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/dfg/ Dwarf Fortress General

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dead at 17 posts edition
Previous thread >>149366224

>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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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!
>>
I'm gonna try getting into this game after work!
>>
>>149393292
You mean when you come home this evening, or when you retired in a few decades?
Because with the development time of DF, both are reasonable assumptions.
>>
>>149393398

To be fair the release times between versions seems to be getting quicker.
>>
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s'garn on in your forts?

Currently everyone is locked inside the tavern due to an undead invasion, I've had to connect it subterrain-ly to my mining shaft and start working around the first cavern for food and such.
>>
>>149394914
>posting pics of a north american indian site that ISN'T pueblo indian
It's called DWARF fortress, not ELF forest retreat.
>>
>>149394914
New embark, currently digging spots for stockpiles. Got some good migrants for once.
>>
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>tfw toady's been explicit about adding more complex kobold sites
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>>149395720

I have that pic saved as a reference too.

It looks like the bards and such which keep trying to get into my fortress killed enough undead for them to finally piss off.
>>
>>149394914
First cavern level has a bit of a problem with Giant Cave Spiders. I think they used to just melee trapped dwarves in their metal helms, but now they grab dorfs by the head and break their necks by shaking them. Not sure if any armor can protect against this. The last one killed 3 half trained militia before taking an axe to the cephalothorax.

There's a possessed leatherworker muttering something about thread in his workshop. He probably wants plant fiber thread, which ran out when I was making bags for glass production. May need to install a door.

I declared the dead axedwarves' possessions, including socks, free for the taking. Many plebs ran for the spoils and are now engaged in a mixed martial arts free-for-all with wandering trodgolytes. One carpenter went into a rage the second he saw a trodgolyte and chased it all over the place before kicking it to the floor and pummeling it to death with his fists. If he wants a comfy bed in the barracks, he can have it I guess.
>>
Dead at 17, gone before it's time.
>>
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>>149394914
I forgot to embark with an axe at the start of my new game and can't cut down any trees. i'm trying to figure out how to make shit to get an axe before i turn full elf
>>
>>149399290
You must commit sudoku.
>>
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>>149396964
I'm playing a custom race of orcs with a few castes, some are about the same size as humans and dwarves but a few are substantially bigger, I think they managed to kill 1 GCS while naked without any losses. Thankfully nothing else much spawned down there thanks to the 60 or so undead roaming around up the top.
>>
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full of moneys going ape on my embark

hopefully they'll have better sense than going into the fort
>>
>>149402176
here's hoping you avoid the curse of the Giant Gray Langur
>>
>first successful fort
>completely self reliant, magma, military, trade goods, you name it
>fps suddenly drops during last half an hour from 60 to 15

kill me
>>
Why do my retards keep getting stuck in trees? I've lost like half of my settlement because of it
>>
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>>149402651
They suddenly started dying on their own.

>The Resus Macaque's head takes the full force of the impact and the part splits in gore!
>The Resus Macaque gives in to pain

what the hell
>>
>>149402735

latest version? curious as to how the performance will increase
>>
>>149402869
Trees are the worst!
>>
>>149402869
Remember, you deal with elves and trees the same way: with the axe.
>>
>>149404360
not current, 42.06

i found 2 layers of cavers recently, that might be it but honestly i dont know, since i didnt even venture inside yet.
>>
>>149402735
>Forts lost to flooding:
2 (my first and third forts ever)
>Forts lost to tantrum spirals:
1 (my second fort)
>Forts lost to clowns:
2
>Forts lost to goblins, semimega- or megabeasts:
1

>Forts lost to FPS death, boredom, or a new version coming out with features incompatible with old worlds:
probably close to 100

such is DF

>>149404360
not much. it's been reported that worldgen is noticeably faster, and I'd agree with that
>>
>>149406880
perhaps trying walling them off to reduce pathing lag

>>149406919
yeah I've noticed worldgen is a lot better now even with my usual 100 year history
>>
>>149406991
yea that's kinda what im saying, no dwarves in the caverns, theyre walled in, but its the only significant thing that happened recently.
>>
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>>149406919
I did sets of worlds with the same seed/world-gen/etc back to back, did one to the same year, took a couple minutes longer, did another for the same length of time, got a few years further, both of the 64 bit worlds also had several thousand additional units.
>>
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what's a nice way to let water into your fortress?
>>
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>>149407154
buckets
>>
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>>149407226
fair enough
>>
>>149407558

I find just zerg rushing a river for farms or whatever early on is a bad idea, it leaves your fortress design more limited, better to plan it out a bit later on with a proper drain and the ability to trap water in sections and such.
>>
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>>149410363
Dig it.
>>
>>149396053
>>149394914
so is it me or is there an unusual amount of undead this release? I've been getting necro hobo intruders sneaking in trying to rob my corpse pile on a regular basis, not something I've ever seen before.
>>
>>149410540

I just got another one less than 6 months later. Once they bugger off I'm gonna have to work out some sort of undead killing.. system

Could be world activation working faster
>>
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>>149410363
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>>149410657
Knowledge transfers, people find books by necromancers and spread them around, sometimes with really fun consequences.
>>
>>149413185
Which should be really fun when it interacts with the artifact transfer/inheritance system.
>>
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I've never seen a game simulate monkey behavior so well. I've truly come to hate the things. The beasts suddenly show up in a group and set hell loose on my pasture. Disgusting.
>>
>>149407126
The last update was supposed to have fixed the issue with history seeds not working properly, so you may want to try your test again. Just to eliminate the RNG contamination of your first test.
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>>149416440
>>
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>>149412518
>>
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>>149419487
>>
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>>149419648

>when you go overboard with stairs
>>
lnp when
>>
>>149417998
32 bit and 64 bit seeds will vary, the newest one was in the official 64 bit release.
>>
>>149420965
The 32vs64 image was in the test 64 bit, btw, I did a later one with the same sorts of results.
>>
>>149417486

How's your monkey issues going?
>>
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>>149422879
It's fine now. I holed myself in with pasture and all. so they just wander outside. I'll see that I never meet those giant monkeys.
>>
How does one isolate nest boxes individually so that dwarfs can't take the eggs now that reproduction now longer works via spores?
>>
>>149425202

Walls and doors, I like to have a hatchery and an eggery area, just lock the door on the hatchery.
>>
>DF20XX
>be traveling entertainer/philosopher who usually just flees towns once your welcome is worn out
>Traveling down river Huckleberry Finn style
>Happen upon a large riverboat in the middle of the night
>Climb aboard quietly
>its a huge party
>Explore, go inside the cabins
>Some serious Eyes Wide Shut shit going down
>You are spotted and they ask who you are
>You wave around your trusty copy of The Lusty Anolewoman Maid and say you're a messenger for a nearby lord.
>They welcome you, insisting that this is all a wedding celebration. They ask you go to go outside and join the revelers on the deck.
>You keep asking questions about the distressed people who don't seem to be enjoying the wedding.
>Everyone removes their masks, witches and night trolls cackle madly and vampires bare their fangs
>Its a black sabbath consisting of foul creatures from across the world.
What do
>>
>>149426537
Curse your god and hope they curse you back with the right syndrome.

>Hastur, Hastur, Hastur!
>>
>>149426537
grapple them one by one and bruise their muscles and tear their tendons.
>>
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>>149394914
Just embarked into a mountainside with the pop cap set to 7. Hoping for tetrahedrite, cassiterite, and bismuthite between the 5 deep metal rolls I'll have

>>149396014
Good, I always hated making it to one and it's just a bunch of crafts thrown about the surface.

>>149399290
Training axes don't cut anymore. If you're in older versions, deconstruct your wagon for 3 logs.

If you didn't embark with ores, a pick, or enough metal shit to melt you're fucked until autumn. Gather plants and cook biscuits then roasts so you can buy shit. Burn wood for ash for a fire safe building material if you can't get to stone.

>>149403227
Probably climbed up a tree and fell off cause they're shit at climbing.
>>
>>149425202
Configure stockpiles or t,+,f to forbid the egg,
>>
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>>149427226
>Training axes don't cut anymore. If you're in older versions, deconstruct your wagon for 3 logs.

I managed to mine into some gold fairly early, and deconstructed the wagon to make charcoal and made a golden axe. we're back in business.

dorfs weren't too happy to go this long without beds however, and the lack of barrels was a pain
>>
>>149427226
>they're shit at climbing.

And fighting too, it seems. They're getting killed by ducks.
>>
>>149428173
Monkeys gonna monkey. Good practice for your nerds, good meat for roasts, good skin for quivers and armor, good skull for a totem, and good bone to stud shit with to sell.
>>
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Fucking brutal.
>>
>>149428717
>gives in to pain
I should fucking think so
jesus
>>
>>149393398
their is no development timeline though, or even an objective I think. it just grows and becomes more complex, like the world and stories it tries to create

historians might look back on DF in a millennium as one of first real organic alternate realities

im really fucking high
>>
>>149428717
So you can break balls without mods now
Cool
>>
So I commissioned an engraving of a god and the fucker drew himself hugging said god
>>
>>149429183
DF has a big list of objectives but Toady inevitably adds a bunch of other shit to make those things work/more fleshed out.
>>
Well, I've burnt myself out again. See you in another couple of years, /dfg/
>>
>>149431327
Wait fampai, what' gimmick forts have you done?
>>
>>149431232

will it ever be "done" though? imo most games only release that 1.0 to justify a price point, when it could be arguably complete before or after that release (if they keep improving it). minecraft being the foremost example.

I'm not ever on the bay 12 forums so I dunno what he has said but it seems pretty clear he doesn't care about commercializing a game with a 90 degree learning curve only turboautists play. if there's ever a 1.0 it'll probably be symbolic. the way he keeps striking out on tangents and just fleshing everything out I doubt he'll stop after that release unless he wants to change his life

but again I have no idea what he has said publicly
>>
>>149432157
I'm pretty sure every other Bay 12 game is free my dude. Toady is an artist, literally.
>>
>>149432460
my point exactly

>other bay 12 games

fuck, I had an epic save on LCS...
>>
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Somehow my hunter wounded and failed to kill a giraffe. The hunter ran out of bolts and retreated.
The manager was headed to the well with a bucket and the giraffe attacked him and stomped him to death. All of my squads are chasing this fucking named giraffe around the surface. "Giftedsack" nice fucking name faggot.
>>
>>149432157
He has a whole development plan. He'll have it mostly done in about 20 years then he'll piddle around as senility kills him.

>>149432742
giraffe's are pretty large. Hunt with squads with at least 1 hammer instead of hunters or put hunters through wrestling training with armor and shields so they're as good as they can get then have ample leather shit on hand for your hunter to pick up.
>>
>>149432742
That bitch hid in a pond and got a silver warhammer in the fucking skull. DIE
>>
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I have 42 living dorfs at the moment. None of them are named Urist...
>>
>>149430928
Don't stand between a dwarf and his waifu
>>
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>>149433623
>edgelord waifu

pleb tier

though as far as god of death names go, Midor the Massive Savageries is up there
>>
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>equip miners with picks and wooden shields
>attack giant tortoise
>they start hitting it with shields and collapsing from exhaustion
>>
>>149435694
Did you leave their mining labor on?
>>
>>149436047
I did. Does it matter? Now I can't get them to disengage, they just keep collapsing and other dwarves bring them water
>>
>>149436253
Nevermind, they ran away after I disbanded a squad
Good thing it was a tortoise, otherwise they'd be dead
>>
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>>149418852
When the fuck will Toady add breast- and overshot waterwheels?
>>
Is there anyone who does youtube videos of dorfort? I'm not very good and can't really get into it, but I would absolutely love to watch someone who's good at the game to do a little commentary while playing through.
>>
>>149436253
It does matter. Lots.
http://bay12games.com/dwarves/mantisbt/view.php?id=1451
This is an ancient bug every player should know about.
>>
>>149436253
Read the wiki you dumb fucker
>>
>>149436436
Jefmajor has a lot of old vids, there are a few current/ongoing series you can find if you just go to YT and filter by this month, like vinesauce joel, dastatic, and marcus aurelius
>>
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>>149436431

at least you can sorta simulate it
>>
>>149437052
You can if you hate your fps.
>>
>Toady implements features to better represent flying creatures attacking as part of future mounted combat arc
>all the inevitable "peregrine falcons gibbing dwarves" bugs
>has to implement a limit to how frequently an AI checks to decide to carry away and drop things to prevent giant keas from dropping your dwarves off cliffs/stolen anvils on your dwarves constantly
>>
>>149437494
>implying giant kea stealing citizens wouldn't be awesome
>>
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haha I totally forgot to build the trade depot in time for the first caravan

it'll come if I build it now r-right? wiki says nothing so it must
>>
>>149437579

You'll get a smaller caravan, the wagons won't spawn but I believe the dudes leading animals will.
>>
>>149437641
huh. better than nothing still
>>
>>149437559
>Roc plucks the ship captain off the deck moments after setting sail
>he was the only experienced sailor on the ship
>>
>>149437991
>Implying the ships will ever get done.
>>
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this fuck is here on vacation isn't he? he thinks he's having an adventure. I'll give him an adventure, in my foreign legion.
>>
Rate my megabeast idea.
>wyvren
>grown adult size: Half that of average adult dragon
>Noxious breath attack that induces bad thoughts (and necrosis in open wounds it contacts if possible)
>Barbed tail, sting carries high-pain venom
>Blood causes blisters, dizziness, etc. on skin contact
Basically going with the idea of wyvrens being big shitty dragon-like carrion lovers that nobody with a functioning nose or brain would want to be around.
>>
>>149438558
Ships are next after magic artifacts, comrade. Hell, Toady seems almost more excited for ships than magic. Maybe he'll try to tack them on with the excuse that they're important for getting artifacts to strange/remote locations.
>>
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neat!
>>
>>149439210
Lock her up! This way you're in control of 2 regions!
In all seriousness, did she travel away or is she still staying at your fortress?
>>
>>149439859
When one of your citizens inherits an offsite title they stay at your site. They get promoted with your own nobles as well.
>>
Why would a trader's bodyguard suddenly lash out at my mayor? Also, there's something wrong with unarmed combat, that dwarf isn't even strong but somehow managed to damage guy's ankle through copper armor
>>
>>149441862
Maybe your mayor is a former member of a bandit group or goblin civ?
>>
>>149441862
They get in arguments cause they're tards. 3 of my dorfs killed themselves by trying to punch out a goblin poet then got dunked on by the master race.
>>
>>149442529
Sounds dangerous, guess I'll train my mayor a little
>>
Are there any consequences for killing visitors?
>>149442529
What happened to the goblin?
>>
>>149442624
Goblin was fine. He kept fucking uppity nigger dorfs up until his troupe left.
>>
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So basically, I've decided to make a series of info-graphics describing the different sites in DF.

Like many others, I was very confused when the new sites were added in 0.40. After over two years, I still have some trouble getting the grasp of what's what(especially in the elf sites). To make it easier for other players to navigate and comprehend the sites of the goblins, dwarves and elves, I've decided to describe them in a series of infographics.

I've started with the goblins. Next up is either the dwarf fort or the elf forest retreat. When I make the dorf infographic, I'll also try adding some info on how they're generated, in order to make it easier for players to navigate the often maze-like structure.

Anyway, here's a guide to the dark fortresses.
>>
>>149442708

>Elf: Holy trees, nothing 2 see
>Goblin: Do you have access to a supercomputer? don't bother
>Human: Learn 2 read basically the only decent site
>Dwarf: I hope you like cramped spaces and no shops

Always appreciate more info to spoonfeed people though.
>>
>>149442708
Great job anon!
>>
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>>149442708
Fuck, I didn't notice the accidental rectangle around the "map and legend" text.

Here's a fixed version.
>>
https://youtu.be/6rbPTQIdjmY

Holy crap.
Watch the video with Dwarf Fortress in mind.
>>
Is there a way using DFHack to break a block that's part of an aquifer to let out the water using commands or scripts?
I can't find anything.
>>
>>149442905
IIRC there's also a place where the goblins dump bodies and the thrash, I remember going to a spire, going down lots of stairs to the bottom of a big pit, below the living quarters, and finding it.
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>>149442905
Some critiques, the prison could use a better picture since those things are pretty fucking stupid most of the time, that is the most "open" one I have seen, more often it's just a shit load of 1x corridors, also worth noting the stairs down can be hidden under levers (last I played)

Also not all towers are spires and lead to the underworld, only ones that demons create

Otherwise looks good, I like your paint representation
>>
>>149442961
>those shitty grimdark aesthetics
*tips tight leather pants*
>>
>>149442961
I want to fucking watch this.
>>
>>149419487
>3x3 staircase
>>
>>149442961
A (Legendary Sword) AND elephants?

>I woke up... From a nightmare..

flashes forward towards elephants, demons, and training exercises gone too far.
>>
>>149442905
That's great information
Add it to the pages linked here:

http://dwarffortresswiki.org/index.php/DF2014:Site
>>
>>149442961
>medieval not-european fantasy setting
>blacks
laffin
>>
>>149443149
>Some critiques, the prison could use a better picture since those things are pretty fucking stupid most of the time, that is the most "open" one I have seen, more often it's just a shit load of 1x corridors, also worth noting the stairs down can be hidden under levers (last I played)
I picked that one because it was aesthetically pleasing.

>Also not all towers are spires and lead to the underworld, only ones that demons create
Do you mean that as in the towers that each gobbo civ originates from? I didn't know that they could found new fortresses.

The wiki didn't give much info on the subject. Spoonfeed me a bit, and I'll change the infographic accordingly.
>>
>>149443543
>I picked that one because it was aesthetically pleasing.
Fair deuce mate.

On your second question, I'm not certain why but some don't contain an underworld spire but I believe they do create new fortresses during world gen which is why a lot of them don't contain underworld spires in my experience - the wiki does indeed appear to be a bit sparse on information on the subject
>>
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Milk for the Milk God! Cows to the Cow Throne!
Lelgassastres means lush princess by the way
>>
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>design the fortress
>get to digging
>"you have discovered cavern"
Fuck that shit I'm using reveal next time.
>>
Why the hell do non-militia dorfs act like lunatics and follow and attack apes, hungry heads, etc. My mason got himself seriously injured. They used to run away from keas which was stupid but this new behavior is even worse.
>>
>>149444416

It depends on personal values I believe, some will run away still and others will face rush an entire squad of enemies
>>
If I give the dorf species the [AMPHIBIOUS] token in my save game, will it apply to all the dorfs that currently exist? If i remove it afterwards will they return to normal?
>>
>>149444616
Yup.
>>
>>149444747
Time to build atlantis.
>>
>>149444616
The game reads off of the text file like it does a script. If you change the script then all of the actors will change their behavior.

If you change it back then they will go back to being non-Navy Seal dwarfs.
>>
>>149444774

Gonna have trouble building underwater. Best way I can see is to embark with temperature off then turning it back on once you're ready.
>>
>>149444774
While that would be beautiful, I think you'll run into job cancellations, constructions being impossible to build where there's water, and the inability to go up/down in large bodies of water.

Soz.
>>
>>149444965
No I just wanted to break a giant aquifer completely so I flood everything on the map with massive amounts of water.
>>
>>149444416
Personal values. You gotta use the rapist and stay on top of shit.
>>
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>>149443969
So I made some quick research using the last DFHack compatible version(43.03, which is a shame, since 64 bit would come in handy when exploring gobbo sites).

Apparently, only the underground spire is kept track of in legends mode. None of it shows up as a structure when explored in adv mode, however.

In any case, I decided to just refer to it as the "main tower", since that's the word toady uses in the site map key file. I also added that the tower would contain a spire if it was constructed in a time before time.

I really hope that I'm getting this right. I don't want to be responsible for spreading misinfo among the playerbase.
>>
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>>149445662

It looks fine m8, I just made an adventurer, I'll go investigate a dark fortress and see if I can find a spire in it.

Loving the armor/clothing damage.
>>
>>149445662
>I really hope that I'm getting this right. I don't want to be responsible for spreading misinfo among the playerbase.
Put it on the wiki, please. If you're uncertain about something, note it on the talk page.
>>
>>149445929
Rhinocerous man?
>>
>>149445929
>literally crushing someone's skull and armor in one go
>>
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>>149446158

Yeah, they're massive, 1,500,000, only elephant seal and sperm whale men are bigger.

When he kicks humans they go flying.

Hoping there's some way for me to forge some armor now though.
>>
Are wrestlers viable vs undeads? And yes, I know hammers are most effective.
>>
>>149446398
Yeah, I'd love them if they could jump.
>>
>>149446609
Big guys jumping leads to plane crashes with no survivors
>>
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>>149446609

Not having any problems here
>>
>>149446027
I'm about to do that right now.
>>
>>149446908
Great, thank you.
>>
What's up with the recent nerfing of invasions? My fort has many millions in DB worth of useless crap and plenty of legendary beekeepers and nobles.

I have two full military units with steel/cotton candy equipment patiently waiting for a titan or ANYTHING to come up.

I've had two werebeast attacks but that's it (both controlled with minimal casualties BEFORE I had a military).
>>
>>149446893
O-oh. I got them mixed up with desert tortoise men and saltwater crocmen.
>>
>>149447372

I've played desert tortoise men, neat until your shell gets smacked off
>>
>>149447429
I just wanted to play a hu(/animal)man bowling ball by tossing myself into everything. I was pretty disappointed. Rolling gait when?
>>
>>149447429
(the part sails off in an arc)
>>
>Gather plants
>Brew the inedible and uncookables
>Cook the seeds
Hnnnng
>>
i understood workshops!

Guys.. Guys i think i can finally play the games!
>>
>>149450205

I've said it before, plant gathering has made farming superfluous in the majority of biomes
>>
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What music do my fellow dorf-wranglers listen to?
>>
>>149450401
80s female pop from japan
>>
>>149450401
old game music
80's anime music(shows like city hunter, dirty pair and yawara have amazing soundtracks)
vaporshit
italo disco
synthpop
house
>>
>>149450401
The megas/The protomen on loop.
>>
>>149447003
There you go. All pages related to gobbo sites have been updated(and the misinfo about the living pits and work pits have been removed). I also added the infographic to the dark fortress page.

I'll probably update the other site pages as I go along with my work, too.
>>
>>149450401
This mostly.
https://www.youtube.com/watch?v=kLp_Hh6DKWc

Or the following when I'm feeling especially dwarfy
https://www.youtube.com/watch?v=Le4B9T12zbs
>>
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https://www.youtube.com/watch?v=7TmZFm6NHfA

This on endless loop.
>>
>>149450401
When I'm about to bring the circus to town.
https://www.youtube.com/watch?v=gqg3l3r_DRI
>>
>Beekeeper/broker/bookkeeper/manager is bitter as fuck about everything
>All he does is eat, drink, poop, sleep, andeither pray or fucking meditate in the temple all fucking day
>>
>>149450332
I'm actually surprised that most "how to" guides don't include plant gathering as a necessary part to a fort.
>>
>>149452601
Surface is a dangerous distant pest that gets dorfs killed on gather/haul jobs or wasted on patrols/training assignments
>>
>>149452694

It takes little to get enough food for a long time, I usually mark about 1/4 the map right after I dig food storage (I embark with 2 +5 gatherers) and that does me a long time, and then just after a siege when dudes are running around grabbing goblinite I also designate large portions.
>>
>>149452694
They provide alternative food for your fort 90% of the time and alert and distract your fort from invaders the other 10%.

How can you not love them?
>>
>>149450401

https://www.youtube.com/watch?v=Mxow47e0DO0

Listening to this atm, although I'm not currently playing DF.
>>
Can miasma kill dwarves? One of my visitors dropped dead for some reason and by the time I noticed it the whole dining room was covered in vomit. Then one of the dwarves just died
>>
>>149453891
No
>>
>>149395720
Hey man at least they hated trees
>Captcha: Trees
>>
>>149453986
You sure? Because in legends mode his cause of death is suffocation
>>
>urist cancels store item in stockpile; item inaccessible.

lads is there a DFHack command that i can use to determine what the problem is, the fort is fucking huge, theres no way i can spend time disabling each stockpile to determine the problem.
>>
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Is it still possible for dwarves to throw parties?

Everybody would rather go socialize in the tavern rather than go to the designated dining hall which the wiki says where parties and marriages can happen.
>>
>>149454602
Yes. All kinds of weird shit could have done it.
>>
>>149454602
>>149453891
alcohol poisoning
>>
>>149455159
Well I understand a human dying after consuming alcohol for three months straight, but why would a fucking dwarf die from alcohol poisoning?
>>
>>149455264

You said visitor, are you sure it was a dwarf?
>>
>>149455264
He caught the clap.
>>
>>149455375
First a human died, after I removed his body my dwarf was found dead in the middle of a tavern. His memorial said nothing about the cause of death so I copied the save and checked legends. It says he suffocated
I also have a hospital and plenty of free doctors yet apparently they didn't bother or he died instantly
>>
>>149455513
Wait I'm retarded, I was able to see his memorial using 't'. It clearly states that he suffocated
>>
>>149455513
He probably got punched in the neck or fell off of nothing. I had that once, dorf skidded into the ground in the doorway for no reasion, cut his upper nerve and suffocated like a bitch.
>>
>>149455752
There's no combat report for him
>>
Okay apparently dwarves will drink as much as they can in a tavern as long as there's somebody to serve drinks and stockpile inside a tavern and deaths from alcohol poisoning report as suffocation
I wonder if Toady intended that
>>
What should a tavern sleeping room have besides a bed?
>>
>>149456943
Same as usual, 1x5, smooth, engrave something neutral, statue, bed, cabinet, coffer, door,
>>
>>149454616
lads please
>>
>>149392879
I have a fortress just like that.
except the corpses are dwarfs who committed suicide following a siege
>>
>>149457204

Perhaps a corpse or something up a tree or in an unrevealed area which would otherwise be pathable, have you explored all your caverns?

The only time I get these constantly is in the scenario I mentioned above.
>>
>>149457352
it might be the logs from chopped down trees that fell into a river, i just forbade all of them and ill see what happens. im still relatively new at the game, my bad, need to get a hang of these things
>>
>>149457676

Off the top of my head I don't think dwarves will ever get that message for things in water unless perhaps it's going from like 3/7 to whatever they don't like walking in
>>
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>>149447043

The world activation update made it so enemy armies physically have to travel across land to attack you.

You'll be attacked more frequently by invaders the closer you embark your fortress to them now.
>>
>>149457998
it was actually either that or the clothing of a fisherdwarf and her baby that were standing on the ice when it melted. rip
>>
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>>149457205

>home for dorfs
>wooden bridges
>not obsidian or steel

no wonder the fuckers were suicidal. They must be fucking ashamed to look and touch this elf spunk every day of their fucking miserable life
>>
>>149460636
The best fort design is one that requires killing most trees, so he's on the right track.

However, there ARE better ways to do it. Clear glass windows and blocks are good, because they let you use two logs per item(one for fuel, one for ash).
>>
>>149460953
Clear glass, spore trees, lay pewter, black bronze, pitchblende, rutile, glumprong, kimberlite and nether-cap is the tits.
>>
>>149461265
>lay pewter
>black bronze
I love the way these look, I so rarely have enough of all those metals to dick around with them though

>it's another "anon uses the massive oversupply of tetrahedrite to make billon cabinets for everyone" episode
>>
>>149462949
It's not too bad imo though. You can get around 30 bars of imported shit from bars, ores, and various melts.
>>
>>149463539
I guess. if you were just using it for patterned floors or something, that would be enough
>>
>>149463680
You'll get around 80-120 bars or 40 furniture of black bronze and half that of lay pewter per year. Do a pop cap of around 60-80, keep your jobs low and hauler count high, seal off dumped tunnels and you'll whiz by.
>>
>>149463874
I'm not saying it's impossible or even hard, I just always end up decorating with things I have on-site (even if they're not as pretty) because I can do it way faster
re-arranging and re-decorating already finished areas is too much for my autism level
>>
>>149443525
without watching the video, BBC production? they fucking love doing that shit. Guinevere, Lancelot, Queen Anne, all BLACKED
>>
>>149464061
Eskimo king arthur when?
Attack helicopter merlin when?
Aboriginal dwarf mordred when?
Korean without $120,000 of plastic surgery for some knight when?
>>
>>149464415
>Korean without $120,000 of plastic surgery
on what planet are you going to find someone capable of filling that role?
>>
>>149464061
it must be le guldural margsism xD
>>
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I've never heard of a Marsh Titan before
>>
>>149465149
>pumpkin exoskeleton
Sounds squishy as fuck
>>
>>149465298
Color.
>>
>>149465149
I can't remember, do spider-shaped titans automatically have webs like spider-shaped FBs do?
>>
>>149465636
No.
>>
I've created a shoddy fort in a Terrifying forest, and drafted all non-essential personnel into the military.

Needless to say, casualty rates are absurdly high but the survivors aren't bad soldiers despite my haphazard training plan.

However, I'd like to make them slightly better and add to the atrocities of my training camp. Is it still possible to numb dwarves to pain by burning off their skin? Is magma mist the way to do it?
>>
>>149465636
well my watchtower dorf is currently on the ground crossbowing the shit out of it and it isn't shooting anything. I need to lock those doors or something
>>
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>>149465636
That's weird because I could swear they always had webs if they were spider-shaped.
>>
>>149465636
They would if the spider they were based on span webs, but tarantulas don't.
>>
bum
>>
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>>149468806
>>
how the hell do I identify relevant gods to my fortress for engraving? are they under historical figures?
>>
I'm getting bored. Nothing's happening in my fort. Some guys just gone insane after not being able to build an artifact, they're the only deaths. I've had no hostiles come in or anything, didn't generate a world with low amount of evil around either. There's no rare materials or any gems around, just obisidian everywhere. I'm training 2 squads simultaneously so I've got some axe dwarves and lords ready to knock shit up. I've had problems with water but sorted it all out. The last 5 hours I've just been accepting migrants and building bedrooms for everyone. What the fuck should I do?
>>
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what could possibly go wrong
>>
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>>149471804
inorite
>>
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fuuuuuuuuuckkkkk I breached hell in my 6 year 260dorf mountainhomes

I have 3 elite squads of axe and sword dorfs decked out in adamantine.

I'm fucked unless I close it off right? what if I just flood it?
>>
>>149472916
>260 dorf
>fps 152985
what
>>
>>149473771
*PAUSED*
I've seen it do that sometimes before

>>149472916
>what if I just flood it?
clowns can swim through water or magma
>>
>>149472916
what the fuck do you play on
>>
>>149459363
A little late, I know.
The leading cause of item inaccessible spam is items (most often corpses and body parts) in unrevealed portions of accessible caverns. The dwarves know that the items are there and that it's possible to path to them, but can't find the path because you haven't revealed the location of the items yet. Dwarves won't try to stockpile items they can't path to, so it's not likely to be stuff underwater unless the water level is fluctuating rapidly, as anon suggested. Also, a dwarf with a baby would be married, so unless her husband died too, the cancellation message would "cancels store owned item", as the husband would gain ownership of mom's possessions.
>>
>>149472916
You might be able to beat them with that setup depending on what kinds of demons you rolled. It's not likely, but possible. Post your units screen, and note any demons with deadly dust, poisonous vapors or deadly blood, and also any that are made of fire.
>>
>>149465904
>>149465636
>>149466317
They do, but not if they're tarantulas. It's a strange thing; RL tarantulas don't spin catch webs like most other spiders, but typically use a lot more web on their burrows or tree houses than other spiders, and many (but not all, especially not new-world tarantulas) wrap their food before eating it like most other spiders. It seems Toady did a little superficial research on the subject and used the catch web difference as the basis for the in game distinction.
>>
>Df 2020
>elves sell you a cool artifact mug
>massive human force of elite mounted knights backed by a moderately armed rabble of militiamen and peasants shows up a month later demanding the mug
>Led by a priest, they bear banners with images of the mug
do you give them the badass magical cup back
>>
>>149474848
Oh, and webs too.
>>
I hope we'll get petition-like screen for migrants one day.
>>
>>149475417
hopefully it'll come bundled with some sort of long-term consequences for saying "no"
>a message from the king
>because you turned away the last 40 homeless fish dissectors, they all ended up squatting in a barn in the human hamlet of Shelteredcontained
>now, race riots and fights over food have broken out in the streets, and if you don't dispatch 100 units of food and a guard squad in the next month, it could lead to war with the humans
>>
>>149476079
Jeeze at this point it'd be easier to just have their meeting zone at an atom smasher and wipe away the undesirables.
>>
>>149475293
That'll be like df2017 if anything, maybe df2018.

>>149475238
Yeah, I was showing the missus some of the really friendly ones like Euathalus Sp. Red/Yellow/Orange and she's gotten to the point that she wants one. Still has issues with roaches (like deep seated running into traffic to get away from one) but getting her accustomed to thinking of various insects as cute pets helps her deal with the irrational side of her fear.
>>
>>149476161
>another message from the king
>the riots at Shelteredcontained have now ended
>unfortunately, the guards you sent elected to stop the conflict by luring all of the human residents below a bridge with promises of "free booze" and lowering it onto them
>they've also taken the decision to dismantle the buildings of the hamlet, block by block and log by log, and crush all of that under the bridge as well
>I have no idea where they learned this stuff
>>
So after the economy arc(whenever that happens) will it mean that human civs you sell a lot of steel to will use it to forge arms and arma that could potentially be used against you later on?
>>
>>149476971
they'll invade you with an army of 50
one dude holding a steel spear, the rest using inferior metals
they'll all have steel earrings, and steel-studded backpacks full of steel dildos and steel penis pumps
>>
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>>149472916

rip fort
>>
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>>149476767
>send a message to the king
>It is a masterwork quality parchment.
>On the parchment is pic related menacing with spikes of plump helm.
>>
Any way to designate an item to be used specifically within a certain location only?
>>
>dwarfs one day able to commission trinkets for themselves
>inordinate amount of "*Urist* and the animal person are embracing" requests
>>
What are the effects of mummy curses exactly? I can't find any concrete changes on my attributes, health or the medical history tab
>>
>>149478527
It's a flat pass/fail roll on every action you take that requires a skill check before the actual skill check happens. I can't remember what the fail chance is, but it's pretty significant.
>>
>>149478996
I chose my words poorly there, I don't know if the curse check happens before or after your skill check, or whether it would make a difference. I should have just said "in addition to".
>>
>>149472916
Nah,. you need close to 160 full legend dorfs and even then you need to cheese a lot of it with pitted stones, steel ballistas, checkerboard obsidianizers and more. All at 2 fps.
>>
How do I make cool ass ramp stairs so I can appease the FPS forgotten beast? I channel downward and my dwarves get stuck.
>>
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>>149479910
don't channel downward at exactly the same coordinate, I guess
ramps need a wall beside them and will then take you up 1 z-level

I like to do this, although it's just for fun and not for FPS reasons. 3-wide is excessive too, I just like the way it looks
>>
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>>149477207
>phoebus
It deserved this end.
>>
>>149479910
Ramps aren't going to do anything for your fps. If anything they'll hurt your fps, unless you do a rampway that only moves in one x or y direction like a sloped hallway..
>>
>>149450401
I just get osu! songs stuck in my head these days

never really gave a shit to build up a library after my old hard drive and phone bit the dust
>>
are FPS problems still a thing in big ass forts in 64-bit or has no one even tried because y'all not badass enough to play without the rapist
>>
huh, I always thought forgotten beasts were mined out of the ground, but wiki says the actually prowl around the caverns
>>
>>149483668
Hits you a bit later in some cases.
>>
>Urists masterwork has been lost

did the fucking hummies just off with my bins that i forgot to bring back from the depot?
>>
>>149483668
The difference is barely noticeable, and possibly just placebo/wishful thinking.
>>
>>149483668
it's barely any different
at about 100 dwarves and 10 visitors after 3.5 years (I think) I was down to about 60 FPS, falling to 30-40 when caravans arrived, which is pretty normal for my computer
>>
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Fellow Urists,

Toady optimizing the game so we get less FPS death when?
What is the most fps-friendly layout of stairs?
How do I secure my fort now that the fucking goblins can and will climb the walls and fortifications?
How do I stop fucking dwarves from falling off the fortifications when they attack/are attacked?
Should I cook stuff in the kitchen at all?
One of my forts is about 5 years old and there were no visitors to my tavern and library. The fort is located on a peninsula by the sea. What I might be doing wrong?
>>
>>149484998
>mined out of the ground
What?
>>
>>149486676
When he's near enough 1.0 that he's pretty much done. He's against having to redo shit over and over as he adds more

Stop building above ground you dipshit. 1x3 ramp down to the magma sea, bucket irrigate a farm and go nuts. Make the fortifications overhangs and roof it over
Yes. It's a quality and happiness bonus and it's a great trade good.
>>
>>149486676
I am not now, nor have I ever been a dagger. I do not forsee becoming one in the future.

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

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

http://dwarffortresswiki.org/index.php/DF2014:Kitchen#What_to_cook

Proximity, fort value, etc etc. I would've given you a wiki link for that as well, but the wiki is pretty incomplete. I suggest you poke around on bay12.
>>
>>149486676
>Toady optimizing the game so we get less FPS death when?
probably never, at least not leaps like you're presumably hoping for
>What is the most fps-friendly layout of stairs?
just put everything on the surface, live with the trees, grow some "hemp" and chill out
>How do I secure my fort now that the fucking goblins can and will climb the walls and fortifications?
if you have an overhang on your wall (eg. 2nd z-layer of wall extends 1 tile beyond the 1st z-layer on all sides of the fort), they won't be able to climb it. walls higher than 2 z-levels made from stone blocks (as opposed to rough stone) are very tough to climb, but it's not 100%
alternatively, fuck walls, move underground. what the fuck do you need walls for?
>How do I stop fucking dwarves from falling off the fortifications when they attack/are attacked?
dwarves act like retards whenever they can. I'd say make every single wall that's going to be near combat (or sparring) 2 tiles thick, make sure there's absolutely no way they can climb over the top (overhang as above might be a good idea), and hope for the best
but really, fuck walls/fortifications, you're mostly wasting your time
>Should I cook stuff in the kitchen at all?
sure. some foods can't be eaten raw, and cooked meals can be extremely valuable (whatever that means - not much really, considering how easy it is to amass wealth)
just make sure you turn off cooking for things you don't want cooked through the kitchen screen (booze for sure, any fruit/plants you want to use for something else (booze?) and you might want to leave some tallow uncooked to make soap from since oil is generally a pain in the ass to produce
>One of my forts is about 5 years old and there were no visitors to my tavern and library. The fort is located on a peninsula by the sea. What I might be doing wrong?
export world data via legends mode (legends viewer is great) before you start your fort, take a a look at where things are and how many people are alive.
>>
>>149486740
like, you hit a tile with a forbidden beast in it, and it spawns one
>>
>>149487697
Why would you think that?
>>
>>149488043
I dunno, I think the first one I saw killed a nearby miner almost immediately. I just thought they were entombed in the ground by whatever benevolent forces in the time before time and long since forgotten, hence their name. doesn't that make sense?
>>
>>149486676
>Toady optimizing the game so we get less FPS death when?
early 2078
>What is the most fps-friendly layout of stairs?
layout doesn't matter, number of accessible paths/tiles does. So the least amount of stairs you need.
>How do I secure my fort now that the fucking goblins can and will climb the walls and fortifications?
A roof, you moron. seriously though, an overhang will defend you against climbers sufficiently. But that won't save you from the flyers.
>How do I stop fucking dwarves from falling off the fortifications when they attack/are attacked?
You don't.
>Should I cook stuff in the kitchen at all?
Of course, what are you playing, a kobold camp?
>One of my forts is about 5 years old and there were no visitors to my tavern and library. The fort is located on a peninsula by the sea. What I might be doing wrong?
Dozens of errors are possible. Read the wiki pages on taverns/library, check your init files (max visitor number), and legends mode - see if there are even any civilizations close to you.
>>
The entrance stairs to my fort are covered in boar blood. is it possible to clean it?
>>
>>149488467
it does, in a sense, a bit like clowns etc.
but I'd think the way DF introduces them as "The Forgotten Beast ___ has come" would lead you away from that conclusion
>>
>>149488467
I guess if you haven't played fort mode it would make sense, but I don't know how anyone could think that who's ever had an even moderately successful fort could think that. The game pauses and recenters with a pop up announcement when they appear.
>>
>>149488745
honestly looking back now I don't know where I got the idea from, aside from it making romantic sense in my mind.

on the other hand, it would kind of make sense that forts mining aggressively would be more likely to chance upon some long buried and forgotten horror. delving to deeply and too greedily, shadow and flame, you know the drill
>>
>>149489028
I have indeed had very few even questionable successful forts
>>
so i killed my first megabeast and it was pretty underwhelming. what can i do now? his corpse is just lying around. taxidermist workshop when?
>>
>>149489149
I'm with you mostly
for me caverns are really neither here nor there. they're not nearly dangerous enough to be frightening to anyone who's played a fort or two before, and they're way too fucking BIG to ignore, but (even with the right adv. worldgen parameters) too chaotic and crowded to build major parts of your fort there
minor quibble. it just feels like "circus or nothing" in terms of underground threats to an established fort
>>
>>149489723
what was its body made of?
make sure you have a butcher shop and a refuse stockpile
>>
>>149489862
honestly haven't really dealt much with caverns in fort mode, they might be cooler if you only set one cavern level like super deep down but not like literally on top of the circus deep down. I feel like it might be cool to move an entire fort into a deep ass cavern, walled off of course. they are rather chaotic but that's nothing a shit ton of idling dwarfs can't fix, chopping everything down and mining it out. But again I dunno much about them. feels like it would be living the dwarf way though

I've had at least one pretty cool if extremely despairing journey through the caverns as an adventurer. my companion confided in me that her child was stolen by goblins so we traveled halfway across the world only to get slaughtered by trolls and for me to fall way down into a cavern. hours later I fucking cried when I got out onto the surface again.
>>
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bumbe
>>
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>>149490937
i do, i do. apparently it was spider-like so basically nothing.
>>
>>149489723
>>149496405
I'm assuming you mean either a forgotten beast or a titan. Megabeast only refers to a few creatures and none of them are spiders.
Either way, fleshy fbs and titans yield a ton of meat and organs. You don't actually need a refuse pile to butcher them. Best practice is to build a butcher shop beside the coprse unless you want a dwarf to spend a season or more hauling it to a refuse pile. You can forbid the corpse to keep someone from scooping it up before your butcher shop is ready.
>>
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>A kea has stolen a XX/dfg/XX!
>>
>a towering humanoid composed of crystal glass, it has 2 stubby horns and it swishes and fwidgets, beware its poisonous vapors!

sounds dangerous as fuck, I expect this isn't the sort of glass you break with a punch
>>
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>>149503404
It is, sadly.
>>
Can't region alignment to be overhauled so you have ghostly cursed forests, tainted lands populated by foul beasts, twisted and corrupted forests fueled by fell idols and dire cultists etc.
>>
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>>149503658
>>
>>149504117
It can.
>>
>>149505665
I meant to write "can't wait for"
>>
>>149505958
Oh, then I meant to write "Me too".
>>
Two of my fighters lost their right hands. Can they still hold weapons and fight, or should I retire them?
>>
>>149506259
It should be fine so long as its a one handed weapon and they aren't trying to use a shield at the same time.
>>
>>149506774
Thanks. I'll try to figure out something from there. Although, one of those that lost a right hand keeps flooding the announcements with "Urist cancels store owned item: too inured"
>>
I need a cheap laptop for dwarf forting. Any requirements I should look for?

Also what kind of things can I do that ensure fun? My forts always die of stagnation or I just get bored after 10 years of nothingness and suicide everyone
>>
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New combat mechanics are fun... fun!
>>
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>>149507668
>not severing limbs with shear forces
>>
>NPC interactions are finished, with whatever sorts of relationship mechanics Toady draws the line at
>Modders turn Dwarf Fortress into
>Doujin Premise Generator
>>
>>149509997
>pound my slutty [ORIFICE_TRANS_NAME:NONE] senpai
>>
>>149509105

Show off
>>
>>149511984
Mostly just surprise, that was right after the update, I stopped using the axe once I found if I got strong enough first I could just punch and kick heads off.
>>
>>149436657
this is the right way to point out someone's problem
>>149436669
this is the cunt way.

it's easy to miss bugs in this game, since they make up more of it than not.
>>
>>149513327
>it's easy to miss bugs in this game, since they make up more of it than not.
troof
DF would be almost unrecognizable if every bug, known exploit, or dangling thread of an unfinished feature were suddenly corrected
>>
>>149514204

Worse in some cases.
>>
>>149514737
>arrow damage fixed
>danger room exploit corrected
>alcohol mood buff balanced
>>
>>149515183

Well the training axe fix really buggered me up, I really liked that one.
>>
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I've been having a vampire problem lately. Mostly children as the victims.
It turns out it was the mayor.

The wiki jokes about this, but seriously what do I do now?
>>
>>149510738
>It is said [HOLDING IT TENDERLY] calms the beast
>I can't possibly believe my [MIDNIGHT TROLL SPOUSE] is this cute
>>
>>149516623
Feed the mayor to the nearest FB
>>
>>149503404
You won't be killing it with punches, but literally any metal weapons will work. Poisonous vapors are a bad roll, though. I don't recommend melee.
>>
Can someone answer some questions about marksman training?

I've got a range and soon I'll build the squad, I'm following the wiki. Do I need to pump bolts out constantly or do the dwarves pick them back? Wiki says to put a pile specifically for bolts on top of the room, is it exactly so they don't need to recover them?
>>
>>149516623

Restrict it with burrows its quarters
>>
>>149519472

They will be recovered to your ammo stockpile by plebs if they're accessible, I don't think archers on duty will pick them up from the ground - only stockpiles, I could be wrong
>>
>>149519472
[o]rders, [F]orbid, [p]: claim used ammunition. by default they'll leave spent ammo where it is. also they do break bolts on occasion
>>
>>149519472
>>149521392
>>149521392
Bolts that don't embed into a creature always break if they land on the same z level they were fired from. If you want to recover training bolts channel out the tile in front of the archery target.
>>
>>149507621

>Also what kind of things can I do that ensure fun? My forts always die of stagnation or I just get bored after 10 years of nothingness and suicide everyone

If you're not having fun then you're just bad at the game. There's tons of various projects on the wiki and certain conditions and "conducts" like you'd get in any roguelike that spices up the challenge and gives you goals to work for. DF is an open ended game with no real "end", so if you're finding you're out of ideas, you just have to think harder and stop playing like you're playing towards an end game where you just build up huge walls and close off your fort to the outside world and stay self sufficient underground. Live a little and experiment, faggot. That's the goal of the game. Nobody plays DF to play it safe.
>>
>>149523320
is that new? I'm sure I've had them recover tons of training and hunting bolts in the past. can they recover them from dead creatures they're embedded in?
>>
>>149516623
Wall him into his room and make him a recordkeeper/manager
>>
>>149523472
not him and I'm not sure on the specifics, but it certainly seems to hold for a tight space like an archery range
my usual setup is something like this
___
X

where _ are channeled tiles and the X is the target, and the archers shoot from below
>>
>>149523472
No, it's not new. I'm not sure how long it's been that way, but the first time I used it to recycle bolts was ~2011 or 2012. I suspect it's been that way for as long DF has had a z axis.
>>
>>149523424

Forgot to include the link in my post.

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

And they have links to two other smaller scale project pages that are easier as well. And this is just the start. I've seen tons of other ideas just from here or over on the forums, various other conducts and self imposed restrictions, etc.

So, just stop playing safe and live a little. Making a self sustaining fort is only the beginning and is just a stable platform for you before you do some crazy shit. And if it's a good story, do like others have done and regale us with your tale.
>>
>>149524702
Incidentally it works for ballista bolts too.
>>
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>>
>>149521392
>>149521828
>>149523320


Alright, thanks. I think I'm getting the hang of this.
>>
>>149531197
someday in a million years, toady will code for re-stacking of bolts in a way that doesn't reduce FPS to 3 every time someone does it. then it will be even less of a total nightmare to manage
>>
>>149506259
I always give my fighters happy retirements once they lose a limb/organ/eye. Let them Socialize in the Taverns and Pray in the Temples!
>>
>>149531595
I should do this next time
>clumsy speardwarf loses an arm and the opposite leg to a titan
>retire him from the militia
>assign him a performer occupation in the temple of death, decay, and betrayal that has 1 reluctant follower in the fort
>don't give him any instruments, just a crutch, and tell him to get dancing
>"just be urself bro"
>>
Do nippon play dwarf fortress?
>>
>>149534150
Oh my god. I can only imagine what kind of crazy bullshit they would come up with.
>>
>>149534150
>Most casual country on the planet
>Touching an autism simulator
>>
>>149535780
You're joking, right?
>>
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>>149535780
Japan is a land of contrasts. It may have more phone games, but shmups/good platinum games etc. are hardcore AF
>>
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1cat
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>>149539195

2cat
>>
Polite Reminder that Blind Cave Ogres are friendly and loving
>>
Was poetry and music performing ever implemented in the game? Spoonfeed me please, poetry examples if you got em, too.

I haven't played Dorf Fort in a while.
>>
>>149541807
They have, actually.
>>
>>149534150
Well there's Japanese wiki
>>
>You have been encased in ice

this is by far the most bullshit way to die in adventurer mode, I mean rivers aren't supposed to freeze instantly. At least give me an early warning
>>
>>149543040

No reason I can see to have temperature on in adv mode unless you're using some mods which rely on it for certain interactions.
>>
>>149543040
Just wait for spring now dummy.
>>
>>149541807
The poetic forms are defined, but not the poetry itself. The forms are very technically detailed. Same for music and dance.

http://dwarffortresswiki.org/index.php/DF2014:Performer
>>
There's no way to check neighbors while on fortress, right? I was quite sure I embarked near everything, but I am yet to see human caravans.
>>
>>149546590
No.
Have you traded any yet? Have you made it to the 2nd summer?
>>
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>tfw the adamantinte tube turns out to be hollow even on the first level you dig
>>
>>149547383
Well, actually no, I haven't traded yet. I got a really good embark and an accident with a wagon gave me pretty much everything I needed from trading.

That's interesting. I knew about trading influence on migrants, nobles and so forth, but I had no idea it made a difference whether caravans came or not. I guess I was fooled by the elves, since they apparently didn't mind it.

It's quite logical that they'd only come if there was profit to be made though. I feel stupid.
>>
>embark right on top of a dark pits, surrounded by more dark pits
>wanted to make a "dwarven seige" fort, hoping for constant conflict with goblins
>a year in
>fucking nothing but a lone human (who got an announcement like he was a megabeast or something) who promptly dismantled my outdoor depot and fucked off before my military could even get there and a werebeast that stood outside my locked door for a second before transforming and sprinting into a trap
>not even any animals but ravens and keas

What the fuck do I have to do to piss these goblins off? Embarking on pre-existing sites fucking when?
>>
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I want to protect this civ.
>>
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>>149549107
So I started an adventurer in one of the forts.

Fitttingly, my guard captain turned out to be a polar bear woman.
>>
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>>149548476
They'll come. It takes quite a few unfortunate accidents to really piss them off. They won't start ramping up their goods until you give them some profit, though.

Once a civ has visited at least once you can see them in the [c]ivilizations screen.
>>
>>149549103
In the starting scenario update.

>you have been tasked with setting up a forward command post half a day's walk from a golbin dark fortress. You must hold out for a full year before reinforcements arrive.
>sieges have been revamped, goblins will now prioritize close targets and recognise threats.
>you have 10,000 embark points and forty dwarves.
>proficient weaponuser on half, masons/mechanics/miners on the rest
>the expedition leader is a general of your civ, with legendary weapon skills
>splash out 3000 points on mobile ballistae/scorpions
>800 points for a skilled shaman with power over earthquakes
>wild boar mounts for your crossbow patrols
>explosive mines to bury in expectation of siege
>embark
>undead eagle skin right next to your wagons
>everyone punches it until they pass out and die of dehydration
>>
>>149516623
Fucking Leyendecker is such a great artist.
>>
>>149507621
Embark right up against a tower or dark fortress or go live in cavern 3 without being a trap faggot.
>>
>>149513327
It's ancient ant it warns you against it in just about every relevant piece. It's only easy to miss if you're a stupid lazy fucker.
>>
Can I "control" migration with atom smasher? Will it generate bad thoughts?
>>
>>149555361

It will generate ghosts unless you engrave slabs.

It shouldn't affect your current population if you smash everyone unless perhaps they're related.
>>
>>149555361
Why would you? More haulers lets you dump shit off the surface and haul depot/goblinite like gangbusters. You can always use more miners, furnace operators, marksdwarves and they can both fill out squads as fodder, siege operators, or as wrestling recruits by themselves or with a legendary mentor.
>>
>>149556670
I really don't think I need 50 haulers
>>
>>149557307
Each goblin is around 15 haul jobs. More if you really fucked them up. Depending on what you buy and sell there's hundreds of haul jobs. All on top of the dozens and dozens of haul jobs simply from food production and mining. The faster you can clear goblinite/logs/trade goods the safer you are.
>>
>>149557307
If you really want less dwarves, just open init.txt and edit the pop cap.
>>
>>149551958
>mobile Ballistae.

Please don't get my hopes up. I can never find a situation to use them without making some convoluted scheme to make them relevant.
>>
>>149558319
They're not bad as part an an entrance. With bait cave animals, wood doors and marksdwarves wounding they cluster up and you end up pulping a good 30-50+ of the siege. It's gold when mounted show up. Go ahead and do a 1x2 or 1x3 across multiple embarks

In his scenario it'd be pretty easy to channel up the nearby soil, case it with stone blocks as you go down and use that to funnel foes into approaches with 3 ballistas and a good 30 or so catapults. Between recycling and using your magma piston forges to smelt goblinite for more heads you'll be pretty swole.
>>
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>embark in """"""""""""""evil"""""""""""""""""" biome
>there are no evil clouds
>corpses aren't reanimated
>it rains elf blood
Why is it considered evil again?
>>
>>149559393
The cartographers must be elves.
>>
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>>149559524
>>
>>149559393
>it rains elf blood

I need a "Just right" Picture with Pelinal Whitestrake.
>>
dfhack when I can't deal with all this blood
>>
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My Dorfs have seen some shit.
>>
Any graphic tileset similiar to Dungeon Crawl Stone Soup?
>>
>>149466046
>Is it still possible to numb dwarves to pain by burning off their skin? Is magma mist the way to do it?

Nope. They just die, and they'd still feel pain.
>>
>>149559393
Multiple biomes?
>>
>>149543040
tempcheck
>>
>>149559393

You should set "Evil Clouds" and "Regional Interaction" to number of evil zones, and you should set "Evil Rains" to 0 unless you don't want Evil Clouds.
>>
>>149562001
Ye, they're all pretty shit
>>
toaaddddyyyy
>>
I'm starting up a fort after not playing for half a year, post your forts for inspiration.
>>
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>>149564779
old
>>
>tiny pond on the same mountain my fortress is in.

>connect stair to platform next to it.

>Dorfs complain about the dirty water.

>still empty the whole thing in a few days.
>>
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>>149564779
>>
>>149561551
Actually, they're just drunk. As of the implementation of inebriation effects, dwarves no longer give fuck, assuming you have a functioning booze industry.
>>
>>149464676
>Unironically defending the use of nonwhite actors in movies about pre-colonial white history
>>
>>149565334
>Unironically replying to a 22 hour old offtopic post with an offtopic post
>>
>>149557631
I did, I'm planning on having 30 "main" dwarves, 2 squads of soldiers and 20 haulers.
>>
>>149566746

Squads make good haulers because of generally higher strength, so if you rotate their schedules like 5 on/off it's pretty decent for hauling rocks.
>>
>>149566852
This. Rotate 1 season on 1 off and they get stronger, faster, and they can defend themselves. And as long as you only give them bone greaves or none and leather armor instead of a breastplate they aren't too slowed down and they have light protection at least.
>>
>>149569278
I prefer all metal armour and full-time training, and just set them to inactive and lock them out of their barracks now and again when there's a hauling backlog (eg. after a siege)
>>
What does that Partial/Exact match option in the equipment screen do?
>>
>>149570620

It more comes into play when you assign a specific material other than 'metal' or 'leather'
>>
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bumba
>>
>>149392879
Is there any way to have corpses strung up like in Op's pic?
>>
>>149573365
perhaps put them on a restraint, channel out the tiles beside them, and hit them with something that will push them over the edge?
>>
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>>149564779
>Kunzon

>>149573365
It happens during world-gen and post-world-gen sieges sometimes.
>>
>>149574148
Doesn't work. Trust me, I've tried. They just get disconnected from the chain and fall down.
>>
>>149548476
Sorry, went to sleep before you replied. Since no one else has told you yet, humans have a progress trigger for sending caravans. It's really low, 2000 I think, low enough that most players will reach it in a single trade session before the first opportunity to trade with humans comes around.
>>
>>149566852
Wheelbarrows let a dwarf haul stone without encumbrance, hauling them any other way is stupid. Except minecarts, but their application is limited.
>>
So... which is better, greataxe or halberd?
>>
>>149576797
Great axe generally, halberd balance is weird.

>>149576216
>minecarts
>limited
INFIDEL!
>>
>>149576797
Great axe. Pike is pretty great though.
>>
>>149577293
Well, if you've got a lot of one stone in one place that you want in one other place and your fort's infrastructure will accommodate it, then a minecart track might be warranted. Might be. There's a balance of stone quantity/distance needed to move it where a minecart is more efficient. But if the distance is very great and you have less than, say, a few hundred stone to move, you're likely to spend more time carving the track than you would need to wheelbarrow the stone the same distance. If the stone you want hauled is real spread out, then just getting it to your minecarts eats plenty of dwarf-hours that might just as well have been spent taking it to its final destination.
Or if, like me, you've got ~11k stone with no end in sight spread over more than 100z of a 3x5 embark, you could spend years cutting tracks all over your embark and never come close to consolidating any significant portion of it.
>>
>>149576797
Halberd is pretty good in adv mode, if you know how to make the best use of it.

However, since NPCs can't make good decisions in combat, it's best to keep halberds away from your militia.
>>
>>149580003
By that logic you shouldn't let your militia use battle axes or short swords either. Halberds have 1 useless attack out of 3, where battle axes have 2 useless attacks out of 3, and swords have 2 useless attacks out of 4. In fact picks are the only fort mode default weapon that have a better good v bad attack ratio than halberds (because they only have one attack).
It's irrelevant unless you're modding anyway. A bug prevents 60k max size creatures from using 2 handed weapons in fort mode.
>>
>>149580707
>tfw eugenics is pointless
Just break my strength fampai
>>
>>149578485
I will go so far as to say there is literally no problem in game that can't be solved with minecarts.
>>
>>149581105
You can mod around the bug pretty easily. Just make dwarves' max size 62500. That lets them qualify for every weapon in the game. I do the same with goblins and elves to keep parity. You can probably do that with a game in progress, I've never tried. If you then want reliable access to the weapons you'll have to mod the dwarf entity to be able to make them, which you can't do with a game in progress.
>>
>>149581971
You mean minimum? i'd love to, always wanted a pike dwarf fort.
>>
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bump from page 10
>>
>>149584563
>tfw you will never lay in his arms
why live tbqh
>>
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>>149585289
Toady is cute! CUTE
>>
>>149585912
>tfw you will never rub beards with Toady because he shaved his
>>
is it just me or does the fortress mode seem to be getting less and less fun as development continues.
>>
>>149587252
it's just you
>>
>>149587252
Just you.
>>
>>149587252
Yes because there's more busywork from needs - temple/mugs/etc, dorfs are pretty much tantrum immune, you hate animal men in savage shit, and the tree fluff lag is pissing you off
>>
>>149587845
Trees are a minor contribution to lag which you can fix by... yep, clearcutting and paving the surface, or just stop being a pussy and settle on that delightfully awful haunted glacier.
>>
>>149426843
why grabble them one by one when you can grapple all of them at the same time?
>>
>>149582871
No, I mean maximum. There isn't such a thing as a minimum size for a creature unless you count their size at birth. Since babies can't be recruited or equipped that probably isn't what you want.
Creatures have several sizes set to various ages (you can do as many as you like, but most have 3), and the final one is the racial average for maximum size. This is further modified by the creature's musculature and fat, the height and broadness appearance modifiers and by heredity. Weapons check the racial adult average size to see whether a creature can wield it, and don't account for modifiers.
>>
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>>149587252
This might have been the case in the 0.40 releases, considering the decrease in fps and low siege frequency caused by the army movement bug.

However, 0.42 fixed most of the problems that 0.40 introduced, AND added the needs system. The needs system is a major improvement, since it means that dorfs actually have private lives for the first time.

Instead of just having the boring "no job" or "on break" show up whenever someone's free, you can actually follow them around as they hit the pubs, pray to their gods or just take some time off to read the latest book written by the renowned scholar that visited your fort last year. It's so fucking comfy.

0.42 was one of the best things ever to happen to DF, and it was the disappointing 0.40 that made it all possible.
>>
>>149590191
Not him, and I agree with most of what you said. Saying that .42 fixed most of .40's bugs is an enormous exaggeration. Toady has addressed some of the most game-breaking bugs, but the majority haven't been touched. .40 added something like 2500-3000 bug reports to the tracker. Reclaiming and unretiring are still wonky, morale is half-broken, conflict levels still behave erratically, climbing is completely dysfunctional, trees still behave strangely in quite a few situations, goblin ambushes are still broken, stealth is still brokenly strong, most sites are either devoid of activity or unnavigable, merchants and their wagons still go bonkers at the sight of a goblin finger...
That's just big stuff off the top of my head, and doesn't account for multitude of little shit like dogs that can't bite or elves dumping featherwood tree yolk in your depot. .42 was a big step forward for the game (not just fort mode), but it certainly hasn't done much for bugs. Major bugs have been mostly ignored. The constructing-by-tree-branches crash is the only major issue I can think of that has been fixed that you didn't specifically mention.
>>
Dwarf The Rapist for 43.05 when?
>>
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post ur dankest DF memes

shitty fanart will also do
>>
I have a fort of 121 dorfs and I've never been attacked what the fuck man. How many z-levels do I have dig to get some action?
>>
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>>149594306
The dankest.
>>
>>149593689
when 43.06 comes out
>>
>>149594306
>>
>>149596209
I know you were joking, but it doesn't look like there will be a .43.06. I wish he would take another pass at bugs before grinding down on artifacts. I just want to be able unretire a fortress without everything going to shit.
>>
>>149598682
>>
>>149589678
Calling adult age "Max size" is misleading, since the true maximum size for a dorf is 130,000 or more, and that's just children.
>>
>>149564978
What a nice little comfy fort.
>>
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>>149598682
>>149599021
Heh, asses.
>>
>>149600205
I thoroughly clarified anything that could be misleading about the term in the post you responded to.
Buggy edge cases of giant children are irrelevant to the point of the discussion anyway; the dwarf could end up size 1000000, but two handed weapons will still consider them 60k for the purpose of determining whether or not they can be wielded, because that's the average maximum size for a dwarf as defined in the raws.
>>
>Worldgen invaders will now loot artifacts stored in buildings, and thieves can steal artifacts from them as well. For instance, we had Thil, the leader of a group of dawn worshippers living in a human market town which was unfortunately beset by elves over the humans' display of hunting trophies. The elves routinely attacked the town and ate people, and on the third attack they drowned Thil as an example for the other humans. The grieving worshippers entombed the body in a crypt under the town, but they took Thil's bejewed linen skirt and named it Glowedlull, placing it in their temple. It only took another year before the elves returned and ate some more people, and looted the temple, taking Glowedlull back to their forest home. Peace was made ten years later, but I haven't gotten to the friendlier side of artifact transfer yet, so the skirt is still with the elves! Next up we'll be adding worldgen heroic artifact quests and gifts to round out the worldgen portion of the artifact release. Hopefully all of our recent additions taken together will provide enough backing for fortress mode and adventure mode artifact interactions.
>>
>>149396014
>Playing squiggles, one of the games of toady, to learn more about df canon kobolds
glutargiiis?
>>
>>149602589
Fuck, from the way Toady casually mentions that the elves "ate some people", it becomes clear that even he intended for them to come off as brutish subhumans.
>>
>>149602589
Really sounds like he's knocking through this stuff at a quick clip.
>>
>>149602814
You're talking about Kobold Quest. Squiggles is the one where you play as bacteria(one of them. the other is called Primordial Souper Star)
>>
>>149602589
SLOW DOWN

I'm not ready to abandon my fort yet.
>>
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I have an idea to incorporate Chinese Characters into dwarf fortress. Would this be possible? If not, do you think a Chinese roguelike could still be interesting? I mean the language is a natural tile set.
>>
>>149433836
emos ae now on df?
time for a purge
>>
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>>149603893
Here's a example of what I'm talking about.
Now that I've made this I think it would be better to simplify things a bit, and just use the horse character for mules and donkeys, the bird character for chickens and ravens, the cow character for yaks and buffalo, etc.
>>
>>149604376
You have to use the graphic system, but it's totally doable.
>>
>>149603893
Sure it's possible. I wouldn't play with it.
>>
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>>149604946
You can put any characters you want into a standard tileset. The game doesn't care what shape is in any particular position on the tileset, it'll draw whatever is there whenever the tile is called.
>>
>>149604946
>>149604980
Great, I'll see if I can get it working when I have the time.
If anybody else wants to run with the idea, feel free to.
>>
>>149605501
Yes, but you'll want a lot of characters, so using a graphic set is more convenient. Unless you're using TWBT, I also doubt that you'll find enough unused squares to put in all the neccessary characters.
>>
>>149603315
>>149602814
Well, I was wrong.
Must've been becuase I played both recently
>>
Just started playing, got the lazy newb pack for win 10

The game crashes a fuck ton. Whats going on?

I can only get it to work by turning off DFhack.

Any way I can find out what's causing it?
>>
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>>149606591
Neat. One of the old Toady gems that you'll want to check out is Star Zoo, available on the following page:
http://www.bay12games.com/curses/

It has a story and ending, but is extremely hard and has permadeath, and as far as I know, nobody has completed it. One guy on youtube came pretty far by save scumming(by making copies of the save file that gets updated after every successful mission), but gave up before the end. So there's still nobody who actually finished the game. There's also a rumour that there's an impressive animated ASCII cutscene at the end, but obviously, nobody's seen it.
>>
Do bolts get stuck on archery targets? Can those be recovered?

They recover the ones on trenches just fine, but the ones on target stay there.
>>
>>149607430
Let's do it, /dfg/.
Let's be the first people to see the ending.
>>
>>149607703
I'd love to, but in order to save scum, you actually have to finish a mission in order for the game to be saved. I've never made it past the car stages that appear in every one of those missions.
>>
>>149605939
TWBT still uses graphics. It uses them more than the standard game.
My point was that if he just wants to use chinese characters you can replace every tile on a tileset with them and it will work fine, no graphics are required to do it all. It's not clear from what he said that he wants lots of characters. I can't imagine that have a unique pictographic representations for every creature and/or object would be easy to play for even a native reader, while having the ~200 of standard tileset might be manageable.
>>
>>149608616
Chinafag here. Yeah, I don't it's reasonable to have a unique character for every creature, in part because the more specific a character gets the more complicated it gets.
>>
>>149604376
The horse letter looks more like an elephant.
>>
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I've been out of the loop for quite a while and the pasta seems to say a lot of shit is out of date. Are there any texture packs for the latest version or should I just download an old version with texture pack? Also recommend texture pack please.
>>
>>149610485
Everything's out of date because the game's been converted to 64bit, so because of memory value changes, it's going to take longer than usual for everything to be updated.

Graphics packs won't have this issue. You just gotta look around for 'em.
>>
>>149610730
So just to be clear, I can just get the 64bit version and any texture pack and it should work?
>>
>>149610862
Well, no. You'd have to get any updates for the graphic pack to make it compatible with the latest raws, if there are any changes to them.
>>
Question:
Is it possible to make a ramp all the way down to magma level? And, would caravans use such ramp to set up shop and trade?
Im tired about cheesing world build to get near a volcano and im extremely bad at building magma pumps yet.
>>
Speaking of old Toady gems, has anyone else played the game on this page:
http://www.bay12games.com/subgames/

It's another one of Toady's "hidden" pages, only this one has games that are far edgier than the ones on /curses/. They are edgy in a very juvenile and embarassing way, but the fact that Toady made them makes them kinda funny. He also made voice overs for several of them.

"I'm voting for myself!" is probably one of the best ones.
>>
>>149611103
I found a good one in the forums and the creator said that the latest update didn't change anything raw-wise, time to play and eventually shitpost.
>>
>>149611310
Yes, but you'll want to reveal the caverns before you start.
>>
>>149611520
I mean
''Fuck you,v1.02'' looks good too
>>
>>149612012
In "I'm voting for myself!", you play as a god fearing american parent trying to stop little Billy from masturbating. Everytime you fail to stop him in time, a kitten dies. When all kittens are dead, it's game over.

"Fuck you" is pretty fun. It contains sound files with Toady shouting cusswords.
>>
I didn't think wooden cages could be used for justice, but I now have a vampire in a saguaro cage and I don't really know what to do with him. he's not even a citizen so no useful skills for me, he just sits in his wooden box in the main entrance, probably hissing as passersby, or singing to them (he was a very popular visiting bard). were I to use him as an undead champion during sieges, is there an easy way to catch him again?
>>
>>149611710
Thnx for the answer!
>>
>>149611520
>>149612012
>>149612349
>those demons in cross stomper
I think we know where did he draw his inspiration for the lust sphere
>>
>>149613376
its even worse in 'Environmental Extremist'
toady subtly states that black people are destroying the earth
also
>lag
Jesus christ, so bad programming isn't a new stuff right?
>>
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At least he discovered something useful. That every dwarf can already do.
>>
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>>149613376
>>149613697
I'm loving some of the music tracks, though. i already have a special playlist with music made solely by Toady and Simon Swerwer. The high score track from "I'm voting for myself" is a good Elf anthem, and the track from the stumywubles game has this sinister tone that makes it a good goblin anthem.

Since before, I had three songs by Toady saved, namely the two DF songs as well as the Kobold Quest song. Two more is a nice addition to the collection.
>>
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Within the last season, /dfg/ was disgusted after retching on page 10.
>>
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>>149618180
>tfw miasa feels tunnels
>>
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>>149613697
>toady subtly states that black people are destroying the earth
kek
>>
>>149618421
>tfw the yoko-/thinking-/clipartposter will never bless us with sweet bumps again
he was too good for this general
>>
>>149607430
>http://www.bay12games.com/curses/
>>149611520
>http://www.bay12games.com/subgames/

these are all fucking amazing and i havn't even started playing yet holy shit
if Dwarf Fortress wasn't nearly as popular as it is, i could completely believe that it really would become "that game" even if it would still be stuck in 2D-land
>>
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I think this dwarf might have been smoking something.
>>
>>149620149
>green monsters
>grain
Yeah, he's stoned.
>>
I bothered to look at the levels of the different skill rank names after years of assuming they made sense.
>adept is better than talented
ok I guess
>accomplished is better than professional, which is better than expert
what
>great is better than all of those, being only one rank lower than master
>>
>>149620664
yea alexander the great was a talentless hack
>>
>>149620149
>farm a little hemp he said
>we can make rope, paper, oil he said
>soon dwarves are chopping up dogs to make shields to protect them from green monsters
>>
>>149620664
it's a little goofy, but I give toady a pass on this, there's only so many synonyms for "good" out there and you're bound to have at least a couple in an order that someone doesn't think makes sense
>>
>>149618421
kobolds
>>
>>149622219
helm plumps
>>
>>149620856
I'm a great cook, but I'm not a professional, and I'm certainly no expert.
>>
>>149393292

did you ever do it??
>>
>Archaeologists at the Mayan ruin site of Palenque in Mexico have discovered an underground water tunnel built under the Temple of Inscriptions, which houses the tomb of an ancient ruler named Pakal.
>The archaeologist Arnoldo Gonzalez said on Monday that researchers believe the tomb and pyramid were purposely built atop a spring between 683-702 AD. The tunnels led water from under the funeral chamber out into the broad esplanade in front of the temple, thus giving Pakal’s spirit a path to the underworld.

I hope one day we'll see dwarven religious beliefs/rituals that are half this interesting
>>
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>>149623939

>honoring your dead with a proper burial instead of desecrating their rotting corpses and waiting for ghosts to inhabit most of your fortress
>>
>>149623939
I think if anything the recent devlogs show that DF can be already at least as interesting as that.

The problem is that with 1 interesting story, there are 1000 unintersting stories.

While in real life, thousands of years of social selection lets thouse 1000 uninteresting stories vanish, in DF the player has to personally sift through all 1001 stories to get to the interesting one.
In the end I don't think there's a way around that. If you want a fantasy world generator, you'll have to deal with the consequences.
>>
>>149624517

Could be addressed with "fuzzy history", much like in real life myths spring up about events that may have happened or people that might have existed but get distorted, these being the things which are preserved or amalgamated with other myths.
>>
>>149450453
>>149450708

Do you guys have any playlists or something? I'm really into this shit.
>>
>>149624517
>I don't think there's a way around that
DF already has a pretty detailed system for information exchange between creatures, and sentient creatures all have individual values. It doesn't seem like much of a stretch to imagine those systems converging to allow creatures and civs to filter out uninteresting stories themselves. Toss in a method of combining similar events (e.g. Zuglar the mason making a masterwork throne x20 becomes "Zuglar the mason made many masterwork thrones) and you've got a lot of boring stories getting culled or condensed organically.
>>
So how can I effectively deal with zombies with a lash and shield? charging and knocking them down gives some breathing room, but I'm trying to take a tower that has around 250 corpses and 6 necromancers.
>>
>>149626368
Head shots over and over and over.
If you don't feel the need to actually kill all of them, destroying their feet will make them really slow.
Alternatively, leave and become a vampire and they'll welcome you with an ice cream party and presents.
>>
>>149626368

Smash their legs and stroll away from them. Better to get a hammer and smash heads or sword and decapitate heads, I've found decaps collapse them most of the time, like 95%
>>
>>149626646
It's going to sound stupid, really it will, but... lay down and crawl around.

>tfw you realize you are playing Metal Gear Skeleton
>>
>>149627053
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9805
>>
>>149627053
I mean, it works if you're confident enough with you blocking to weather the assault, but if not you're giving them tons of free attacks against you with a bonus. If his skills were already legendary he wouldn't be asking for help, he could just waltz in and take the slab.

>>149626782
A whip is better than a hammer for head smashing. The game treats them like a solid rod of whatever material they're made from. They also have a tiny contact area and a large velocity modifier. Pretty much the most broken weapon in the game. Chopping is a viable plan though, since in adv mode you don't have to stick around and deal with invincible reanimated bits.
>>
>>149627351
Huh. Well nevermind about the first bit >>149627706 here, then.
>>
>>149627351
What if... This isn't a bug? What if the skeleton perception stat is so low, that the stealth modifier granted by crawling makes you legitimately impossible to see?
>>
>>149628628
There's not a perception attribute. There's an observer skill, but it has nothing to do with whether a not a creature can see you when you're right next to (or under them). Even with legendary stealth a creature will detect you if you're unobstructed in their vision cone. Also, necro towers have zombies, not skeletons.
>>
Just assaulted the tower and got rekt. My companions didn't last too long and killed around 12 zombies, but I was able to kill 80 zombies through head cleaving before getting struck down. Is there anyway to control where you dodge? because I dodged right into 6 zombies that knicked my legs so I couldn't run and they swarmed me
>>
>>149629991
sure, if you don't auto-attack. read the "adventure mode quick reference" page, look up where "dodge" is
I love going through combat move by move like that, even if it probably doesn't give me a huge advantage
>>
>>149630149
Choosing where you dodge is pretty advantageous
>>
>first fort that didnt immediately die
>winter rolls around
>all the water freezes
>all the dwarves die of dehydration

how do i prevent this for my next fort
>>
>>149633015
beer
>>
>>149633074
so would it be a good idea for separate plots for the food and booze production?
>>
>>149633015
brew booze
really, your dwarves should only be drinking water when they're injured and in the hospital, since booze makes them happy

check the wiki article, make sure you have plenty of pots/barrels and brewable plants around (don't cook them all - and don't cook your booze - check the kitchen menu [z] if you've got someone making meals) and buy some brewable plants from caravans if you're not sure you have enough
>>
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This is the second green devourer sighting in this fort. This one showed up on the far side of a magma tube opening, so can't reach the rest of the cavern. Or my cage traps. Which is probably good, considering I have a werechameon marksdwarf living the hermit life in cavern 3, but it still makes me sad that I won't be able to catch this one either. A jabberer killed the first one.
>>
>>149633015
If only dwarves could drink something that doesn't freeze instead of water
>>149633206
Not plots, plants. It's not that hard since you can only cook plump helmets. Also get some pigs, they don't need grass so you can stuff them in the corner
>>
>>149633771

Alcohol can freeze

Also pretty much any egg layer > pigs

Lurk more.
>>
>>149634075
>Alcohol can freeze
If only you could move items underground
>>
>>149634250
Underground? Why would you want to do that?
>>
>>149634075
Pigs are aesthetic you filthy muzzie faggot
>>
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>>149634250

Living in a dirty hole haha gross
>>
>>149634784
not him, but I agree with him
I love eating pig flesh IRL but they're just annoying in DF. I'm sure if you played a fort for 20+ years they'd be "useful," but food is so cheap that it's not worthwhile
egg layers give a fair amount of food right away, in the first year or two, and that's when you need it

>>149635080
that's a neat layout, I like all the little streets
>>
>>149635158

I didn't really have a plan when starting but now I'm tweaking it a bit to optimize pathing a bit more, wanted something that looks a bit chaotic, the rest of my other 2 buildings are just big squares.

Bonus points for using the same wood for floors and walls respectively so it looks nice in a visualizer.
>>
I tried playing this on recommendation as a cool management sim, but could not get over the literal atari graphics.

Holy shit, whoever made this game wasn't even trying.
>>
>>149635424
great bait
>>
>>149635080
You know what's the hardest thing about living above the ground?
>>
>>149635472
Not even trying desu. I mean you can't say the graphics aren't Atari graphics.

Staring at wingdings trying to imagine dwarfs and dragons and shit isn't fun.
>>
>they keep letting the jocular human bard out of his cage
HE'S A FUCKING VAMPIRE YOU RETARDS. Hes been convicted of murder MULTIPLE TIMES. Is the punishment for murder not execution?
>>
>>149635313
it just needs
>big central plaza with a geometric pattern with wood/stone blocks, designated as a meeting area or temple or something
>seedy, narrow, low-traffic back alleys designated as dumping zones, with chains built in them to use as an open-air jail
>automated underground minecart network to ferry goods between buildings
>second stories on some of the buildings so people can live above/below their associated workshop
>>
>>149635612

Personally, building walls is always a pain in the ass if you want to expand and don't want something like a concentric ring design.
>>
>>149635771
No, it's telling your outpost liaison you're gay
>>
>>149635612
all the elf dick you have to suck?

real talk, it's probably the stacked vengeful thoughts from kea/buzzards/etc.
>>
>>149635885
:(

>>149635889
So far 3800 logs used in buildings and 9500 cut down in total.
>>
>>149635080
I wonder who could be behind this post
>>
Is it possible for goblin sites to become abandoned? I embarked right ontop of a cluster of pits and a fortress and have seen neither hide nor hair of even a single goblin, with only elves and kobolds in my list of civs.
>>
>>149637340
definitely. if they get conquered or wiped out by a megabeast, they're gone
I recommend checking out site pop data in legends mode before embarking. legends viewer (google it) helps a lot in making things easier to see
>>
>>149637340
If the sites were empty it wouldn't show goblins as neighbors. You did check the neighbors tab before embarking, right?
The civs list only shows civs that have already visited your fort, so it won't show goblins until they actually appear.
How old is your fort, what is its population, post your status screen, etc etc.
>>
Any sure way I can reserve leather stuff for my marksdwarves only? Every time I make a piece of leather clothing, other dwarves butt in and take it before the soldiers.
>>
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>>149638195
Of course I did, it listed goblins as usual. It's almost reached two years with nothing happening, but maybe I simply haven't exported enough wealth to get their attention? I'd have expected them to notice the dwarves rolling up on their doorstep by now.
>>
>>149638460
not that I'm aware of. since leather is cheap, my usual MO is to buy fucking tons of it and just make insane amounts of leather clothing
not good for FPS in the long run but clothing ticks me off enough that I don't care
>>
>>149638460
You could start up a cloth industry until all your civilians are clothed up, then start making leather stuff
>>
>>149638641
Okay, a few things to note.

Goblins active season is winter, so if you're almost 2 years, then you're at the bare minimum amount of time before it would even be possible to get attacked. Ambushes can happen other seasons, but they won't because ambushes haven't happened since .40 released.

Your population is only 70. You require a minimum of 80 for goblin sieges.

Produce more wealth. Lots more. Export more wealth. Lots more. You have to give them a reason to attack you.
>>
>>149639137
Alright, guess I'm just being impatient.
>>
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Nice.
>>
>>149639467
He's sleeping right now. He became attached to and named his great axe while napping.
>>
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>>149639732
Forgot pic.
>>
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Anyone want to make a guess?
>>
Looking for advice, first time player. My first caravan has arrived and I don't know what to ask for.

Here's my situation
>Hundreds of iron bars, but no dwarves trained in crafting
>About 25 rock crafts
>About 40 cut small gems
>Decent farms, but food supplies are low because I set brewing to repeat and forgot to take it off, so now I have about 200 booze but very little real food; Maybe need more subterranean seeds though, since I'm only operating at about 1/4 capacity (about 25 tiles planted)
>Only animals are dogs, cats, turkeys, and rams. I had some ducks but I slaughtered them for food
>No well, but a river with fish runs nearby
>Would like to improve the quality of my dining room because it is the only thing stopping me from appointing a sheriff (already built jail)
>Don't have a hospital yet, nor any loom or weavers or soap or ashery (but I have a soapmaker), and my CMD is only a novice diagnostician with no other skills
>No weapons, armor, or other tools forged yet, but the abundance of metal should make that easy enough now that I have some new dwarves assigned
>No military
>Interested in beekeeping, but I don't see any colonies around. Can trading help with that? I am in a scorching climate with sparse tree cover, surroundings calm
>>
>>149640584
Try asking for things you don't have
5x5 farm is enough for 200 dwarves if you manage it properly. Well at least wiki claims so, I limit my fort at 101
>>
>>149640584
200 booze is fine. 400 is better. 600 isn't overkill. I start worrying when I see 200. Soon you'll have more plants than you can brew, and you'll have a lot more beards to pour alcohol into, so you really can't have too much.

But you can have too many farm tiles. 25 is too much. 15 is too much for many forts.

What does your dining room quality have to do with a sherrif?

You need local colonies for beekeeping. It's not a very interesting industry, though.

For the liaison, just request what you think you need and can't supply on site. Flux or coal to turn that iron into steel, for example, if you're short of those. Sand for glass if you don't have any. Seeds if you're really concerned about that, though it shouldn't be a problem, and you can always gather in the caverns. Aside from that just ask for any luxuries you want to work with.

The rest of that was pretty light on question marks, or any indication of what kind of advice you want. You seem to be doing fine for a new player. What's the problem?
>>
>>149641334
I mean, there's a ton of stuff I don't have. I don't have alpacas, but I don't think I need them.

>>149642037
Don't I need a modest dining room for a sheriff? He seems to want one if I try to assign it.

>Sand and flux
Good suggestions. Although I know I have a flux layer and haven't hit it yet.

>Can't trade for bees
What a pity

>Luxuries
Maybe I'll get some soap and stuff to jumpstart my hospital. And a musical instrument for the dining room.

>What's the problem?
Mostly just finding my direction since I finished the quickstart guide. I have what I think is a mostly-stable fortress with pretty solid iron production, but I haven't started to delve deep enough to get to flux, caves, nor have I spread out into new industries.

I guess I was just looking for a recommendation on where to go from here. Looks like bees are out, though, if I can't find any on the surface.
>>
>>149642434
Nobles want their own facilities. Your fort's dining hall's value isn't what that refers to. And you don't have to have the facilities to appoint them, that's just what they want. You don't even have to have a sheriff if you don't want one, they don't serve an essential function, and the position will be replaced by the captain of the guard anyway. If you have any crimes occur in the interim you expedition leader (and the victim, if applicable) will get a bad thought about the lack of justice. Pretty much the same after the CotG and mayor promotion.

You said pretty much what you don't have in your original post, so that's where you should focus your energies. Get started on a military and getting them covered in metal. Read the wiki, follow the military guides closely. You'll still fuck up, everyone does when they're new, and some players never figure it out and insist that it doesn't work after years of playing. Just rest assured that if your soldiers charge into battle with one boot on it was your fault.
Try getting water into your fort, try to tame a cavern. These are essential skills to learn as a new player. Once you've survived a siege or two and maybe an uninvited guest or three, start considering magma and machinery.
>>
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>>149640264
I'll take it.
>>
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>>149645084
I kind of wish artifact descriptions said "all craftsdwarfship is beyond quality". Missed opportunity, Toad.
>>
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heck yes, a golden cup so fine it has a picture of itself in slightly lower quality metal on the side.
>>
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>>149645427
>calling steel lower quality than gold
>>
>>149645817
I assume the plebe races value gold more than steel. I'm not using the shit for anything personally, except for the engravings on the native gold walls of my vampire's new home I suppose. funny story that.

>vampire bloodsucks multiple dorfs
>keeps getting nonlethal sentences
>was put in a wooden cage somehow at one point
>received several beatings from the captain of the guard
>for reasons unknown to me, also received one beating from the captain's mother
>he remains free somehow
then several things happened at once. A forgotten beast appeared in the caverns, and I found another dried up corpse immediately after. so I quickly built a trap room in my cavern tunnel entrance, tore down my jail, and designated a chain in the middle of the trap room, which happened to have native gold walls.
>gave the engraver free reign
>an engraving of the founding of the fort at one end
>engraving of a dead man at the other
and in between, two portraits of the captain of the guard.
There he sits, a pressure-plate triggered bridge at one end of his golden tunnel, and a wall of fortifications with two squads of marksdwarves behind it at the other.
>>
Evens fap
Odds play df
Zero kill self
>>
>>149646709
so close
>>
>>149646592
Gold and steel are both material value 30. So until the economy gets a makeover, all races value them equally. When the economy update does come around steel will probably be the more valuable of the two if dwarves keep their monopoly on its production.
>>
>>149647117
Surely economy will come.

Surely

We won't keep waiting forever
Surely
>>
what the FUCK

>char retires in an elven forest
>wakes up in a night troll lair
>only emotional states to comment on are exasperation over caught in rain and "arousal due to inspiration"
"I am very aroused!"
>only a FORMER member of a dwarven and elven government
>flashing red exclamation mark

Did I get raepd? What the FUCK?
>>
>>149649420
I think my character went berserk (as in permanently insane and hostile), despite having never shown up in fortress mode. So she's being TREATED as hostile, no quarter etc., crazed, despite nobody explaining why.

Also, my char is definitely enraged.
>>
>>149649420
Sounds like she became night troll's wife
>>
Is it possible to participate in a battle between two armies in adventure mode? Or is it all background stuff?
>>
>>149650153
I've never seen a defending army before. You can intercept an attacking army if your timing is good, though. When you ask people about troubles they'll mention an army on the march if an attack is imminent.
>>
>>149649420
Check your secription and see if you became transformed. It would be a pretty big discovery.
>>
it seems a human vampire is no match for a forgotten bug, yet the FB is so far unable to actually kill him, even if he can't get a hit in.
>>
>>149651080
It really depends on the vampire's skill and attribute level.

Interestingly, many reports suggest vampires still gain physical stats despite the RAWs.
>>
>>149651563
well this guy got savaged mercilessly for 88 pages while tied to a post. Stormanvils has it's justice, at least.
>>
How much distance is too much? For example a dwarf in the meeting hall has to ascend 7 levels and walk additional 20 tiles to get to the farm and harvest and then he goes back to a meeting hall where food stockpile is located. Is there a way to make it quicker without moving the meeting hall? I like having it directly above bedrooms and bedrooms start at 9th z level
>>
>oh sweet a trader, we could use more booze
>what do you mean you only brought barrels of animal man blood? what could possibly make you think that's okay
>>
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>>149653252
The "food" stockpile in the meeting hall should be just prepared meals (and drinks if you don't want to separate them) - [e]nable foods, [b]lock all, [u] to enable prepared meals.

You should have an ingredients stockpile by your kitchens and still, containing meats, plants, eggs etc.

Then the stockpile by your farm should just be seeds, nothing else. No barrels either.

That said, 27 tiles isn't very much.
>>
Anybody here know how worldgen statues work? Unlike engravings, they never seem to show any historical events, but just random creatures.

What I'd like to learn is whether the portrayed creatures are really picked at random, or if the game favours creatures found in the regions occupied by the civ that made the statues. If the latter turned out to be the case, statues could become a good source of information on the local fauna when visiting faraway lands.
>>
>>149655434
>Then the stockpile by your farm should just be seeds, nothing else. No barrels either
Why no barrels?
>>
>>149656870
Oh, wait, seeds are stored in bags
>>
>>149657027
Yeah. They can then in turn be stored I'm barrels, but this creates a problem for farmers:
>barrel containing multiple bags of plump helmet spawn, pig tail seeds, cave wheat seeds, dimple cup spawn, etc.
>dwarf goes to plant a single pig tail seed
>picks up the entire barrel to take to the farm
>all other farming grinds to a halt and you are assaulted with "cannot find item" messages from other farmers trying to find the lost plump helmet spawn/cave wheat seeds.
>>
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>yew-rest
>>
>>149657343
Wasnt that fixed? I havent noticed that problem recently anyhow.
>>
>>149657870
wut
>>
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>This guy comes along and tells you to restrict your tree felling to under 100 trees per year
What do you do?
>>
>>149658405
Ok? I have something along the lines of 55000 units of lumber by that time.
>>
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>>149658405
>close off the depot
>open floodgates
>after draining, open up depot
>now he has to climb the corpses if he wants to leave
>also unleash a forgotten beast while he's leaving
>>
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>>149658576
>find a mountainhome
>legends mode says nobody's there
>reclaimable
>sites and populations text file says nobody's there
>reclaim embark
>its filled with human hobos that ambush my dwarves and are fucking EVERYWHERE

REEEEE HUMANS GET OUT
>>
>>149603103

Yeah I was thinking today that at this pace he should finish the artifact update in like 4 months or so.

>inb4 most artifacts are pig tail fiber socks, etc.
>>
>>149659987
eh didn't mean to link to someone
>>
>>149659987
I'm pretty sure only fortresses are reclaimable.

Don't Mountainhomes take up several region tiles, like human cities?
>>
>>149660689
Oh sorry, I meant NPC-fortress.

>several tile

Wow, I have literally never seen a mountainhome generate then.
>>
>>149660972
Wait, I was mistaken. I was thinking about mountain HALLS. Mountain halls consist of several downward staircases leading down into their own housing and industry "unit".

Wew, almost created misinfo there.
>>
>Worldgen invaders will now loot artifacts stored in buildings, and thieves can steal artifacts from them as well. For instance, we had Thil, the leader of a group of dawn worshippers living in a human market town which was unfortunately beset by elves over the humans' display of hunting trophies. The elves routinely attacked the town and ate people, and on the third attack they drowned Thil as an example for the other humans. The grieving worshippers entombed the body in a crypt under the town, but they took Thil's bejewed linen skirt and named it Glowedlull, placing it in their temple. It only took another year before the elves returned and ate some more people, and looted the temple, taking Glowedlull back to their forest home. Peace was made ten years later, but I haven't gotten to the friendlier side of artifact transfer yet, so the skirt is still with the elves! Next up we'll be adding worldgen heroic artifact quests and gifts to round out the worldgen portion of the artifact release. Hopefully all of our recent additions taken together will provide enough backing for fortress mode and adventure mode artifact interactions.

Good jab Toady, Now if only it could also happen in-game
>>
>>149657973
Oor ist

>>149657907
It was reworked, I don't think it was claimed as a complete fix.
It can be tweaked in the init files.
>>
>>149661804
I really hope we can name weapons as adventurers.
With some restrictions, obviously, so that you don't just name everything.

I also hope that mundane items can become imbued with magic or some such after being handed down/worshipped/used for long enough.
>>
>>149662008
wouldn't you love that gods' powers are based on the faith their worshippers have for them?
Is a true esoteric system and makes sense that a god wants t have people ardently worship him
>>
>>149663087
I think that's all but confirmed, reading between the lines.
In the GDC presentation toedee Gabe examples of magical lizard things who had powers related to their spheres.

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

>gods of boundaries
>gods of dance
>gods of gambling
>gods of misery
>>
>>149663087
>>149663946
Sorry, misread you. Yes that would be awesome. Malazan style.
>>
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bump
>>
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Timbukbump
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>>149667242
You beat me to it, adept resuscitator.
>>
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>tfw Simon Swerwer will never get off his filthy Boer ass and make more DF music
>>
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>cistern begins overflowing
>>
>>149670154
>tfw you already knew about water pressure so that'll never happen to you
Feels bad man.
>>
First reply tells me what I embark with 203 points left
>>
>>149672958
wardogs.
>>
>>149672958
warcats.
>>
>>149672958
Milk, different species meat/fish lets you get cheap barrels
Sand bags gets you cheap bags and valuable trade goods
Bronze ores for gear
Coal to go shit.
Kaolinite is a cheap craft good
Break your completed goods down into raw goods for more points
Give dorfs with loose slots dodge?
>>
Do catapults always fire at their maximum range, or does the operator actually try and aim at something in front of him? I'm currently shelling demons with a rain of granite and since I placed some wooden artifact to keep them distracted I can't see anything from all the smoke. Does the damage sustained from siege engines go in the reports window?
>>
Well, I really want to get into bees. I know other people want to explore caverns and shit, but I want to get some bees.

Only problem is, the only sorts of colonies I have are ants.

How do I get rid of ants so I can acquire some bees?
>>
>>149674101
Non-freezing biome.
Build a floor or bridge or paved road or something over it and make sure it destroyed the colony.
>>
>>149672958
memes
>>
>>149661804
elves eat people?
>>
>>149661804
jesus christ just take down the trophies
>>
>>149672958
microcline
>>
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>>149675840
Yes. We have a lot to learn from their rich culture.
>>
I have one (1) metric fuckton of iron bars taking up a huge amount of space in my fortress (like 20x20). Is there a way to store these more efficiently? Pots/barrels?
>>
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>>149660972
This is the site map of one I found that had nothing else besides the little blocks of rooms at the ends of the tunnels.

>>149657870
yur (as in yurt) -ist (as in my fist hitting you in the nose for saying it wrong)
>>
>>149676713
Have you tried using bins?
>>
>>149676748
That's not a mountainhome, but a mountain hall. It's populated by deep dwarves. Rather than being the center of the dwarven civ, it's in the periphery.
>>
>>149676797
No, can I make them out of rock? I have a lot of rock too.

I have a bunch of wood as well but I haven't found coal and I want to save it for charcoal.
>>
>>149676713
I just let them stack up in the smelter 2bh familia
just build a few different smelters so you can switch if one's getting clogged (don't switch between smelters when melting things down)
>>
>>149676967
you can fit a whole lot of shit in a bin, make like, two and your problem will probably disappear for a while. it's like the difference between seeds in a stockpile or in a barrel in a stockpile
>>
>>149676967
One bin can hold 10 of something. Also, unfortunately no, you can't make a bin out of stone.
>>
>>149677691
>seeds
>barrels
By Armok's plump helm we've just been over this.
>>
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>>149676938
Yeah, but in this case it was only populated by helm pumps.
>>
>>149676713
Bins and wheelbarrows. Minecarts depending on the distance
>>
Post yfw you embark in an area with sparse trees and discover you're sitting on a mountain full of huge clusters of magnetite and native gold... but no coal
>>
>>149678906
best get digging to that lava
>>
>>149678906
Ramp to magma, make some steel with the surface clearcut. Use that to then cut 1 cavern at a time, make more steel for more dorfs and do the next. Can also order a lot of logs a year.
>>
>Didn't know what I was doing, accidentally declared my dining hall a tavern shortly after embarking
>Human pikeman shows up in spring
>He's still here in winter
When you're waiting for a joke to end but it keeps going...
>>
I forgot to assign a waterbuffalo calf to its parents pasture and its starved. How do I butcher the corpse before it rots? I tried starting a butchering job but it didn't see the body.
>>
>>149680212
if it starved to death it's not going to have much meat on it is it?
>>
>>149679916
~2 years and they'll apply to be a soldier and another 10 and they'll apply to be a citizen you can giove whatever jobs

>>149680212
It's considered a pet and you're shit out of luck.
>>
Two of my dwarves are flashing on the unit menu. Are they flashing because something bad is happening, or because they became legendary miners?
>>
>>149680996
Legendary miners.
>>
>>149680996
flashing means they've been historical figures iirc. it's how to spot vampires in adventure mode.
>>
>>149681415
>>149681653
Thanks
>>
>>149681653
Wrong. Werebeasts, nobles and legendaries flash.

Every civilised creature that enters your embark area (for example, migrants and invaders that are drawn from entity populations) automatically becomes a hist fig, but that doesn't make them flash.
>>
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>in the last season he was afraid near a page 10
>>
>>149682453
>>149681653
>>149681415
relevant to this I had a visiting human vampire who was flashing in the menu. I'm not sure who's argument that corroborates
>>
>>149682453
Hist figs encountered in adventure mode can flash despite not being legendary, and it's at a different rate than dwarf mode legendary units flashing too.

When you encounter units from a fort in adventurer mode they flash the same way, as do animals which earned a name via kills.
>>
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>magic is in soon.
>we potentially will be able to blast the earth itself.
>fireballs so strong they leave craters
>creating a tsunami from a river to drown your enemies
>creating cliffs
>burying your enemies in two halves of a rock
>creating vines to choke and wrestle your enemies
>tfw
>>
>>149670154
Why does your cistern even have a way of overflowing?
If it was a well, I could understand, but not a cistern.
>>
I am getting obsidian, even though I am not even 5 z-levels deep?
Do I have to fear a volcano now? And what to the obsidian for?
>>
>>149688663
dig into it. if you die, you're near magma. obsidan is a pretty valuable rock to make stuff out.
>>
>>149670154
Something similar happened to me. the water level was even for years, then one day it started rising and it almost flooded my fort. But I gotta say, man was that fun.
>>
Does sparring train armor user at all? My intuition tells me it should be that way, but they all fight lightly tapping their target and I read somewhere that armor skill increases whenever they block a blow with armor.
>>
>>149687837
>earth manipulation
please Toad yes. allow me to fix my planning mistakes with actual magic, raising and dropping natural walls of stone where I dug and now want to undig. might make FBs a bit trivial though if you can just punch them with a wall of stone without having to carefully excavate it and lure the beast under.
>>
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I'm only just starting to get into Dwarf Fortress.
My first fort ended after I sent my entire army against some undead and got massacred.

How did everyone else's first fort turn out?
>>
>>149687837
Yeah, can't wait for the bugs
>babies being gifted magic from a god at birth and blasting their mothers to bits
>>
>>149690227
>bugs
now, imagine something that won't be fixed: the tantrums.
>>
>>149689964
Yeah it does
>>
>>149690212
dehydration, insanity, a beast from below. Fun.
>>
>>149690212
I didn't understand how channels worked, so all of my dwarves were stuck underground and couldn't escape or build a farm
>>
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>>149690212
I tried to dig into a hillside out in the middle of nowhere, everyone died of dehydration because I didn't know how to brew booze.
>>
>>149690212
I couldn't figure out how to dig, but Idk if that counts as a fort. my first actual underground settlement was destroyed by pre-nerf zombies. they had fought almost to a stalemate, when the only remaining enemy, an undead hand, crept slowly but unchallenged into the fort, found the only surviving dorf, lying paralyzed in a hospital bed, and strangled her to death.
>>
>>149690212
My first fort fell to a tantrum
>fisherman locks himself up
>dont know what the fuck he wants
>just ignore him
>few weeks later
>all the kids in my fort are at a birthday party for one of the kids
>ALL OF THEM
>Fisherman snaps
>runs straight for the dining hall with his knife
>starts stabbing the children
>more than half of the forts kids are dead
>parents go crazy
>continue until everybody is dead
>>
>>149690212
It was a slow descent to dehydration for everyone.

I'm still very new and ignorant, but my current fort is going better than ever. Tons of food and drink. idk why I'm so bad at that part. I love this game so far though, it's actually nuts
>>
>>149690212
It survived but never really managed anything else, turning into a show about cute dwarfs doing... just about nothing.
Eventually stopped playing it due to abysmal FPS and lack of invasions or other fun.
>>
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>>149694097
Fucking Floormasters.
>>
>>149657343
>>149657907
>>149661856

That was changed with the job priorities update back in 2014. Dwarves don't haul the container to the item to store it anymore. The thing that can be tweaked in the inits is how dwarves decide when or if to combine seeds of different types into a bag, and how far away they'll look for a bag with matching seeds. It doesn't have anything to do with container hauling behavior.
>>
>>149696687
I see. I'm glad someone who's more familiar weighed in. I just stopped using barrels for seeds and never saw a need to go back.

How about the bin complications? Are they the same bug or do we still have to avoid certain bin/item combinations?
>>
>>149696687
So why does the wiki article for Farming still cite it as a major problem, then?
Cripes, I had a zero barrel feeder seed stockpile into barrels seed stockpile set up for nothing.
>>
>>149697102
>>149697104
There is still a lingering issue. When a container is targeted for a "store item in container" job, all the items in the container are inaccessible until the job completes. This is a pretty big issue with things like cut gems and bars and blocks in bins, but it usually isn't a problem with seeds, since the jobs are generated in bulk and will almost always target a bunch of different seed bags at once. That means that when a farmer wants a seed and can't get one from pig tail seed bag A-C, he can just go grab one from bag D and continue merrily planting. Rotating crops so that you're rarely planting seeds of the same kind being stored helps a lot too. I almost never see a seed-related cancellation anymore. The wiki article, like many others, is just outdated.
I actually still limit barrels/pots to less than 1/3rd of my seed stockpile just so that they're not all in one place if I need to haul them somewhere, so that's still a fine reason for it. Alternatively you can just not stockpile seeds and keep the relevant shops near the farms.
>>
how do i get iron if my soil layer goes straight into the metamorphic layer?
>>
>>149640264

I liek ur fortress
>>
I can't remember if I have any cage traps under all of that.
>>
>>149698875

they don't capture fbs anyway
>>
>>149698964
They do if they're webbed.

>>149698824
Thanks. We still have a lot of work to do.
>>
>>149699318

Real webs, not tiny spider webs I think?

Post more pictures.
>>
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Graphical glitches show up in the strangest places.
>>
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>>149699471
There's no difference. Webs are webs.

Here's where we landed at embark...
>>
>>149700042

Oh, well that's a nice lot of coverage then.

What a beautiful mountain.
>>
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>waiting for dfhack and DT to update to 43.05 because I refuse to play without them
>>
>>149700042
and here's the same spot today.

The southernmost white pillar is engraved with a masterful image of the founding of the fort. It's the tile of galena flanked by horse, dog, goose and dwarf in the previous picture.
>>
>>149699997
Shank the earth before it shanks you back!

>>149700042
I hate when the wagon gets smashed right on embark.
>>
>>149700416
Here's a few z down from there. We're working on a temple to the sky god on the left. I can't remember the sky god's name, and it only has a few worshippers, but I have a really neat project planned.
>>
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>>149701057
I'm more concerned about how we'll honor our lake god, though. Lir has a lot of worshippers in out fort, fortunately. This is 92z below where we arrived. We haven't done a lot here yet, we're working our way down.
>>
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>>149701565
We have, however, done some significant digging below the lake. This is the forge level. It has magma both above and below each forge, and the smelters a few z above them, also with magma above and below. There's a large dining hall at the bottom. The top levels of this structure were full of kaolinite, it was hard to resist the temptation to mine it all out.
>>
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>>149702302
The magma tube pictured there is actually a volcano. It isn't visible on the surface because it's under the lake. This is what it looked like at embark. We're working on getting some of that magma to the top. Slowly.
>>
>>149392879
How the hell do I properly deal with Were animals? I had a were racoon come in, so I sent in the combat dwarves. Before I could kill it, it bit 5 dwarves.

In response, I tried to put them in a hospital in a small room with a squad of soldiers, so they could be put down as they came back. Unfortunately, that didn't work. My fortress has decreased 60% from 90 to around 40, and we have a good 10 running around with bites. What can I do?
>>
>>149676748
No, faggot.

It's ur (as in "hurt") -ist (as in my own fist hitting you upside the head for correcting someone else's fucked-up pronounciation with your own)
>>
>>149702561

that's sick bro
>>
>>149700183
It's okay. I'm jumping between 43.03 and 43.05, because while I find 43.05 more enjoyable due to the fixed bugs and 64 bit, I also prefer to have DFHack available when doing science for the wiki.
>>
>>149690212
My own first fort was a shitshow. I spawned away from any goblin threats and, aparrently, away from any natural steel. My only weapons-grade metals were copper and silver, and I barely needed them. On the upside, my dwarves had it easy.

So I retired fort and moved shop.

Second fort has plenty of iron from hematite, but keeps running into food shortages due to a relatively barren landscape on the surface. Fuck.
>>
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>>149702561
We have a magma tube opening in each cavern layer as well, for a total of 4 magma access points before I hit the magma sea. Which is fortunate because the magma sea doesn't start for 217z from where we embarked.

So I posted a few pics by request, are you guys tired of looking at my fort yet? Should I keep going? I'm proud of my fort and don't mind showing off, but I try not to overdo it.

>>149702724
Aggressively quarantine your dwarves. Preferably near magma. Or you can just stop fighting the tide and do a werebeast fort.
http://dwarffortresswiki.org/index.php/DF2014:Werebeast#Defending_your_fort_against_werebeasts
>>
>>149703647
So make a hospital, lock the door and throw away the key?
>>
>>149690227
>baby grows tough and emotionless knowing he was the direct reason for his mother's death
>Along for his wish to rule the world, he escapes the fortress and ends being a cruel tyrant that slaves the whole world
>Mothers are sacrificated to him as presents

It's not a bug if it's awesome anon, never forget
>>
>>149703876
Werebeasts can bash doors in. This takes some time, however, so you can just do what you described(maybe wait a week or two before locking the door so the hospital staff can help him, in case he turns out to be uninfected) and send in the militia when he turns.
>>
>>149700183
Good luck when you have to miss the magic update because you are too much of a pussy to play without that
You know it willbtake ages to update those then right?
>>
>>149703876
Sure, that will work. The werebeasts will knock down the door, so you'll want to wall it up. It's easier to assign them all to a squad and make them station somewhere. A cavern works well. Make sure to not give them any uniform or provisions, so they don't run around picking up gear before following the order.
>>
>>149704773
I will try it, although I'm not sure my fortress will ever recover.

Also, none of the ones I have noticed can walk so I am not sure it will work.
>>
>>149392879
>out of date
Get your shit together, I wanted to start DF after graduating Rimworld.
>>
>>149705080
The vanilla game is there, waiting.
>>
>>149704875
Don't worry, they'll be able to walk as soon as the next full moon comes around.

Don't give up so easily, as long as a single werebeast survives your fort is effectively immortal. You'll get migrants. Dwarves are a renewable resource, and weathering catastrophes is how you git gud.
>>
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>>149705309
>>
>Get to destination
>Fishing
>Only fishing dwarf killed by a sturgeon and a lamprey

REEEEEE
>>
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>>149702938
>someone angry about their inferior pronunciation
>>
>>149705692
v p l
>>
File: AlsoSatisfying.gif (639KB, 1920x1080px) Image search: [Google]
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>>149705756
>>
>>149676748
>>149702938
>>149705756
While Tolkien dorfs are Jews, the DF dorfs are obviously inspired by germanics. It's clear that the "u" in Urist is pronounced "ʉː" and the "i" is pronounced "J".
>>
>>149707145
Wait, J?

More to the point, I have a stutter with certain initial vowel sounds at times, and oor-ist trips it, while yoor-ist doesn't, so eh.
>>
Shallow metal or deep metal with clay?
>>
>>149707145
DF dwarves are obviously inspired by tolkien dwarves. How is germanic inspiration obvious?
>>
>>149707845
Sorry about the J. I copied the phonetic script from wikipedia, and apparently 4chan didn't support the character.
>>
>>149707947
i think shallow metal in the mountains means coal + iron deposits sticking out of the mountain, while shallow metal in flat ground means that it's a galena source with no iron ever.
>>
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DUDE

HEMP

LMAO
>>
>>149708393
Both are flat and heavily forested, I guess I should go deep then?
>>
>>149708484
Hemp clothes are comfy as heck tbhfam. Fuck stoners tho.
>>
Is it possible to fuck with other civilizations via trade?
>>
Which changes do you always do to the raws when cracking up a fresh new copy?

I usually add "SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM" to all entitie that don't already have it. It makes more sense that way, and stops civs from having nonsense names like "The Rusty Cock" or "The Stones of Seasoning" or whatever.
>>
>>149708393
>>149708487

Shallow metal doesn't mean coal at all, and it could mean any metal ore, not just iron. It typically refers to the upper stone layers (not z levels, it's an important distinction). The wiki says as far down as -61z, but that's probably stretching it. Sedimentary layers are disproportionately flat compared to other types, and are the best bet for iron, coal or flux. They often come with deep soil and aquifers.
>>
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I'm almost 10 years in on my cliffside lake fort, and this is the first nonvermin fish I've seen the entire time. I would say it's like seeing a unicorn, but those aren't especially rare by comparison.
>>
Is there a good mouse mod yet? I have only one arm.
>>
>>149711460
You can already paint designations with the mouse. I can't think of very many functions a mouse could replicate outside of things like that. dfhack has a thing that tells you what the cursor is pointing at, and I think that may be the only thing. I guess it would be nice to be able scroll lists with a mousewheel, but that's not really a moddable thing outside of hacks.

Do you really only have one arm or were just saying that so we wouldn't give you shit for being a filthy casual?
>>
>>149712052
It's real. It's not even a good story, I was just born with a birth defect.
>>
>>149712281
Have you tried DF before? Or any roguelikes? I'd like to think that if I'd been typing with one hand all my life I'd be able to adapt. Not to say that I haven't done more than my fair share of one-handed typing (iykwim).
You might be able to mess around with keybinds and get something that isn't terrible. By DF standards, at least.
>>
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>>149712281
There's always a good story.
>>
>>149709973
i should've paid more attention in those high school geology classes they didn't give me.
>>
>>149712950
I'm a big fan of single player strategy games and they work very well with just using the mouse. I tried out DF but the layout really overwhelmed me. I think I could play DF well if you don't need more than 12 keys.
>>
>>149712950

Biggest problem I see with DF is holding shift
>>
>>149714178
>2015+1
>not having a shift pedal
>>
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>>149714178
NIGGA IF YOU AIN'T MAD ENOUGH TO HOLD SHIFT THEN YOU AIN'T MAD (as in deranged) ENOUGH TO PLAY DF!
>>
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>>149713272
>tfw I want to take geology courses to complement my archaeology education, but I can't even apply because I chose a humanities oriented programme in high school
At least I'm getting those sweet neetbux.
>>
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>>
>>149717578
The soap might help clean the militiadorf's wounds, saving him from a potentiall fatal infection. After that, you can just assign some more labours to the dorfs and watch them grow good pretty fast.
>>
>>149717578
Anyone has a cool or funny DF story I can make into a comic strip?
>>
>>149717578
>>149717993
Wait, reverse image search yields nothing. Did you make it right now? If you did, good job. We need more DF related OC.
>>
>>149718025
make a comic/image of a dwarf in mood and others walling him off
>>
>>149718025
I had a monkey sneak into my fort and open a load bearing door. it opened onto the main chasm (I like to make a large cylindrical pit with a spiral ramp for my entrances) and behind the door was the bottom of a cavern lake. many dwarfs went with him to the bottom of the pit. I later had a ghostly miner that would open it as he passed through pretty regularly, as if he were just going to work. little waterfalls would happen at random and take dwarves and merchants with it on occasion.
>>
>>149718025
I had a forgotten beast that was a hairy giant ant with deadly dust. It chased some bug bats around for about 10 seconds...
>>
>>149719827
Fuck forgot pic...
>>
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>>149719726
>load bearing door
>>
>>149719997
Then fell down a magma tube...
>>
>>149720167
And was then plinked at by magma crabs until he drowned.

The end.
>>
>>149719726
>load bearing door

A+ design m8
>>
>>149720539
>load baring door

Is this a hidden meme he came up with or what.
>>
>>149720720
Maybe he meant the water behind it?
>>
>>149720539
I like to keep things spicy. it was an aborted invader trap idea that was quickly made obsolete, yet the planning stage remained. the door was forbidden after the monkey trouble, but ghosts don't give a shit
>>
>finally get goblin siege
>crash
>last save was in summer
>>
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>>149720720
Load bearing door is the meme you get when you enter the konami code in df.
>>
>>
>>149718212

Found in here:

http://chapelcomic.com/

It's the only web comic I know that isn't total trash.
>>
Bampu
>>
>>149728763
that's pretty lewd.
>>
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bump
>>
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>>149730310
It's only a little lewd.
>>
>>149735574
>bone door for mother
I don't know why but this always gets me
>>
How deep do I need to dig to get useful ores?
>>
>>149736147

It depends.
>>
>>149736214
mid grade armor and weapons ores
>>
>>149736147
>>149736381
shallow ores are sometimes visible on the surface
sometimes a deep metal doesn't appear until a couple z-levels above the magma sea

there's really no way to predict, but what did your embark screen say?
>>
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RIP stray war leopard, we hardly knew ye.
>>
>>149736381

It depends where the good ores are

There's no hard and fast rule
>>
>>149736505
surface metals
deep metals

I don't know how deep is deep and how deep is shallow
>>
>>149736716
"shallow" usually means in the first 20 layers or so, but no promises
"deep" means anything deeper than that

bear in mind that if you embarked on a zone straddling multiple biomes, some ores may only exist in certain corresponding parts of the map, so digging one staircase straight down might not reveal it all
>>
>>149736381
Literally any depth. Cassiterite and any of the three iron ores are what you want. Two of the three iron ores will always be relatively shallow, but hematite can appear in many different stone layers. Cassiterite is mostly in granite, which is a very plentiful layer stone. I can't remember the last time I had an embark without it.
>>
>>149735720
So lewd.
Ridiculously lewd.
>>
new tred
>>149738473
Thread posts: 749
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