relaxing interlude by comparison. And romanticizing medieval combat (which has been done for hundreds of years) has not provoked a real-world epidemic of armored swordsmen running amok. In short, the violence of Dwarf Fortress does not represent a threat capable of destabilizing or harming modern society.
On the other hand, suppose that Adventure Mode DF did include rape, and allow it to be committed against enemies (or other creatures) who lacked the ability to resist. The game already allows the maiming and killing of even sentient beings, and a character who is strong enough can perform these executions casually, as an everyday event. To allow the player to rape these creatures risks causing the two acts to achieve parity, in the player's mind: He is already inured to killing bandits, it's what the game is about. What if he slowly comes to regard the idea of raping them first as being similarly commonplace, or even expected? Now, I'm no sociologist, I don't have the statistics at my fingertips, I can't tell you exactly how many rapes are committed each year, but I'm pretty sure that it's too many. And while it's easy for a player to tell fantasy from reality as far as dueling a goblin is concerned, that distinction tends to blur when you have to have to morally distinguish raping a prostitute from . . . raping a prostitute.
>>
>>148263414
Why are you posting stuff from the forums here, without quoting or without using an image?
>>
>>148263414
So yes, call me paternalistic if you wish. Accuse me of wanting to police how individuals play a single-player game in their own homes. But all I'm arguing for is that Toady simply not include a way for combat to turn sexual in the game. Introducing sex is OK, just don't let it mix with the violence. If players want to play rape games, that's their call, but in my view DF would only be cheapened and degraded by such an inclusion.
>>
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I doubt Toady will put any sex mechanics in the game. I don't see them adding much to begin with. I don't see how rape would add much more for that matter.

You guys getting all worked up about some of the silly things people on the forums say about it is strange.
>>
>>148264148
I'm just shitposting to bump this skeleton of a thread
>>
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>>148264339
Why not shitpost with speculation about future features, Gimlocke's armory or Masterwork? Masterwork in particular tends to get people's blood pumping.
>>
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>tfw figured out how to make my non-miner dwarves actually do something

Is it okay to just put everything in a stockpile outside the cave your digging? Now that I have a wood and herb stockpile will people actually start cutting down and collecting? How do i change z levels?
>>
>>148267168
Also, will my animals just move by themselves to their pasture or will dwarves move them?
>>
>>148267168
http://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide
All of those questions are answered here.
>>
>>148267168
-Yes, at least up until you dig out stockpiles rooms. It's not a big priority until a year or so, worst case scenario some kobold or rhesus macaque will try to steal something

-No, you need to [d]esignate the areas you want your woodcutters and herbalists to cut down, but any dwarves will haul the wood and herbs to the stockpile

-Use > and <

>>148267601

-You need to manually assign your animals to the pasture. Dwarves with that labor enabled will automatically move them (always enabled by default)
>>
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>>148228964
Actually this game is very much like dark souls.
>start out constantly dying to the weakest bosses because you don't know how to doge/block
>fighting early game boss monsters like they are trash mobs by the end of it because you got good.

>Initial forts die to starvation/stupidity/tiny invasions
>Later forts hold off armies without losing a single dwarf

Excluding the randomness DF is only hard because you don't know what your doing at the start.
>>
>>148121797
Pretty sure that you can. I don't think any game uses a different save system for other OSes or that it would make any sense or be required.
>>
>>148270046
>game is hard
>game gets easier when you learn it

Hey guys let's list things that are very much like Dark Souls!

I'll start!
>minecraft
>league of legends
>monopoly
>>
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>>148262929
Fo sho.
>>
>tfw no mod to change the dialogue to be like life is strange
>>
>>148238889
>Just having a trained and equipped military will do it.

And like I said, static defenses are virtually necessary for 100% of players across 99% of embarks. Even the most military reliant fort still wants to channel enemies into their military, and frequently into a way that is comfortable for them to face.

>Learning the military interface

Literally no one but you said anything about the military interface being a problem, care to try again?

>though reanimating biomes aren't one of them unless you're butchering like an idiot.

Okay. Please tell me about how an early embark is supposed to handle zombie ogres. Remember, military only, no walls, no traps, no doors, no channeling, no static defenses of any kind.

> If you do know that you have other options and choose to throw dwarves at the problem anyway,

Which brings me back to my original statement, that the game is a spectrum of difficulty, amongst other things between static defenses and military.
>>
>>148244809
>just like you cant milk adopted pets.

Such a shame.
>>
>>148273019
>Not one day ago, I slew Flamewhisper GreatLeagues the Burning of Wheels the dragon. Shit was hella cash.
>>
How do I tell my dorfs which jobs they can and cannot do? Why doesn't teh dwarf therapist built into the lazy newb pack not work? Is it because of the gemcraft graphics?
>>
>>148275439
I'm pretty sure this is satire and you're not actually the cunt you appear to be, but hot DAMN the Lazy Newb Pack is perfectly named.

I can't decide whether its a meme or whether the Lazy Newb Pack really gives people arrested development to the point that they're incapable of figuring out the least thing on their own.

Read the wiki cockgrubbler.
>>
>>148274682
>I felt excited at the mosh pit today, shahak brah.
>>
>>148259118
Ook Ook more at the flying metal box you stupid fucking nigger, that doesn't make em not real. Horse shifted into a werebeast and started biting the shit out of people. It happened.
>>
>>148275969
>>148259118

These are the requirements for being a werebeast, besides the obvious (no vamps/weres)

[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]

Sole way to happen for it is if its an animal that has CAN_LEARN, possibly due to a mod.
>>
>>148276485
I was only using vanilla with no dfhack or therapist. Human caravan showed up and we were all having a good time. Full moon hit, a horse has shifted into a werebeast goes out and it kills like 3 haulers, fucked up the merchants and their guards, then fucked up my militia cause it didn't give a single fuck about all the bronze warhammers fracturing and breaking all its shit. ¯\_(ツ)_/¯
>>
>>148165350
2nd last sounds like a very useful thing during migrant waves
>>
>>148276903
>¯\_(ツ)_/¯
leave
>>
>>148276903
Alright. Personally I find it improbable, but then again elves and goblins are supposed to be unable to become necromancers, unique demons are supposed to be unable to breed, etcetera.
>>
Slopes and varying elevations outside really fuck me up...
>>
What do red exclamation points on dwarves/livestock mean? Nobody is engraged afaik. Is it something regarding Grimlocke?
>>
>>148280152
read the wiki
>>
>>148275969
>It happened.
What happened was that a werebeast unstealthed near where you saw a horse and in your ignorance you drew an incorrect conclusion. It happens. Now you're stubbornly defending your ignorance despite multiple people who obviously know better telling you that you're wrong.
OR
You're making shit up because you need to be right on the internet.

Nevermind that werebeasts have been in the game for ~5 years and you're the only person who thinks that a horse can be cursed.
>>
>>148280959
Yeah, not to toot my own horn, but I've got a few levels of wizard and while I'm pretty sure I could dfhack an animal werebeast up, I wouldn't be surprised if it reverted to a human/goblin/elf/giant bat/toad or whatever when the moon ended, wouldn't be surprised if the curse went away if the map was unloaded, I would expect it to transfer as that is part of the syndrome itself, and I would not be surprised if the game crashed next time you tried to save.

There are numerous links which would have to be put in place just to do something relatively simple like copy an existing cursed individual and their syndrome tags over to an animal.

Naturally you could mod in a werecurse that works on animals (make it turn them into people on the full moon!) but the vanilla curses in game?

The ONLY thing that keeps me from flat out calling bullshit is the brief weirdness in 42.01 with the horse takeover and shit like people being able to make a horse adventurer.

So, your claim is dubious and due to the sort of "werebeast? wasn't there a horse there?" confusion mentioned above at best, possibly a legitimate horse-were as a result of a bug, or flat out fabrication at worst.
>>
>>148281589
>you could mod in a werecurse that works on animals (make it turn them into people on the full moon!)
I love this idea
>sheep grazing outside gets bitten by something foul
>turns into a dwarf on a full moon
>terrifies the other sheep
>sheep/dwarf wanders into the fort, does some menial tasks like cleaning and hauling for a couple days
>turns back into a sheep, but can't be put in a pen with the others anymore, because they're so freaked out they'll treat it as hostile
>>
>>148281589
All you have to do is remove the can learn requirement or add the can learn tag to an animal.
DFHacking it or whatever wouldn't crash the game because its a single tag that needs to be changed, not a particularly big deal.
>>
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>>148282006
I mean going in and giving it a proper soul, linking in the syndrome so it shows up in legends, all that jazz.
>>
>>148283034

I genuinely don't see why it would need a proper soul. Zombie hands show up in legends just fine, zombie werewolves remain werewolves, etcetera.
>>
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>>148271849
>Minecraft is hard
>LoL is hard
>Monopoly is hard
>>
>>148283254
So I could take control of it and go horsening around, of course.
>>
Why is it that when I specify a stone, even a stone I have in abundance it cancels it stating the stone is not available. Is it because I do not yet have a manager?
>>
>>148285604
Possibly? Always set up bookkeeper/manager table/chair/office arrangements, I don't know how I ever played before I figured those out.
>>
>>148284280
>horseman werehorse riding around on horse wereman
>during the full moon they trade places

I feel uneasy wanting this so badly.
>>
>>148285604
Any stockpile links?
>>
>>148285813
No, and no stockpiles restricted to other shops either.
>>
>>148286084
Have you tried appointing a manager to see if that allows it? I don't know if that was a thing with the new workshop details or not. Let us know.
>>
>>148285694
They're different types of werebeast, so they'd fight wouldn't they?
>>
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>>148285694
>You there, man, I have need of your mount, I will send a courier to compensate you but I must be off with due haste.
>tfw the horse decides to take "mount" another way
>>
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>First king is a dwarf
>Second king is a necromancer
>Third king is a night creature
>Fourth king is a human

Is this standard for dwarf politics?
>>
>>148286981
Sazir and Ral were king before becoming necro/getting troll raped, Ilral probably wound up in line for succession after the previous kings got a little too fond of chatting with corpses or getting all molesty with bug guts for lube.
>>
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>>148286981
>King is a necromancer
Does that mean you could find necro books and become a necromancer at that fortress?
>>
>>148288004
Nopers.

It means he abandoned the kingdom so he could rule over some zombies forever.
>>
>>148286694
I guess. But things can change.
I have a dream and you can't take it away from me.

>>148286764
That is not my dream.
>>
>>148286660
Turns out the problem was Grimlocke's mod.

It seems that the rock weapons it allows all follow the same rule as vanilla stone short swords, which is to say they can't be made out of most stone types.
>>
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>>148288540
>No cobaltite maces for my early militia
>>
Why the hell do my dickhead miners keep mining until they die? how can I check if stairs/ramps are working properly, because I think they just cant get back up to the surface
>>
>>148288756
>Why the hell do my dickhead miners keep mining until they die?

Because you're incompetent at pathing. You probably fell for the ramp meme.

>how can I check if stairs/ramps are working properly,

Dorf miners dying is probably a good indicator.

Build a 3x3 fucking staircase like a normal person.
>>
>>148288756
Are you using stairs or ramps? Dwarfs can't get out of 1x1 holes with ramps on them afaik. I just use u/down stairs for my miners most of the time, works like a charm.
>>
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Its a "The vampire/night creature is too fast so you miss each other until you succumb to exhaustion/a culmination of minor injuries" episode
>>
>>148288756
http://dwarffortresswiki.org/index.php/DF2014:Ramp
http://dwarffortresswiki.org/index.php/DF2014:Stairs
Whenever one of your miners dies in a hole read whichever of those applies and compare it to whatever you did. Keep doing that until miners stop dying or you run out of miners.
>>
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>>148289228
>it's a "run into bronze colossus and neither you nor any of your 5 companions have a whip or anything better than bronze resulting in all of them uselessly slapping it until it tears them to pieces then you sprint away" episode
>>
>>148289228
Is that a cheese knife attached to bowling glove?
>>
>>148280959
It wasn't a foo has come, now you know why you fear the night, it was just like the x has shifted into y just like the ones you get when one of your infected dorfs shift. The caveat being it wasn't mine, it shifted into a werebeast I'd not seen at that fortress previously, and it was specifically the caravans horses because mine were all long dead with no pet horses.
>>
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>>148289035
Why choose?
>>
>>148291073
>THose walls

You disgust me.
>>
>>148289035
do wheelbarrows go up stairs or do they need ramps
>>
>>148291537
yes
>>
>>148291537
no
>>
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>>148291267
>hating on diagonal walls
I'll bet you use a nonsquare tileset too.
>>
>>148291981
I always want to make nice forts but the shit takes too long.
>>
>>148291981
Build your walls in any direction you want, as longas they aren't ugly double walls
>>
>>148292169
Those gold block walls need sacrifice
>>
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>>148292104
>the shit takes too long
Can't argue with that. My first screenshot from this fort is dated February 11th. I had a few months' break where it was inaccessible while my computer was busted, but still. Something something autism.
>>
>>148088858
that sure is a lotta eights
>>
>>148291981
What's that comfy set called?
>>
>>148291981
Hey, them's fightin' words!

I did totally steal those walls though (>>148171031) and do kinda hate you for being able to have cleanly diagonal wall connections. I've come to like my partial-diagonal ones but the straight lines of the diagonal sections on a square set do look really nice.
>>
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>>148294656
Here you are. It's on the wiki's tileset repository as well, but the transparency is fucked up. This is a copy of the version with transparency fixed by >>148283034 many months ago. It's otherwise unaltered from the one on the wiki.
>>
>>148294918
I have no doubt that you'll tinker the rectangular-diagonal walls into something you love eventually. I've been watching you mess with tilesets here since you were working on "bigasam" (with gemset?), and your work has only gotten better and better.
>>
>>148295636
Well thanks, and yeah, bigasam was the big huge bisasam set that I loved. I'm really happy with the curses+1 as I have it, but I had to make a compromise to get partial diagonal walls without them getting all stair-stepped, you know?

The sort of stuff that stands out when you're leaning in looking at pixels at 800% zoom.
>>
>>148296071
Well, speaking of bigasam, have you tried blowing up curses+1 to something huge like that? Or is it already? I'm just wondering if the larger resolution would give you more wiggle room to smooth the jags out.
>>
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>Get mission to kill bandit captain who has sent countless thugs to a nearby town
>All of his thugs in town claim to not know where he is
>Every lord in the surrounding area does
>Assault The Wondrous Winters
>Its a blizzard, visibility is a 1-tile radius
>Environmental stealth rating for a poleaxeman in full plate
>FANTASTIC
>>
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>>148297132
>Find the bandit leader chatting with a crossbowman, slay him with a stab to the lungs followed by a stab to the head
>Dispatch crossbowman
>Find a remaining three wrestlers huddled around the main camp
>Declare their leader dead and vanish into the snowstorm
Hell yeah
>>
>>148297310
>Everything's alright.
>>
>>148297967
It was so perfect. The only way it would have been cool would have been if my character were a knife-user or wrestler just starting out rather than a polearm user who had already wiped a couple camps.
>>
>>148296675
Wouldn't help since the game won't show over 24x36 on a 1920x1080 so I can either draw it native or let the game resize it.

>>148297967
I mean, besides the sounds of dudes getting killed in the blizzard around you, sure. Least it isn't raining goblin blood or horrific mucus right!
>>
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I-I can't be the only asshole in here who spends 3 hours in character creation to create the perfect waifu out of randomized descriptions, right?
>>
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I fucked up digging the plumbing for what will eventually be my duchess suite's automister and now I'm having to dig more overflow outlets. Which in turn led me dig an obsidianizing module over my trade depot. Because why waste good plumbing, right?
I'm just glad I caught the fuck up before I finished digging these floors out. Or building the pump stack. Or the magma piston. I'm probably never going to actually use this but I can't stop now.
>>
Are there any advantages to building multiple sets of stairs right next to each other? Say if I just had a single staircase in my fortress would I have problems with dwarven traffic congestion?
>>
>embark on volcano
>lava stops at surface level, mountain keeps going all the way up
>Giant Skink gets stuck climbing 10z levels above my work area over the lava pool
>cancellation spam, can't get it down
Fuck this
>>
>>148301379
Anytime two creatures share a tile one of them has to lie down, which slows their movement. Creatures whose move speed changes while pathing to a destination will recalculate their path to try to find a faster one. So not only will it cause traffic slowdowns, it will hurt your fps as from the extra pathing strain. Then you have tile-switching, which is a whole other kind of pain in the ass (and should really be removed from the game altogether). I don't think it happens when dwarves pass each other changing z levels, but it's a big additional reason not to have 1 tile wide traffic corridors anywhere in your fort.
>>
>>148300260

I just mod out the unattractive features of most races I'm likely to play., saves time.
>>
>>148301986
>Militia can't get to it
>nobody is moving
>they're starting to dehydrate
hhheelp
>>
>>148302520
Try this:
Set a civ alert burrow somewhere out of the skink's LoS.
Disband your military so they'll obey the burrow.
Set a dump zone on the mountain above where the skink is. Include the dump zone in the burrow.
Dump something heavy, like a boulder.

If it works like i hope, the dumping dwarf will walk around the outside of the caldera-wall to dump the object, and so will never see the skink along the way. It gets hit or dodges whatever you dump, falls in magma.
>>
>>148302993
How am I meant to dump over an edge? The zone doesn't have a number next to it. All the dwarves that have seen it seem to think they're in conflict so they won't eat or drink, I think.
>>
>>148301986
That's what you get for not rushing crossbows and wood bolts.
>>
>>148303710
Read the dump page on the wiki.
>>
>>148303710
When you set a dump zone if it's adjacent to a ledge dwarves will throw it over instead of placing the object on the tile(s) that actually has the zone. A civ alert burrow should override any activities for nonmilitary dwarves once you activate it.
>>
>>148303710
7 #
7 #
S # Skink down here near the lava.
7 #

Few levels up at the edge.

· +
· +
X+ <- garbage zone over the edge
· +
>>
>>148302273
Guess I gotta good amount of digging to do then
>>
>>148303831
I missed because I'm retarded. On the brightside it discovered adamantine through the magma vent
>>
>>148304330
I think now everybody has seen the skink, so they think they're in combat (through thoughts, they're all "entered existing conflict") and won't respond to anything. So no one will dump either.
>>
>>148304805
The civ alert didn't get them to break away?
>>
>>148305067
they move to wherever the burrow is, but they won't eat or drink if the burrow has the stockpile in it, and they won't dump anymore. I have refuse hauling enabled and it's definitely all in the burrow.
>>
>>148305153
And you're sure they can't see the skink from the burrow? They shouldn't be in conflict anymore if they can't see an enemy.
>>
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>>148305345
Well it's dead now, I can't see how though since there's nothing in the combat logs. Everyone just fell asleep simultaneously on the floor of the burrow after it died too, which was a laugh.

Probably some kind of bug maybe.
>>
>>148305610
All's well that ends well, I guess?
>>
>>148306206
4 dead, I think. I also have to reassign all my military which is gonna take a while. Climbing was a mistake.
>>
Don't die.
>>
>there will never be a fully fleshed out witcher mod
>>
>>148310971
Only because you are too lazy to make it.
>>
>>148310971
Read
http://www.bay12games.com/dwarves/story/tt_terror.html

You'll be able to pretty much play as a witcher eventually, in vanilla. Unless you specifically want Gwent or something.
>>
>The most detailed total conversion mod is Mario themed.

It sounds lame, but I actually really enjoy it.
>>
>>148242795
yeah really fucking hoping elves become badass magical gods after magic is out.
>>
>>148312629
The previously mentioned Mario mod already has both magic, and demon-rulers...

Koopa Fortresses let you make magikoopas and give you a demon-noble if it gets big enough.
>>
>>148312629
One story involved an elven civ largely becoming decadent and lazy, lording over the forest critters/animal people like royalty up in their tree houses, supping from imported dwarven glasses.

Another involved a Elves sending a caravan to an allied civ only for the fortress to be run by a "typical df player" style leader who slaughters the caravan and devastates the surrounding wilds. This resulted in a massive combined animalman/forest creature/elf siege eating everyone within the fortress and its surroundings.
>>
>>148311669
You bet your ass I am. There's far too much lore for me to implement in terms of monsters and their descriptions, their strengths and weaknesses, where and when monsters can be, the plants, witchers themselves, the powers, the magic, the alchemy system, the diseases and how people contact them on world gen to become said monsters in the lore.

Fuck that.

Maybe if I had like 10 people working with me
>>
Is Toady a fool or a genius?
>No formal programming
>One man
>Gives game out for free
>No graphics
>No fixed narrative
>No advertisements

I'm absolutely fucking astonished this game and its community has lasted a decade. Life sure as fuck does find a way.
>>
>>148313262
He's a genius whose foolish endeavor has worked out splendidly.

He doesn't need advertisements because of the power of word of mouth+occasional "Wow this Dwarf Fortress thing sure is impressive" article that pops up in all sorts of magazines from time to time.
>>
>>148313262
For every Toady there's thousands of failures you've never heard of.
>>
>stories mentions goblins parachuting off of flying giant bats

I wonder what ideas Toady has for sieger behavior. Sappers? Constructing ramps? Towers? Ladders? Plain-ol' tunneling?
>>
Does the .43 mean the game is almost halfway compete?
>>
>>148314393
Yes, and when you think about it, it is. Mostly magic/civ/entity interaction stuff to go now, of course Toady being Toady a lot of other stuff will end up tacked on along the way.
>>
>>148314495
Only 14 more years to go then till ver1.0? See you then, I'd 4chan is even still around.
>>
>>148314495
>Mostly [...]/civ/entity interaction stuff to go now
You make it sound so trivial. Importantly, this includes law, justice, a sense of property, an actually functioning world economy with production, labor, commerce, supply&demand, wars & diplomacy, trade routes, and so on.
It's a whole different beast than what we've seen until now. Both in terms of what performance decreases we'll have to accept, as well as just sheer work.

Creating the gameplay elements (combat, workshops, movement, etc) and content (smithing, fighting, beekeeping, creatures) was easy, now it all has to be hooked up and intertwined without breaking.
Now begins the difficult part and there's no small chance that it turns out that DF just won't work how it's envisioned for one reason or another.
>>
>>148314902
Its not trivial, I mean that with stuff like world gen, monster gen, civ gen, early magic/undead overhauls etc. out of the way, what is left is to make those civs and their inhabitants mean something.
>>
>>148314659
I'd 4chan you too, anon. No homo.
>>
>Playing rimworld cause I'm a little burnt out on dem dorfs
>You only get 3 people on embark
>One of my 3 is a fucking pacifist
>There's other mood shit that fucks over labors
>Somehow, jobs are even more fucking retardedly named
>Because you have fuckall people shit never gets done
>Can't dirt road to surface's greatest enemy, brushfires
>Get an electrical short, kills 3 of my 4 guys because apparently, you can't fight it and shouldn't even bother
>Last is dying to more stupid shit
>Moods are at like v34.xx levels where they throw shitfits over fucking nothing all the time
>The 3 times I actually got to trade I couldn't trade my skins and other raw shit I desperately needed to hawk for supplies
Nothing like playing a DF-clone to really ram home some appreciation for Tarn
>>
>>148315002
I hate smartphones, you slide your finger across the screen in slightly the wrong way and suddenly you're spelling dinner instead of finger.
>>
>>148315541
I don't sand, its coarse an rough and irritating, and it gets everywhere.
>>
>>148313262
Given the endless replayability, the fun stories you get to share, the satisfaction that comes with various accomplishments and goals you reach, the oddly fun aspect of setting your own goals to reach for, and the knowledge that there is always new shit to see and do... I think that made the "here's the game, if you'd like to donate you can" a smart choice, and people happily started throwing money at him.

>>148315541
I'm a keyboardfag for life, but I found the swype shit really easy to get comfortable using, but I don't actually use the phone enough to do anything of importance that I'd care about fucking up in the first place.
>>
>>148316104
Yah sure but it just gets aggravating when it constantly happens and you have to correct yourself all the time because you don't want to sound like you just had a stroke. All cause the phone thought I went a little too close to another letter.

I wish I could just have my brain spell out the words into the phone but then I realize I could if I just left a tab open on my pc...

Sometimes I think the technical advances we've made as a species has poisoned us, I'm too fucking lazy to leave an open browser up because my phone is more convenient.
>>
>training axe can't cut down trees now

FUUUUUUUUUUUUUUUUUCK
>>
>>148316636
I've had my phone sitting next to me untouched for the past three years because nobody ever calls or texts me. It's simply a mobile computer to me.
>>
How much of an impact on fps does world size have?
>>
>>148317094
Doesn't really matter though. Take coal, cassiterite, and either tetrahedrite or malachite/copper nuggets. make 4 for 15-18 points.
>>
>>148317127
Not even that to me, it's just a better camera than I've had access to in a while, so I can take pictures of cool spiders and whatnot.

>>148317130
Yes. A 17x17 world is retardedly fucking absurdly goddammit slow the fuck down fast, 33x33 is still zippy, 65x65 feels crisp but can slow down with longer histories in busy sites, 129x129 varies a lot, sometimes you get these clusters where there's half the entire population within like 10 world map tiles and it buttfucks you, 257x257 you kinda stop getting congestion issues unless you jack the population up to like 50k because people are soooo spread out in a 257x257, but the map itself takes a lot more cpu to keep track of everything.
>>
>>148317334
So Pocket if I intend to make a game in which I play through multiple forts right?
My plan is playing forts until I can give the king a proper room, then start a fort somewhere else using that one as a mountain home.
My plan is to domesticate all the animals in the world.
>>
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Whats your average FPS /dfg/?
How many dwarves do you have in your fort?
>>
>>148318479
18fps
170 dwarves.
>>
>>148317321
While you're at it, do your pickaxes in the samr way.
Bituminous coal/lignite = 3*2[3]
Copper ore = 6*2
Heat-retarded stone = 3*2
You now have everything you need for the price of one copper pick.
>>
THE VISITORS JUST KEEP COMING
THERE'S OVER 20 OF THEM
ALL IN MY TAVERN
I ONLY HAVE 30 SETTLERS
>>
>>148318670
I think you mean "Heat-retardant".
>>
>>148318583
>18fps
How?
I normally retire forts that dip below 25.
>>
>>148319034
You and I clearly have different ideas of "low fps"
For Dwarf Fortress, I consider "low fps" to be a single digit number.
>>
>>148319034
>>148319117
>not going until the counter shows 0 while unpaused
Come on step it up.
>>
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>>148319117
>>148319240
50 FPS, you tell a dwarf to go chop a tree, he goes and chops it.

Below 20 it takes a solid minute just for him to leave the fort.

Or do you not have this problem?
>>
>>148319509
>Below 20 it takes a solid minute just for him to leave the fort.

>Or do you not have this problem?

No, I don't. Learn about fort design.
>>
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>>148319583
Has nothing to do with design. I mean its like watching everything move in slow motion. Chopping a tree might only take a few seconds at 50fps but takes at least a minute at 20.
>>
>>148319117
This
Never got people that abandon their forts because it isn't 60fps anymore
>>
>>148319704
I know you're trying to make a point, but If it takes only a few seconds (say, 5) at 50FPS, then it only takes 50/20*5 = 12,5 seconds at 20FPS.
You'd need to slow down to 4 FPS for it to take a minute.
At this point it's not a matter of exaggerating anymore, it's plain wrong.

In either case it's a matter of playstyle. If you're anxiously sitting 2cm away from the screen watching your dwarves take every step, then yeah 20 FPS is low. If you give some commands, do something else like reading the wiki, planning out a new fort extension in photoshop, or make something to eat, then go back and give the next command, 20 FPS is still almost too fast.
Depending on what you do, you might even willingly accept low 1 digit FPS for a few (in game) years, for example during a dam project.

So I agree with the anon above, low 1 digit FPS is slow, 20 FPS is perfectly acceptable.
>>
>>148320060
>If you're anxiously sitting 2cm away from the screen watching your dwarves take every step
All I'm thinking about now is that comic where the guy yells at the cat to roll over and all it does is look at him with a :3 face.
>>
>>148318758
Well, I am a heat-retarded and don't appreciate being mocked.
>>
>>148318479
I'm at around 33, 160 dorf cap with ~30 pets. I like to do 80-120 dorf cap with no tavern though. having >40fps is gravy.

>>148318670
1 stone, turn it onto 4 stone blocks. But yeah
>>
>>148318758
Auto-correct is a retardant :^)
>>
>>148320060
>I know you're trying to make a point
I'm not though. I really enjoy the game but the FPS thing kills it for me. I'm trying to learn how the rest of you accept it.
>>
>>148320880
Because this game is fun and there is no real way of avoiding fps death.
>>
>>148320049
Because when it takes 2 hours for anything I assign to get done, I'm fukken done.
>>
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>>148318479
>mu
>none
>>
>>148320880
As I wrote, it's a matter of how you approach the game. Oftentimes, it doesn't require your constant attention. Exemplified by the stark difference to other games in the way creatures are controlled:

You don't select a unit and point it to where to move or what to do - you allow or disallow labors a dwarf can do, and independently from that, give orders to your dwarves as a whole. They (or rather the game routine) decide which dwarf does what, in what order, etc.

Starcraft mouseclicking-skills don't matter. You think about what needs to be done, plan it out while your dwarves do other things, pause, give orders, unpause, and continue planning the next thing, while casually overseeing so nothing goes horribly wrong.

In that way, getting your dwarves to survive standard situations without much or any input (keeping up food and alcohol production, housing, some industries, maybe even surviving sieges) might seem like it's all there is to the game - and once you mastered that, the game becomes boring and you stop playing until a new version comes out.

However, I think the opposite is the case. In my opinion the game only starts beyond that point: You design beautiful entrances, try to make the self sufficiency more efficient, or increase trade profit, maybe exploit the mountain more thoroughly, or try to play around with minecarts, power, and magma.
>>
>the only ore on my map is galena
Well fuck.
I guess Hammerdorfs all the way.
>>
>>148328485
You mean the only real ore is gobilinite right?
>>
>>148328601
On the neighbor screen when i embarked it didn't even show goblins, so unless they'll make a settlement closer to my position, I don't think so.
>>
>>148328714
You'll get about 50-80 bars of weapons grade metals per year in ore, bars, and meltables. You'll be fine champ. You'll have 4-6 in a full steel set, the rest in bronze/bismuth bronze, and your auxiliaries in copper or leather and bone
>>
Wait the fucking selling masterwork bug is still in game? Fucking hell man.
>>
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>>148325345
>Starcraft mouseclicking-skills don't matter.
>>
>>148332080
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9780
Apparently so, despite being marked as fixed.
>>
>>148315002
kek
>>
>>148332350
It's why I took a break from the game, that and my finals.
I don't enjoy my legendary dwarves getting more insane with each passing caravan.
>>
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Galena anon here.
Everything went better than expected.
>>
>craftsdorf keeps making masterstroke figurines of serpent women
Should I be worried?
>>
>>148337168
Fortress deity?
>>
>>148337226
No.
Regular Serpent women.
>>
>>148337226
>>148337297
I checked and he also makes figurines of reptile women in addition to serpent women.
I must investigate further.
>>
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>>148337405
Dont diss a dwarfs' fetish.
>>
>>148337838
Well every single figurine depicts the reptile person dying a horrible death either by getting hacked by trolls or weird illnesses.
>>
>>148338705
guro dwarves, heh,Toady has done a neat job over the years
Surely his love for fucked up stuff will allow sex/rape to be included in the game
>>
>Woodcutter chops a tree and gets himself knocked down into a pool of water somehow
>Drowns
Is there just a chance for them to fuck up on any tree and get stunned? How do I even get his axe back? It's the only one I have, now it's being held hostage by dwarf murdering water.
>>
>>148339164
I haven't seen that happen for quite some time. I think if there's something stuck in the tree (logs from a previous felling?), they can end up getting hit by them or having to dodge them

>How do I even get his axe back?
your best bet is probably setting up a screw pump and draining the pool. just make sure that the water has somewhere to go when it exits the pump so you don't accidentally flood part of your fort
>>
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>105 posters
>>
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>>148339164
>>
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>>148343821
Oddly dangerous day for threads too, I personally slew seven threads in the hills of woe!
>>
Begone page 10;.
>>
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QUICK! Post your forts to save the thread
>>
>>148348046
> 2 wide thick walls
> diagonal walls only have 1 wall

c'mon.
>>
>>148096982
Absolutely satanic.
>>
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Hey /dfg/. Toady One here, just stopping by to let my supportive fans know that rape is going in in the next patch. I'm not mentioning it officially because I don't want to stir up trouble among the more sensitive, but I know you lot are generally fine with it. Well, just letting you know that you'll soon be able to rape all you like. Over and out.
>>
>>148348046
>>148349740

Wish you could build parapets.

Can't wait for siege engines, building your fort in a cliff side or making walls thick will finally have a practical meaning.
>>
>>148353601
Knowing that Toady actually browses this general, I wonder what does he think about the community's opinion on him
>>
Fucking politicians.
>>
>>148354434

he he he
>>
>>148301986
I've been looking for a volcano like that
Could you please the world, or the parameters you used to generate (+seed)?
>>
I don't know much about how does the game exactly interpretes the form of body parts by the raws.
Some time ago, I saw that image of a goblin that was the result of a visioner utility that lets you see the aspect of an individual based on his looks
my question is: Based from the raws/specific details from dwarves, does the game acurattely interpretes their aspect?
>>
>>148339164
Not exactly. A woodcutter will never be hit by logs from the tree he's cutting. However, the logs can land in the branches of other trees. Then, if you cut that tree, the logs from the previous tree will fall straight down instead of falling away from the woodcutter.
>>
>>148355654
I have no idea what that question is supposed to mean.
>>
>>148354434
>Knowing that Toady actually browses this general
Why would you think that?
>>
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Does embarking near a certain (semi-)megabeast's lair increase it's chances on visiting your fort?
>>
>>148357770
It makes a difference in worldgen but it's hard to tell if it does afterwards. You can be attacked by beasts whose lairs are geographically isolated on the other side of the world and who have no kills from worldgen.
>>
>>148357770
As the other anon said, beasts don't physically travel the world map (yet), so it doesn't make a difference:

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

http://www.bay12forums.com/smf//index.php?topic=140544.msg6843526#msg6843526
>>
my glassmaker is stuck
I already gave him green glass because of "pictures of glass"

but the other stuff I don't know:
pictures of stacked cloth
pictures of shining bars of metal
pictures of square blocks

I already smelted every type of metal I have, I also have ramie cloth and I have some granite blocks laying around

is he going to die?
>>
>>148360008
You don't have the right type of cloth.
>>
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>decide to check out possible embark site as adventurer first
>start out nearby, take some shitty local dwarf with me for fun
>go to site, it has a volcano
>decide to kick him into the volcano, during the struggle he falls down into it
>don't see him die, but there's nowhere he could've grasped onto and see "lava mist" at the place he must've fallen down
>decide to go back to fort and brag about it
>arrive
>he's there at the fucking trade depot


FUGG
>>
>>148360008
He needs items in their proper order, ie he wont take a bar of metal before he gets his hand on a piece of cloth
>>
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>>148360787
>it is good to see you
Wat

I also spread the rumour of me attacking him. He doesn't care
Asked what he thinks about me, generally positive although somewhat violent
Asked him to join me, he accepted

Should I take him back to the volcano and try again?
>>
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>>148361008
>get back to volcano
>start to grapple him, try to throw him
>can't seem to get it right, keep "adjusting grip"
>suddenly I auto-dodge
>start falling down
Is this the ghost's revenge?

Also why isn't the lava burning me?
Is this why he was still considered alive? He was just still falling when I went fast-travel?
>>
>>148360867
ah, so I just didn't have enough glass?
anyway, human caravan arrived so I'm going to buy some cloth and metal bars if needed
>>
>>148360008
If there's a delay, he needs multiple glass. Possibly green/crystal. same for cloth, he can want plant, wool, or silk.
>>
>>148361439
Oh, NOW I'm burning

I guess the game somehow didn't calculate the fact that I was in lava until after the "fall" stopped once I managed to grab a ledge
>>
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>>148361439
>afterlife
>you meet him
>good to see you
>try to kill him
>meet him again
>good t͈̲̦͔̏ͦ́̀̐̈͂͘ǫ̩̈̋͂ s̵̮̻̬̥͇̗̺̭͈̑ͫ̎̎̂͆̅̎͞ě̻̗̬͔̦̱̣̱͑͑͞ȩ̻͚͉̠̬̯͓ͤ̆ͦ̂ͥ̅̂ͩ͟͠ͅ ̓̀̚҉̼̰̭̰̱̱̺̥y̪̲̹̏̂ͬ̀͝o̷͔̼ͧ̑̋̓͛ͤ̒̍̚͝u̶̺̿͑̏͝
̷̺̲̰͈͈̹̒͑ͣ͒͠
>your faces when
>>
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I love the world I just genned
There seem to be a bunch of strong and stalward civs, capable of withstanding the goblin onslaught and building a strong presence on a smal part of the continent.
Then there's a multitude of civs that have been having a very harsh time.

Here's a dwarven civ with like 96 remnants

Also, I just found out that "thralldom" is a deity sphere

>>148361805
I wonder if I'll get a bunch of copies of him flooding my fortress when I breach the circus on this world
>>
>>148362681
Alright /dfg/ help me decide

I can't decide on which of two dwarven civs to embark from:
>one is the 96 pop one, which might be an interesting way to embark
>one has nice deities, amongst which a volcano one which would be fitting considering I'm embarking on a volcano
>>
>>148362896
As always, test embark and find out what stones and gems they carry

Repopulate the first civ. Engage maximum The Bachlorette
>>
>>148362681
>>148362896
Apparently I also have an extinct civ. Haven't seen one before

Also, strangely enough LegendsViewer reports one specific civ to still be alive and have 2 sites, yet the game doesn't show the civ at embarking screen and the forts appear ruined.
What's up with that? Did those 2 forts get destroyed duing the couple of "loading days" you get when starting the game?

Also: is there a simple way to embark as a dead civ?

Pic related is dead civ. In-game, the site shown is now considered part of a different civ (I can start as adventurer there) but is still considered a ruin (NPCs call it that)
>>
>>148363027
Already probed the site with adventurer.
Seems to have native gold and tetrahedrite
No iron ores, unless those are deeper (got both shallow and deep metals + multiple biomes, so who knows)
>>
>>148360787
>>148361008
http://bay12games.com/dwarves/mantisbt/view.php?id=5106
>>
>>148363584
Sorry, I meant the stones and gems the civ can provide on embark. Being able to order cassiterite, bismuthite, tin, bronze, bismuth bronze bars, and tin cages is slick as shit. You also are gonna want nickel if you want to be a cool dude that farms fire sneks.
>>
>>148364068
Good idea
What's a good way of testing?
Just letting them bumfuck around and afk till autumn arrives?
>>
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How badly does embark size affect FPS, /dfg/?
What are your experiences?
>>
>>148364295
No you dork. Choose prepare carefully then transcribe the shit you care from stones and gems into a spreadsheet,

>>148364481
A lot. The more shit it has to run the worse it gets
>>
>>148365147
Oh shit, I forgot embark can only gives you the shit your civ has
>>
>>148365147
>then transcribe the shit you care from stones and gems into a spreadsheet
Do you seriously do that? I mean, I do check to see if civs have access to rare things like diamonds and platinum, but everything else is going to be accessible by 99+% of the civs that aren't dead. I order, for example, pitchblende and kaolinite from every caravan, but I don't check to see if my civ will have them because I already know they will. Every time. There just aren't enough materials with questionable access to merit using a spreadsheet.
>>
>after months decided to play DF again on diffrent PC where old one have to low requirements and had massive FPS death in my noob fort
>was doing better, fort desinded with actual plan and foresight (more keeping with wiki guide) instead chaotic mess
>my miners stuck in one floor, like if they couldn't climb on ramp even if they could do this before
>noticed it to late (hungry and thirsty) and tried to order to tunnel themselves out toward side of mountain, but they become starving and started hunting for vermin in empty tunnels
>first season change and was wondering if abandon fort if those two die
>moments later I'm attacked by undead, had no chance to survive

And I picked almost perfect location for embark.
>>
>>148363863
>Taking a look at the internal data structures, each unit appears to be linked to a distinct historical figure - thus, while they all have the same names, they are technically distinct clones of the original person.
Well that isn't creepy at all.
>>
>>148369056
I like the best combo of the most useful ores, coal & lignite, most types of iron and flux, and max value gems while still having Fire clay and Kaolinite. It really pisses in my cheerio's when a civ doesn't have tin too.
>>
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Posting my fort.
>>
>>148371026
I get what you're saying. Although trying find a civ with most max value gems is like trying to find a girl who likes both monster truck rallies and free jazz. But that's beside the point.
Aside from the gems, how often will you find a living civ that doesn't have all of those things? I played with a civ that didn't have bituminous coal once back in 34.11. Once.
I guess I just trying, for the sake of conversation, to get you to justify using a spreadsheet. There's not enough variability in material accessibility for me to imagine anyone needing a spreadsheet to track those variables.
>>
>>148372670
Well I use the default sparse mineral gen. It's happened a lot over the years, often from shit luck. More so when I didn't gen up to year 1050 with a higher site and pop cap. It could also be that I use the second smallest map for fps reasons.
>>
Shouldn't rock aquifier tiles stop producing water after I smooth them?
>>
>>148373386
Yes.
>>
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>>148373948
Picture related, I tried to smooth the walls but it still produced water, flooding some of my lowest z-level storage area, thank god I managed to destroy stairs and build a wall on them so I plugged it.
>>
>a dozen dwarves all suddenly drown in their own vomit, in the space of a week

I've never had that happen before. How do I prevent it?
>>
>>148377036
Explain how and where is that happening, picture also would be nice
>>
>>148377036
>https://en.wikipedia.org/wiki/Alcoholics_Anonymous

You can send them in a group to the dwarf Therapist
>>
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I don't supposed there's a way to raise only skeletons off corpses as necromancer in adventurer mode, right?
>>
>>148377867
Around my tavern. Dwarves suddenly fall unconscious, become unable to breathe, and die. They are always holding a goblet, and are always in a pile of vomit. No combat reports, no other injuries.

I haven't had any FBs or Titans show up, and most of these dwarves have never even been involved in combat. The caverns are carefully sealed. I don't have any deadly poisons they could be drinking.
>>
>>148378119
lel
you should hear him>>148378012
Your most irreflexive dwarves simply drank themselves to death. No need for any poison besides dwarven wine
>>
>>148378380
>>148378012
But Dwarf Therapist isn't working...
>>
>>148372361
elf/10
>>
>>148378701
I suppose he was making a joke with the group therapy thing alcoholics go and the dwarf therapist
>>
Why do the fucking bastard that visit my fortress never use their fucking instruments but always "simulate" instruments, I fucking hate that so much.
>>
>>148379172
Maybe they don't know any good songs for their instruments?
From my adventure mode barding, all the good forms use the glass pipe organs and the huge stationary stone drums.
>>
>>148332245
So uh this gif, did the guy really leave because he couldn't click on the crystals in a 'gotta go fast' matter?
>>
>>148378050
nope. Make a giant refuse pile and pasture cats in it. send an adv by and bag it up every couple years.
>>
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IT'S HAPPENING! Maybe they can play and dance!
>>
Damn this place is getting popular! Unfortunately the "Fortuitous Accidents" are 6 elves.
>>
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Forgot pic>>148381607
>>
I apparently gained a nickname in adventurer mode from killing stuff. How do I see what it means? I'm pretty sure you can look it up in fortress mode
>>
They can't dance nor play instruments for shit... Fuck me...
>>
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>Just found out that pressing shift+enter when selecting a plant for a plot will select it for all seasons at once
This game surprises me once again
>>
>>148109309
... does that shield also have a sundial??

or am i seeing things.
>>
>>148110731
>>148110826
>>148110928
what tile set?
>>
>>148391291
I think it's Phoebus
>>
>>148391469
Pretty sure that's Ironhand
>>
>>148374538
Have you changed the color of a stone in the raws? There aren't any white stones that can contain aquifer. The aquifer is probably on a higher z level.
>>
>>148391093
Its a built in lantern or a place to store/hang/cover one IIRC
>>
Daily reminder to fight cave adaptation among your military, lest they collectively projectile vomit during their first assignment.
>>
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>>148397107
>open creature_standard.txt
>ctrl+f [CAVE_ADAPTS]
>backspace
>>
>>148397107
Who cares, it's just vomit.
>>
File: This is his foot.png (542KB, 849x667px) Image search: [Google]
This is his foot.png
542KB, 849x667px
>>148398708
STFU, filthy goddamn cheater
>>148398945
unless they're getting raped by goblins while they vomit
>>
>>148399482
As soon as Toady adds a cleaning designation I'll stop modding out cave adaptation.
>>
>>148400002
>cleaning designation
this would cure me of autism
better yet, an "outside fort area" zone designation that causes an area to be cleaned regularly as if it was underground
>>
>>148357302
He's a big fan of the internet it seems, Looking into the camera, the guy knows what the fuck is up. I was watching Dwarf Moot. The guy got one question from the internet and only 30 fucking people were watching. I feel accomplished I found it going on live. He didn't even tweet that it was going on. B-but Toady I atleast wuv yew! Yay! \o/
>>
>>148399482
>not having your dwarfs barfing on goblins while stomping their shit in anyways
You are like the leasty dorfy dorfboss ever.
>>
File: left front leg.png (9KB, 592x83px) Image search: [Google]
left front leg.png
9KB, 592x83px
Apparently, all it takes to kill an opossum is to tear off one of it's legs.
>>
>>148400398
How does any of that equate to Toady lurking /dfg/?
>>
>>148402405
The only thing that I could remotely link specifically here would be that in FotF replies, you're supposed to ask questions in a certain way.

>Hey Toady, I know this will just get a "he he he", but do you lurk /dfg/ threads?
>>
>>148402405
>not lurking on a site that discusses your life's work
I don't mean to be rude but I would certainly love to hear everything a community has to say about my game.
>>
>>148404517
even if half of the discussion is reposts of people on bay12 asking for rape or shitting to be implemented?
>>
>>148404092
>hey toady here to tell you that i don't swear when bugfixing and I never have a beer, I'm a gamedev therefore i'm not like the rest of you humans
They're just like everyone else. They laugh at dumb stuff and get sad when things are looking bad. They're humans. Leave them alone and just appreciate and support them if you like them and what they do. :)
>>
>>148404650
>hey we know you implemented sexual assault and fecal matter but can we watch the sperm cell swim to the egg after you violate the elves
People want what they don't have.
>>
>>148404650
Answering your question, I'm sure they do.
>>
>>148405192
>sperm are flagged as vermin rather than normal creatures, so you can't track them individually
>too many people having sex at once causes slowdown
this game will NEVER be finished
>>
>>148405492
Hahahahahaha Thanks anon, made my night with that.
>>
File: TPhoto_00019.jpg (19KB, 640x480px) Image search: [Google]
TPhoto_00019.jpg
19KB, 640x480px
>>148400398
I went to Dwarf Moot in person, ask me anything.
>>
>>148405713
Q1: Did they get drunk or drink at all?
Q2: How verbal were they towards strangers?
Q3: Did they seem anxious at all?
Q4: How good was the food?
Q5: We're they off doing their own thing or were they kicking it with the crowd?
Q6: Did they discuss DF anymore after the VOD ended?

That's all I have for now. DF is my favorite game, awesome you got to go there.
>>
>>148406186
These questions are garbage.
>>
>>148406373
but we forgot to o->r->o, so they're here forever
>>
>>148406498
hopefully we'll get some answers
>>
>>148405713
>Did you want to lick Toady's head?
>If so, did you get the chance?
>What did it taste like?
>Did your nipples go "spung, spung" when they signed your shirt?
>If so, did they notice?
>What do your nipples taste like?
>Are there any non-trivial zeros of the Riemann-Zeta function that lie off of the critical line?
>Did Toady ever stop twitching?
>>
>>148406883
His forehead is pretty based :3
>>
>>148406186
>Q1: Did they get drunk or drink at all?
Yeah they ordered beers, but the alcohol service had to stop after dinner for some kind of policy/legal reasons so nobody really got drunk.

>Q2: How verbal were they towards strangers?
I had a couple of relatively in-depth conversations with Toady. As long as you were interested in talking about Dwarf Fortress, I got the impression you could talk to him for an entire day. I wish I had more time and less competition for discussion of the game with him. Him being the developer aside, I've never been able to discuss the game on that level with anyone and it felt great.

>Q3: Did they seem anxious at all?
Only as nerdy generalized personality traits, the atmosphere was pretty relaxed. Too relaxed really, the thing was a bit of a shit show but not in an unpleasant way.

>Q4: How good was the food?
The chicken tenders were really popular and the breading was some of the best I've ever had, the fruit salad had a good mix, the salad had too much vinegar on it and the sandwiches, while made masterfully, had too much mustard on them. I live in the area so the local beers weren't anything new, but they had a good IPA.

>Q5: We're they off doing their own thing or were they kicking it with the crowd?
They pretty much spent the entire night talking about Dwarf Fortress to people. I wish there was more time. It was very different from when I met Notch in Bellevue in 2010. He didn't seem too interested in talking to individuals about the game, more-so just answering questions to the group and it felt a little disengaging. Toady definitely lives and breathes Dwarf Fortress, only someone with a personality like that could produce such a game.

>Q6: Did they discuss DF anymore after the VOD ended?
Yeah, I mean the whole thing seemed sort of slapped together, they were planning on another vid session that didn't happen. The casual DF conversations were more fun anyway, just not as useful to the internet.
>>
>>148406883
I only ever noticed Toady rocking once.
>>
>>148405713
That doesn't prove shit nigga, write a piece of paper with /dfg/ and the date
>>
>>148407140
Did any femanons try to hit on the brothers?
>>
>>148407140
>It was very different from when I met Notch in Bellevue in 2010
Did you kick him in the nuts?
>>
New Thread
>>148407675
>>148407675
>>148407675
>>148407675
>>
>>148407261
Well, as a semitard myself, I hate when people go on the "omg so and so is totally autistic and it means their special wonderful unicorn people JUST LIKE ME HEY CHECK OUT MY TUMBLRFAGGOTRY" but man, watching him during the video stream wiggling and shit amuses the hell out of me, he is truly our ruler, the king of the tards.
>>
>>148407408
The only women there were girlfriends. This was a gathering of sweaty people, I mean, it's Dwarf Fortress.

>>148407506
No, but I had him sign my shoe while I was wearing it. I had someone who is now a billionaire bend over to sign my shoe. Feels powerful.
Thread posts: 754
Thread images: 148


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