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/dfg/ Dwarf Fortress General

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I am concerned edition
Previous thread >>149738473

>Download the basic game here. Current version is Dwarf Fortress 0.43.05
http://www.bay12games.com/dwarves/

>Official forums:
http://www.bay12forums.com/smf/index.php

>Find a bug? Don't tell us! Tell Toady! Complaining in the thread will accomplish nothing.
http://www.bay12games.com/dwarves/mantisbt

>Have a question? Check the wiki first:
http://dwarffortresswiki.org/index.php/Main_Page

>Fireden archived threads:
https://boards.fireden.net/vg/search/subject/Dwarf%20Fortress/

>Dwarf Therapist (Out of Date):
http://www.bay12forums.com/smf/index.php?topic=122968.0

>DFHack (Out of Date):
http://www.bay12forums.com/smf/index.php?topic=139553.0

>Starter Pack (Out of Date):
http://www.bay12forums.com/smf/index.php?topic=126076.0

>More DF stuff:
http://pastebin.com/AnsHjQ40

>Dwarf Fortress General IRC chat:
http://en.irc2go.com/webchat/?net=freenode&room=dwarffortress
(to connect yourself: https://webchat.freenode.net #dwarffortress)

>A bunch of guides to various parts of fort-based living:
http://imgur.com/a/nGyRF#0

>Video tutorials:
https://www.youtube.com/playlist?list=PLBrdUj1adIBD-vgUodaaxebcdqQ4oEWtg
https://www.youtube.com/playlist?list=PLD1A3FE72C0DCAC66 (Dated, but good)

>Text tutorials:
http://dwarffortresswiki.org/DF2014:Tutorials
http://members.iinet.net.au/~morty/Getting_Started_with_Dwarf_Fortress.pdf

>This pasta:
http://pastebin.com/iAduXzjn

Strike the earth!
>>
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First for Toady's health
>>
>>150036829
I'd tell you to shoot them down with marksdwarves but they'd probably climb the tree to try and hit it with their stocks.
>>
What does it mean when a beast has a gem exoskeleton and a shell? Do I have to break the shell and then deal with the exoskeleton? How does this work?
>>
>>150037116

In FBs I believe shells are just another part to hit, animals with shells can retract into them but I don't believe FBs can.
>>
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>>150034392
>hating elves is a meme anyway
Meme's are tools, anon. When they work, you keep using them.
Seriously, though, I begrudgingly respect them for making what must be a hellish trip to come see me just for my cast off clothes. Maybe they come for the gorgeous view.
They'll live this year, but next year they better bring something better than a giant hoary marmot.

>roads
We don't do roads.
>>
>>150037615
Elves may be jerks who covet the lives of an oak more than my entire encampment, but they do have a habit of bringing me trained TIGER and LIONS.

Everyone knows nothing is more pimp, nor as rock solid a defense against thievery and invasion than a pair of lions at one's gates.
>>
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My companion hit me right in the feels today.

He was mortally wounded by a night troll and as he lay dying I decided to have a final chat with him.

I never expected an '@' on a screen to make me feel these things /dfg/.
>>
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>>150037968
>trained animals
>not even a bear
>>
>>150038903
It made a better story, but traveling away could have saved them.

>>150037615
I love the color scheme in screenshots, but I can't play with it after trying, makes me dizzy, what the hell?
>>
>>150039076
obviously I keep bears in throne room, but I've been told large cats are superior for detecting and devouring Kobolds.

I MAY have had a massive misunderstanding as to the true nature of a "drake" and created a heavily engraved menagerie full of ducks...
>>
>>150039510
>'Fuck yeah, draconic decorations here we come.'
>Weeks later.
>'Urist, what the fuck is with these ducks?'
>>
I am a Dwarf

And I'm digging a hole

Diggy diggy hole

Digging a hole

xD
>>
I've been dicking around with slade weapons in the arena through DFhack and they don't seem really good. The slade hammer weighs 80u while a regular iron hammer weighs 4u. Slade ammo like bolts/arrows weigh 30 and can't be thrown more than like 4 tiles by an expert throwing dwarf. Maybe superdwarf strength is needed to wield them effectively but other than that they seem useless. When the bolts did manage to hit the other dwarf, everytime it would just chip the bone or open an artery, nothing cool like sending they flying back
>>
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>>150036829

>The forgotten beast kicks the forgotten beast in the cephalothorax with its left second foot, tearing the fat and bruising the muscle and bruising the brain

literally ended in the first attack

what a fucking cock block
>>
Want to try out DF but only interested in Adventure mode

Started out using wiki as a guide

Left the main area had no idea what to do, walked around finding literally nothing until it got dark, killed a spook then died

Where is everything? It was just barren nothingness, I couldnt even find a rabbit

Also is focusing on rasslin' and smacking acceptable? I just want to choke people out or bunch their lungs to mush
>>
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>>150040765
Definitely need more strength for it.
>>
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>>150041937
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>>150042253
>>
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>Fey dwarf demands cloth
>...no, not that cloth
>...no... not THAT cloth
>>
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>>150042786

The twist always gets me.
>>
>>150042816
last night I had just gotten my forge up and running when some fuck decided he needed metal bars. I was actually designating the shop (a fucking clothier's shop, what?) to be unbuilt and putting the militia on standby when he started his mysterious construction.

it was a silk left mitten by the way
>>
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zombie ravens get out reeee
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So the necromancers sending an army to siege another site I found?

Apparently it's literally an army, and the best part: they're sending elf corpses to siege a forest retreat.
>>
>>150041937
no but really how do you find things in adventure mode?

it was nothing but just dirt until it became dark and then it was pain
>>
>>150047286
http://dwarffortresswiki.org/index.php/Adventure_mode
Press T to quick travel.
>>
>>150047286
God, that's deep, it's like fuckin' life man. "It was nothing but just dirt until it became dark and then it was pain."

Besides the [T]ravel stuff, there is also your [Q]uest log to see where things are.

You can [t]alk to people and inquire about troubles, they'll mention stuff like armies, abductions, beasts, bandits, criminals, vermin, and blood-chilling horror, you can ask about those subcategories and get told about one of the relevant creatures/groups/etc and then there will be an option "Ask for directions to [Where shit is]." that you'll want to use, it adds it to the [e]vents list under your [Q]uest log, letting you scroll down to the relevant entry and [z]oom to see where it is on the map.

Also: http://dwarffortresswiki.org/index.php/DF2014:Adventure_mode_quick_start
>>
>>150039107
His nervous tissue was torn, even if we'd traveled it would have killed him eventually.
>>
>badly channel a certain spot
>1 square
>cave has collapsed
>huge blast going through 6 floors
>all from 1 tile

is this normal
>>
>>150047286
You can use legends viewer to find all the good shit than travel to it in-game.
>>
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>>150050138
It is sad, but not inevitable.
>>
>>150050183
not unless ur bad
>>
>>150050996
ebic
>>
>>150050183
Everywhere a cave in hits a tile that isn't supported by a wall beneath it, it will continue for another z level. You should read this. Twice.
http://dwarffortresswiki.org/index.php/DF2014:Cave-in
>>
>>150050183
I don't know, but riddle me this:
>chop down tree on the surface
>a section of the cavern has collapsed!
>get zoomed to a point in mid air
>look around and discover it's the highest branch of the tree
>unpause
>dust cloud and all the usual elements of a cave-in the size of the entire fucking tree
>wipes out several dorfs and a third of the memorial garden, which was under it
is THIS normal? is it because it fell on a construction?
>>
>>150053771
Hard to know without seeing what was going on. It sounds like you had a construction supported by tree branches.
>>
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christ what a little bitch
>>
>>150054191
What the fuck kind of name is that?
>>
>>150054337

an orc name
>>
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>>150054191

life is 2 hard :((
>>
>>150054147
definitely did not. could there have been a dorf in the tree? it was in a designated fruit gathering zone. there wouldn't have been anything built on it (that idea has never occurred to me actually) but it overhung several memorial slabs, a moat, wall, and a shop on a lower level
>>
>>150054976
Sure, there could've been a dwarf in the tree, but that doesn't make any difference. Falling dwarves aren't cave ins. Before you cut the tree a wall, floor, stair, ramp, support, bridge, or grate had support. After you cut the tree it didn't. That's how cave ins happen.
If you're playing an old version it could be an old bug with trees' tile data not being properly cleared. The so called thermonuclear fruit bug.
>>
>>150055782
nope, current version. the 'cave-in' also sourced at the very apex of the tree.
>>
So how pimping can I get my adv mode sites without changing to fort mode? Are we talking small ass bitch cabin or nightclub tavern with hoes all up in my dick?
>>
>>150056097
Well, I found this. http://bay12games.com/dwarves/mantisbt/view.php?id=9479
If you're sure you didn't make a mistake upload a save there.
>>
>>150057132
>says the trees are not connected to anything. mine was rooted just fine, and it happened after a designated cut job. I'll try and reproduce.
>>
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>>150057072
>>
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>when your militia commander gets his head kicked off by a FB
>>
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I wonder if in fortress mode knowledge/secrets will be something you can trade.

Tell the elves you'll give them this fortune's worth of mugs on the house for tips/a written complete guide on tiger domestication.

Make all of dwarf-kind vow to destroy your fortress and all within it by handing out copies of "Steel Production for Humans". Sparking a world-wide effort to destroy all copies of the tome and any human who memorized its secrets.
>>
>>150059273
>assign all goblin petitioners as scribes and scholars
>disseminate goblin literature to the mountainhome caravans
>advance worldgen 100 years
>migrants with the baby snatcher profession are as common as soap makers
buying the knowledge to tame exotic creatures like Dralthas for war and hunting would also be rad
>>
>>150057072
>you can only build with wood
Not very.
I guess you could go to the nearest fort and try to find some gold or platinum furniture that isn't nailed down.
>>
>>150059262
So close to going through the gap in the walls.
>>
>>150059273
>Cavern people's reworked
>Establish peaceful contact and trade
>Assimilate/'merge' the fort and tribe
>Fort begins to pump out books for cavern plant farming, cavern creature domestication, and survival guides.
>Cavern people slowly spread knowledge of smelting by word of mouth
>other cavern tribes of the same race start to wield crude copper weapons
>>
Is there any way to increase the rate of sieges? I fucking love fending off waves of enemies in increasingly humongous waves.

Is there an option in the d_init text I missed or a trick in the game itself?
>>
>>150060556
export tons of high value shit, essentially. encrust all trade goods with gems, sell high value armor, etc.
of course, you should make sure you have gobbo neighbors. or if you're not getting them at your current fort and want to, just keep killing all the elven caravans. eventually they'll get pissed off and declare war.
>>
>>150060556

Embark closer to gobbos I guess, seemingly in this version if you're even remotely close to a tower you'll get a lot of necromancer sieges too.
>>
>>150060802
>>150060837
Can do, is there a way to lower the population requirement as well? I heard you need to get at least 60 dorfs before a siege becomes available.
>>
>>150060918
I've been besieged with like ten dwarves in the current version but that was necromancers. dunno what rules the gobs work on or if they're even different per civ.
>>
>>150060918

I believe you can modify the requirements in the entity file, not sure what to change off the top of my head as last time I did this was a few versions back when sieges would never show up.
>>
>>150060918
http://dwarffortresswiki.org/index.php/DF2014:Entity_token#PROGRESS_TRIGGER_POPULATION
Enjoy.
>>
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>come back to DF after a while
>neat adventurers have bone crafting and can specify the image
>murder some stray cats while training combat skills
>butcher two and make a figurine out of the bones
>pic related
>very next thing I do is wrestle another cat and bash apart a different cat's head with that cat figurine
Shit I kinda forgot how much variety this game had.
>>
>>150061586
Cheers m8, lots of goodies there.
>>
This seems comfy, but the world is being swallowed in darkness and dragons. Is it right to let civilization flounder while I cling to an arctic volcano.
Perhaps /dfg/ can suggest a strategic place to bring the fight to the undead hordes, goblin invasions and monster menace?
>>
>>150062336
Embark right in the middle of them, then kill everything that comes close to you.
>>
learning how to play DF. How deep do i dig?
>>
>>150062657
Deep.
There is no such thing as too deep, so the answer is simply "Deep."
>>
>>150062657
You're thinking the wrong way dude, light up a doobie and mine the sky brah.
>>
Any ideas lads? Want to go full metal production but I don't want to accidentally flood myself with fun.

Never played with a volcano before so this is a learning experience.
>>
I still hope there'll be an official, miasma-spewing wyvren mega/semimega. Not that mods wouldn't be able to make one.
>>
>>150062657
If you still have somewhere to stand you haven't gone deep enough.
>>
>>150063931
Resist the urge to dig straight into the side of the tube.

DO IT, DELICIOUS DRINKS AWAIT!
>>
>>150063931

DIG INTO IT HAHAHAHA
>>
>>150062657
Learn in steps
1. Basics
2. Subterranean Agriculture
3. Metal Industry
4. Military
>>
>decide to pick up this game for no reason
>it's literally 80% text and 20% little flashing squares
>fucking boring but whatever, I'll play for a bit
>4 hours later
>addicted

I was not ready for this
>>
>>150064445
if your squares are flashing you're in for a bad time
>>
>>150063931
Construct a hatch/floodgate system to flood a prepared room. Floor over the room and make holes/place workshops as needed
>>
>>150063931
How do you get volcanos with large open spots of ground around them like that rather than just multiple levels of literally no space/sheer cliffs
>>
>>150064731

In my experience try looking for areas on embark with sheer cliffs and 1's with the uh, elevation view
>>
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>new outsider drops into a town
>some fucking goblins trolling around
>sneak into one of the farmer buildings
>nigger goblin pikeman is demanding some farmer guy drops his bag of leeks or some shit
>finally, an opportunity to save the day!
>assume the farmers would help
>start attacking the goblin
>all 4 townspeople just chill while me and this goblin stab each other
>both my hands and legs got fucked
>after I had scratched away all his clothes and ruined his internal organs with bites and scratches, he fell unconscious from over-exertion
>strangled the fucker
>mfw my everything is mangled
>mfw these townspeople are covered in blood and gore
>mfw I can't even pick up shit to eat
>mfw that fucking farmer went along with the goblins demands and dropped the bag of leeks
I figured by now the townspeople would help fight against shit that is robbing/threatening them if it's engaged, but apparently not.
>>
>>150062657
the more you dig, the more you learn, and the more fun you have.
>>
>Create a new world just to practice stuff like working with rivers so I don't flood a real fortress
>Prepare to embark
>No anvils or picks available
How do I delete a world?
>>
>>150067372
change civ
>>
>>150064445
>only 4 hours in and his squares are flashing
not gonna make it
>>
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>>150067372
>How do I delete a world?
All of them are stored in a folder called "system32". If you delete it, you'll clear all the active saves.
>>
>>150068294
Thanks, I did this and it worked
>>
Where do I find the entity files in the games data?
>>
>>150069493

raw>objects>entity_default.txt
>>
>>150069493

for a specific save..
data>save>region you wanna edit>raw>objects>entity_default.txt
>>
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>>150065964
Some will, it depends on how the scene gets escalated, their personalities, and so forth. I've gotten lynch mobs together before by jacking weapons from bandits and giving them to nearby civvies.
>>
>>150069716

what mods ya using? is that a hauberk?

>The Problematic Desert
lol'd
>>
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Trying to melt water from the caverns that was leaking into the drained volcano tube but froze since it's a glacier, been staggering it so the water flows under/over magma to keep it liquid so I can end up dropping it on a lava flow to get rid of it after making a waterfall, my tip when fucking with volcanos and ice? Save before you try something new so you can kill the process and figure out what went wrong, cause it's gonna go wrong a lot.

>>150069818
Oh, yeah, mail shirts are close enough to hauberk that it bugs me less to just rename them, same with greaves > upper greaves, high boots > lower greaves.
>>
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It took a good while, but now my cliffside temple is finally complete, with doors and everything.

Now I just have to make the rest of the furnishing, assign some activity areas, and then I'm done. My next step after that will be to create a local gov, claim the site and then pay tribute to my queen back home.

At least roleplay-wise, this will make my hard built site the first colony in a previously uninhabited land.
>>
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>need to quickly draft someone as a militia captain to be able to draft new members to the squad
>grab the first bard so that no one gets sad when he dies
>heck him out some time after the siege has ended
>goblin
>>
Nether cap is a magma safe material when used in building components, but what if I want to haul magma with a minecart? Will a nether cap minecart survive being submerged in magma and the hauling?
>>
>>150072860
"This fixed temperature makes nether-cap wood magma-safe, except that nether-cap wood items dumped into magma are destroyed."
>>
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Man there's something interesting about watching civilizations rise and fall in world gen.
>>
>>150073320
Indeed.

>>150071873
Don't forget you can assign your companions their own rooms with zones.
>>
>>150073446
I didn't know that. How? I though you could only assign meeting halls and "locations" in adventure mode.
>>
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Just finished up furnishing the main hall, in which the master of the temple(me) can chill with his/her disciples.
>>
>>150074374
main hall of the cliff temple i presume?
it is kinda small for a MAIN hall ina a normal fort
>>
Can I build a floodgate over a carved track?
>>
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>>150074910
It's my adventurer cliff temple. I don't count on getting a population larger than four(that's how many bedrooms there are), including myself.

Here's how the standard bedroom looks. My companions' rooms look just the same as mine. Eventually, there will also be chairs and tables in each one of them.
>>
>>150064283
>1. Basics
>2. Subterranean Agriculture
>3. Metal Industry
>4. Military
5. Optimization
>>
>>150073630
Go into the zones menu and hit [a]ssign, it'll let you pick your companions and they'll actually prefer to hang in their zones.
>>
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>>150075682
Nice, thanks. Will this stop them from appearing in random places on the site everytime I leave them there and return?
>>
>>150075312
oh ok, that's p impressive anon
can you get a screenshot of the whole thing again with the newest progress?
>>
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>>150076313
Finally claimed it.

>>150076470
The whole thing? That'd be pretty hard, considering it's several levels tall. Hopefully, DFHack is soon updated for the current version, so I can use AV or stonesense.
>>
>>150076313
Yeah, it makes them linger in those zones and just randomly wander around as they feel like it instead of being anywhere in the camp.
>>
>>150076789
So can assign them to multiple zones, and they'll wander between them? Cool.
>>
>>150077283
Nah, just one zone per buddy.
>>
Two unrelated questions.

Where can I find fertility values in the raws of a creature?

Where can I find cool maps of Dwarf Fortress worlds but like drawn all fancy by artists and stuff?
>>
>>150077845
I think child/egg laying rate

cartographer's guild
>>
>>150077912
That did it, thanks for the info.
>>
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I did it lads! I genned a world with no elves! Unfortunately the next biggest scum is currently on a warpath, barrelling straight to the dwarven mountains. I guess it's time to do my best to wipe them out, huh?
>>
I just realized the reason some people think the new version is much more lethal is because they're silly shits who leave hospitals on during fights, and as a result their dorf gets hurt a little and lay down to die in the middle of the battlefield.
>>
>>150078959
huh I never knew that was a thing, makes sense though I guess
>>
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>>150078959
You can punch someone in the face hard enough that their head spins around and flies off.

LITERALLY.
>>
>>150081761
"The game isn't much more lethal" and "in the most absurd and improbable of matchups, instead of killing someone in one hit, you can kill someone in one hit... gruesomely."

I'd definitely rate it as much less lethal than in, say, .34.11, in which I could very easily take a short sword from a goblin and start stabbing them through their iron helmets for instant death each time, and in which essentially any crossbow hit would splinter bone and cripple you, if not send you unconscious.
>>
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>no flux
>>
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>>150084557
>only metal is silver
>>
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>>
>>150084961
just hope you get no nightcreatures that are immune to crushing.
>>
>>150085463
>nightcreatures that are immune to crushing

Like what?

only thing I can think of that'd be a problem are inorganics made of tougher substances than steel
>>
>>150085634

undead weasels apparently can't be blunted.. not sure if it's related to a mod I'm running
>>
>>150084557
>>150084961
>iron
>marble
>lignite
>kaolinite
>kimberlite with diamonds
>>
>>150084961
>embark has multiple biomes
>all have metal
>it's just galena in all of them
seems like I was "lead" to false conclusions haha
>>
>>150086210
No, that's 100% vanilla bullshit.

>>150085634
Unless you're modding there aren't inorganics tougher than steel. Adamantine and slade aren't valid materials for procedurally genned creatures.
>>
>>150086502
Sorry, meant tougher than silver.
>>
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>>150082245
Eh, they had hitpoints then, they have to be damaged according to their properties now.
>>
>>150087701
What in my post referred to animated corpses?
>>
>>150082245
I wouldn't say "much", but yeah. The .40 bolt changes and skull adjustments and the recent pain tweak have made combat today less lethal than 34.11 on balance. I wouldn't say it's a very large balance, though. For very skilled players the bulk of combat in fort or adventure mode is going to take place with highly skilled combatants who are rarely in much danger anyway. Less skilled players might survive 1/10 conflicts that would have killed them in 34.11, but for the most part if you would've died in situation x in 34.11 you'll probably die in that situation in .43.05 as well.
>>
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This camp was the most technically challenging project I've undertaken yet.

I set it up while the magma was collapsing and then started looking at the shape and surroundings, noticed the ice wall where the cavern lake froze as it started to drain into the volcano, and decided I wanted to see if I could do another mist-generator inside a volcano trick.

Putting walls up in the right spots and setting a cup (walled off 4x4 with 2x2 flooring in the middle) of magma over the edge of the ice wall melted it as I hoped, but it freezes the instant it gets away from a floor or ceiling with magma on the other side.

Fuck.

Finally figured out a route that I could use to get it working, fucked it up (don't try to use a floor plug to seal up a mist generator in a freezing biome, deconstructing the floor leaves an indestructible ice floor) and had to use controlled cave-in pistoning to extend the feeds to fix that.

Then decided to put little bunk beds with stepladders on nooks in the wall. :D

>>150088007
Creatures had something akin to hitpoints and such as late as 34.11 as I recall, and zombies had nothing but hitpoints, while creatures had vital bits you could damage to kill them, making zombies awful to handle.

Now you've gotta overcome the physical properties of the target, armor is no longer indestructible, and joints get fucked up by impacts.

As late as 42.xx I could slap on a full set of candy armor and just lay down in a pile of literally anything and take a nap, and they could never do shit besides clip off a nose or knock out teeth.

Now, even if your armor is completely shrugging off any attacks, you'll get your joints and shit mangled and broken, internal damage transferred, and npcs will start trying to pull off your helmet to cave in your skull.
>>
Anyone could pass me some decent regions, all I do in the game is just create worlds and then delete it.....
>>
>>150089164
don't forget the removing helms thing, that changes survivability of your dwarvs in dorf mode, less in adventure mode
>>
>>150089365
Undead were the only creatures in 34.11 that had hitpoints, unless you mean in the sense cumulative damage to body part tissue layers (I guess that's sort of a hit point system), which is still in use today.
You're not wrong about armor being less effective, but armor has never been the primary means of damage mitigation in DF. Most players won't have a full suit of adamantine in adv mode, and not many soldiers in fort mode will either. Shields, dodges and parries still stop 100% of an attack and are responsible for a lot more damage mitigation than armor. A soldier in full steel who took a hit from a copper mace before joint damage would still stand a good chance of being crippled or killed by it; the biggest effect that joint damage has had as far as I can tell is to workaround the issue of the AI not being able to deal with excessively durable skulls. Which problem, incidentally, made combat harder for fort mode players who weren't very savvy military managers.
>>
>there will never be a mod that combines benesis+fallout+MWDF while stripping all the bloat
>>
>>150089813
I've played consistently since before skull thickness went up, and the only time I ever saw creatures stuck hitting another creature in the head and unable to kill it was with large wildlife. Who, obviously, weren't wearing helmets. I've heard of issues with GCS attacking helmeted creatures' heads interminably, but I never saw it. The core issue, that large creatures' skull thickness makes them improbably likely to survive weeks or months of constant blows to the head, isn't treated by that. I have literally never seen a creature with a weapon fail to kill another unconcious creature with head shots, helmet or no.
>>
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In the lon-abandoned dwarf fortress Wheelgloves, founded in 47 and ruined in 59, a serious battle is about to go down.In the first corner, we have Zas Itondakas, the founder and leader of a a monumental cliffside temple in a desolate corner of a mountainlake. In the other corner we have Aco Ataaco Dazethomo Ag, a forgotten beast in the shape of a huge crocodile.

As you can see, I've left the temple and returned to civilisation. I have two objectives:
>1. Slay a forgotten beast in order to impress my two followers(which I left at the temple) and make them join my group.
>2. Visit the capital and pay tribute to the dwarven queen, Eral Chamberchance.

As you can see, I'm about to complete the first objective, having confronted Aco in the abandoned forge room of Wheelgloves.
>>
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>>150090635
I mean things had a general sort of damage tracker and then vital organs in there too, where now there is no general damage tracking, just the component body parts and connections.

With the materials I used for my dorfs I was literally invulnerable, nude or armored, it took ridiculously lucky strikes from huge ass demons or weapon lords with kickass weapons or random bullshit (got kicked in the neck once and ended up tearing the nervous tissue) so even though I could go without armor and often did, I still wore it just in case, now that shit is necessary, no more can you just mindlessly autowrestle megabeasts for skillups, you wind up getting crippled just trying it with semimegabeasts now, and your armor gets fucked up at the worst time.

>>150089756
Try this: http://pastebin.com/m77d0aMM
>>
>>150091607
>I mean things had a general sort of damage tracker
They didn't, that was just undead. Damage then worked the same as it does today, excepting the changes we've been discussing with skull thickness, pain receptors, and joints.

Players who aren't playing modded superadventurers would already die in those situations even in full armor. Megas, FBs, titans, and the larger semimegas could even pop heads through adamantine helms due to the way damage dispersion works.
>>
>it's a casual DFg players discuss the mechanics episode
>>
i just had a giant bear visit my fort. it got injured by a hunter dwarf and made unconscious, and then for some reason everyone who saw the thing decided to beat its shit in, but they couldn't actually injure it in hand to hand so they all fell unconscious around the bear from fatigue. i assigned my marksdwarves to finish it off but apparently they suck ass and wasted like 150 iron bolts not killing it, and then engaging it in melee with wood crossbows, and then falling unconscious around the bear with like 10 other herbalist/wood burners outside. i had to make a one man squad with a legendary copper warhammer just to free my 15 or so dwarfs from killing themselves with over exersion.
>>
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>>150092941
>it's a new players make up shit that isn't there to fill in the gaps in their knowledge of the game, and then spread the misinfo to more experienced players episode
>>
>>150093332
>I'm more experienced than someone who has played since 2d

Sure you are kiddo.
>>
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>generating multiple worlds for like 7 hours straight
>they all suck
I JUST WANT TO PLAY THE FUCKING GAME
>>
>>150093458
I do wish that, rather than trying to find the appropriate conditions in a generated world, you could just generate a world with the appropriate conditions.
>>
>>150092941
>>150093332
>It's a greentext snarky shitposts instead of joining the conversation episode.
>>
>>150093458
>>150093573
http://www.bay12forums.com/smf/?topic=57428.0
>>
>>150093439
Wut.

I wasn't even talking about anyone in particular. Calm down bud.
>>
>>150093764
>I'm a complete faggot who assumes I know things and gets BTFO
>w-w-w-w-well I wasn't even talking to (you) just the other guy I was having my inana conversation with about muh hitpoijnts and joint damage being changed

If you weren't a completely retarded faggot you'd know the current re-implementation of undead damage functionality is essentially the same as it was in .32, albeit with pulping.
>>
>>150089164
A perfectly normal situation in .34.11 is, you walk into a room in a dungeon/crypt/sewer, somebody shoots you with a crossbow bolt, you pass out and die. If you don't, the bolt still probably sends you to the ground, crippling your speed (which in that case, is per action). Zombies are obscenely powerful, resulting in a skeletal hand being perfectly capable of punching straight through your armor, chipping your bone, and knocking you unconscious.

Really, those were the two main nearly unavoidable things.

It is however much harder for a God character to simply steam roll through, say, goblins, in my opinion.
>>
>>150059273
What is the context on that image?
>>
>>150089365

I would, 100% of the time, prefer to take on the +30% str new zombies, rather than the x3str +1000 old zombies. I will have to take your word that old zombies can't punch through candy and that it can stop crossbow bolts.
>>
>>150090934
>dat feel when you're too lazy to make your own mods
>dat feel when you're also too lazy to paste other people's mods together despite it being 1000x easier
>dat feel when you're too lazy to go to the bathroom to piss anymore so you use a pee bottle
>>
>>150093986
You're right about bolts, they were murder until you got your shield skill in accomplished+ range and could stop them reliably. You're absolutely ass backwards wrong about zombies, though. They were absurdly easy to kill in .34.11. They got buggily powerful in .40.
>>
>>150092393
Damage isn't EXACTLY the same nowadays. but yeah.

I find the direct impact to have been greatly weakened in .40 (as I said earlier, I used to be able to casually one shot goblins through their iron helmets with iron short swords with every hit).
>>
>>150094345
>tfw actually a modder who lost the creative spark
>>
>>150094406
That would be why I was comparing today's mostly comic relief zombies to .34.11's punch through your armor and shatter your bones zombies, not the husk-lites with few drawbacks of .40.
>>
>>150094345
>dat feel when you're also too lazy to paste other people's mods together
But doing that would entitle you to donations and sponsored vacations.
>>
>>150094804
Masterwork's a lot more than the pasted together mods.
>>
>>150094962
Yeah, it's alot of people unironically giving Meph the rights to distribute their mods while getting jack shit in return.
>>
>>150092393
You're probably right about the hp, actually, I only played a bit of 34.11 to check out some of the differences, so that's probably bad info I've been hauling around.

My point about the godmode stuff was that I can get hurt now, so at least on the upper end of the way combat calculations are resolved, it's much more lethal, and anything that wails on a suit of armor long enough is going to wear it out now, where before there had to be a certain strength/size or material advantage or both.

>>150093986
The pain thing was also present for a bit in 40.xx during some of the balancing, and god my first experience with the railgun era crossbows was horrifying.

>being worried about someone shooting you with just one bolt

>>150094230
Oh yeah, new zombies are waaaaaaay less nasty than they used to be.
>>
Humans are actually worse than elves when trading holy crap.
>Elves will accept a trade when they get at least some profit and you can just sell them crappy bone crafts
>Humans want 100+ profit otherwise they just leave like the bitches they are
>>
>crow woman crossbowman has been hovering outside the fort for the better part of a year
>apparently "coming to visit" but has never entered the fort
even built a staircase up to her and she just flew off and hovered somewhere else
>>
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running LNP 0.11/43.03, i've got my entire fort fighting an undead Warthog Head and they can't destroy it. i've got like two weeks of combat log like this

please tell me why ten dwarves armed with iron maces can't crush a bone skull and how i can fix that
>>
>>150095537
Blunt weapons largely suck against big foes. Spears are ideal.
>>
>>150095731

piercing against an undead warthog that's nothing but a skull?
>>
>>150095731
Axes are still the best weapon all around.
>>
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I think the funniest thing in modern DF is sexually arousing NPCs and hearing them say "I am very aroused!" or "I'm feeling randy!"
>>
>>150095537
If the attack glance off, it sounds to me like they are not stronk enough. Also give them a silver hammer or a whip, that ought to do it.
>>
>>150095815
Its a head, with skin and fat.

And yes, if you want to break apart a gigantic skull, you probably want to focus on a single point. Possibly even use a pick (disable mining labor from pick armed soldiers)
>>
>>150096457

i've got miners and woodcutters in there. it ain't working.
>>
>>150096457
I'm not sure spears can even do that anymore.
>>
>>150096132
is it in an out-of-place voice over?
https://www.youtube.com/watch?v=IwljKo0yeoA
>>
>>150096613
Why exactly would miners and woodcutters, who will absolutely never use pickaxes and axes in battle, help against something maces won't? Like why would you even think for a moment that sending unarmed guys to fight giant zombies would be an effective way of handling it?
>>
>>150096736
They absolutely can. Against very thick skulls I'm inclined to think small target area penetration attacks are very effective.
>>
>>150096938

you can literally see the woodcutter chop at the head in the log. fourth entry.
>>
>>150097072
Pull up a bronze titan and poke it in the head a bunch and tell me what happens
>>
>>150097212
That's great then. I've always seen them steadfastly refuse to fight using their tools.
>>
>>150097220
As soon as bronze titans have skulls I will (;
>>
>>150097418
That's why you have to disable their labor if you want them to be effective
>>
>>150097737
The entire head is a skull. Hence why I challenge you to break it up with a piercing attack. As oppose dto an axe, whihc generally always mangles such creature's heads because it has large edge+mass+attack speed.
>>
>>150097945
>The entire head is a skull.

It is not.
>>
So if a dorf has an infection, exactly how does it kill them? Does it become necrotic after awhile and thus can be excised by a chief medical dwarf? Or do they just collapse dead after awhile?
>>
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what do?
>>
>>150100745

Depends on whether you want to make use of a guy who is ignored by animals and by undead.
>>
>>150095537
It's a bug. A grand old bug. So old it only has 3 digits.
http://bay12games.com/dwarves/mantisbt/view.php?id=787
Related, probably duplicates:
http://bay12games.com/dwarves/mantisbt/view.php?id=5356
http://bay12games.com/dwarves/mantisbt/view.php?id=8536

>how I can fix that
You can't. Remove everyone from the military and set a civ alert burrow somewhere with no LoS to the head. Deploy magma, an atom smasher, or cage traps+cave-ins as convenient.
>>
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>>150100840
i made my soldiers attack him. pretty poor idea on a loss of life scale, but it was pretty cool. killed like 5 people and maimed more before he died.
>>
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>>150100913

thanks for the actually correct advice. i ended up working around it by first restricting everyone to burrows, which ended up locking them in a No Job state, and then retiring and resettling the fort to fix that

now i've got a fort with 40 legendary observers from them dogpiling the skull, but hey aside from losing my work orders everything's fine

this fucking game, i swear
>>
>>150101857
Well, that's one use.

I would have just locked him up somewhere, and if I wanted vampire dorfs, maybe cut him up or subject him to spear traps around water, now that you can send vampire dorfs to drink booze in a tavern.
>>
So...I never used dfhack before
Can I use it to give my starter dwarves novice in reading? Im doing a huge library where I plan to eventually store all the books in the world, but I forgot to give them the points in reading while embarking
>>
>>150105703
I think gui/gm-unit has a skill editor.
>>
>>150105703
In fort mode you don't need the reading skill to read, if that's your concern.
>>
>>150107736
wat
But how will they read?
>>
>>150107997

very carefully
>>
>>150107997
By smell.
>>
>>150062657
as deep as you want
just watch out for clowns
>>
Thats its i am done


fuck Markmanship training its impossible and just a myth

ive tried and followed the wiki but i still cant get those dwarfs to shoot at the target
>>
>>150109646
>>150109837
sassynes apart, everyone in my fortress can read without having the reader ability?sounds odd
>>
>>150112951
you checked their ammo assignments, ammo availability, etc. too?
and bear in mind that only one dwarf will train at each target at a time, so if most of them are just fucking around in their barracks instead of shooting, that's the reason
>>
>>150112951
they don't need to be accurate when you have enough of them. wood crossbows with wood bolts, snipe those necks between armour pieces with a giant cloud.
>>
>>150114624


Ohhh righty i have to check the ammo, thought that would be auto added if the equipped a crossbow
>>
Were hydras buffed in .43? I remember Hydra's not being a big deal as they only attacked with one head, but now all 7 heads attack at once. Is it worth trying to tame 1 for shits and giggles?
>>
So I have no metal to make weapons at my fort.

Been digging for ages and only nickle and gold.


My soldiers are highly skilled shield users because they refused to equip their training weapons
Is it still possible to mod my world so that I can produce stone weapons or will i need to make a new world for that?


I want to keep my fort but how the fuck should I keep on without weapon materials?
>>
>>150116462

there's always traps, i guess
>>
>>150116462
crossbows, or trade
>>
>>150115287
>fairly dangerous sounding fleshy FB with deadly dust in caverns
>round the corner, into LOS of my (low-skill) militia squads, certain to kill them all
>20 bolts fly and kill it instantly
feels pretty amazing
>>
I'm playing the OldGenesis mod and for some reason my civ amount can't go past 50 before being rejected by worldgen, even when not using advanced parameters. What's going on?
>>
>>150118491
are you using anything else?
>>
>>150119047
Nope, nothing else. I did modify the Dusk Elf raws a bit to make them less fertile but I don't think that would really affect anything.
>>
>>150116462
make it a culture

have your first dorfs be marksdwarves
and then use goblinite weapons, just the loot
>>
>>150120784
or abstain from all metal gear
gold and nickel are for decoration only

see if you can make a functioning military with leather/bone/shell armour and bone/obsidian weapons
>>
i've got a herd of Distracted sheep. is it because they're in the same room as the butchery/tanner?
>>
>>150124319
interesting thought, maybe. my first guess would be that they want to be allowed to wander for a while, maybe you could put them in a larger pasture or something
>>
>>150124620

it's pretty huge, ~900 tiles
>>
>>150124714
well I can't claim to understand animal psychology in DF. I've had hunters' dogs start getting "distracted" for no discernible reason after years of happily running around and playing with their master
>>
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>>150123438
>abstain from all metal gear
>>
>>150126739

we will dig for adamantine and create a weapon to surpass metal gear
>>
>>150116426
Not sure if it was .43, but with the combat revamp they got the multiattack thing.

And the answer is "probably not." It will be obliterated by goblins, but is quite capable of reverting to a feral state and killing bunches of dorfs.
>>
>>150126935
Metal Gear?!
>>
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>>150127523
>*hand gesture*
>>
what's a good way of handling my dwarves' severed body parts? just dump that shit in the pit?
>>
>New embark
>Native gold literally everywhere

How fucked am I guys?
>>
alim mobstyle, human bard
breaches a cavern layer with bismuthinite pipes in one hand and a pick in the other
sees life as unfair and doesn't mind it that way
>>
>>150130893

dig around it, i guess. it'll make for some really fancy wall engravings later
>>
>>150131023
When I mean everywhere, I mean literally everywhere. Like, I can't avoid it everywhere.
>>
>>150131189

when you're that rich it's time to get cheap - it might be soft but goblins still can't dig through golden walls

also screenshot please
>>
>novice at DF
>Forgotten beast spawns in a cavern, its a fuckin twin tailed fat dinosaur
>want to kill it
> dig into cavern, disregard the flashing blue
>mines get instantly flooded and wipes my squad out
I really dont know what i expected
>>
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dentist labor when?
>>
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>>150131518
The gold seam through the main hallway runs down through the map it seems.

Normally I would get similar amounts of hematite or tetrahedrite.
>>
>>150131875
Press Tab.
>>
>>150132043
Why? It doesn't show you much else on the map.
>>
>>150131649
Water is a vengeful mistress.
Just now
>Starting new Fortress
>Do it in biome that freezes half the year
>Start stockpiling water
>Year 1: Near the end of winter, river is still frozen
>Dwarves start dying left and right from dehydration, to be expected, wasn't fast enough in the stock pile building
>only now do I realize that in my great effort to lay the foundation for my future, magnificent plumbing system that would fill in the summer and feed the fortress in the winter; I've completely forgot to actually tell my Still to make drinks
>>
>>150132216
That minimap is useless.
>>
>>150131770
at the same time as psychiatrist is added
probably never
>>
>>150132493
I already have, I just pressed tab before I took the screenshot by accident and couldn't be bothered to switch it off before taking the screenshot.
>>
consoler is already in, anon
>>
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>>150133094
>>150132580

forgot mah quote
>>
>>150131649
Sounds like it went pretty good.
>>
>>150130854
>'What's going on over here? Nothing, just, stand back some, don't want the magma mist to hit you guys.' >>150058273
>>
>>150133432
it was fun
>>
is this game more or less trendy to play now then it was 4 years ago.
>>
>>150133948
probably less "trendy" in that the popularity of boatmurdered and the "DF is HAAARD" meme are on the wane, but I doubt that means there are fewer serious players
>>
>>150133948
>Dwarf fortress
>trendy
>>
>>150133286
Bah, doesn't do anything remarcable
I just want a medical job that involves the chance of healimg insane dwarves, and restore a bit of stress for sane people
What more stuff could they do?
>>
>>150134526
Can you play it on a smartphone in AR where you have to chase your dorfs around to keep them from walking off of cliffs, in the process walking off of on yourself?

No? Then it ain't trendy.
>>
>>150134792

pacifier is already in, anon
>>
>>150135141
>giant steel lyrebird with deadly dust appears from a manhole
>you have to flee the city and can't go back if you want to continue your game
>>
fucking weremoose
>>
>>150135423
what does it do?
I never really got to the social abilities, they all seem the same babble to me
>>
If a miner likes iron and likes picks, will he be doubly happy about mining with an iron pick?
>>
>>150135141
>>150135141
>he isn't playing pokedwarf go
>not visiting magmastops with your friends
>not trying catch rare urists by throwing rumballs at them
>not increasing their beard power with plump candies
>not evolving your pokedwarves into legendary potash makers
>not capturing fortresses for team catten

Do you hate fun? Or are you just afraid of the next evolution in gaming?
>>
>>150134792
>>150135709
Pacifier and consoler are both used by the mayor when holding meetings with angry dwarves. They supposedly affect the magnitude of stress reduction from the "yelling at" thought or "crying on the shoulder of" thought, respectively. I don't know that it's ever been proven that they affect the outcome, but those skills are definitely trained by the mayor in those meetings.
>>
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it's been a fun year
>>
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>>150095290
she's STILL here
anyone encountered this bug before? can't find anything on the bug tracker, and I'm thinking I've somehow fucked up here. do flying visitors path underground differently or something? is there a strange behaviour pattern common to animal people visitors?
>>
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Do you usually find dwarves whose description really matches people or entities you know irl?
Post em'

>dislikes merchants
>dislikes those different from him
etc.
>>
>>150136345
Maybe? Item and material preferences affect how dwarves percieve room value for the purpose of determining how nice their assigned rooms are. Now that they can get happy thoughts for acquiring and equipping nice stuff, it might affect how valuable they see the pick as being when they equip it. Just using the pick won't give them the happy thought, though. The thought will happen once when they equip the pick, and they don't need a pick preference to have it.
>>
>>150138573
> forgotten beast with deadly dust that causes blisters and melts dwarves' bones after long enough
> made from pitchblende
some day, lead will have a real purpose
>>
>>150138785
>can't find anything on the bug tracker
I don't believe that you actually tried.
http://bay12games.com/dwarves/mantisbt/view.php?id=9382
>>
>>150139779

nuclear reactions when
>>
what if we are Armok guys?
>>
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>>150135548

n-no

not again
>>
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>>150143278

well that wasn't even fair
>>
Is adventure mode objectively more fun than fortress mode?
>>
>>150144404
Nothing about fun is objective. But no, fort mode is objectively more fun.
>>
>>150143837
You got lucky, it's not uncommon to have a sleight were-beast that dies in a few shots from a marksman, but if you are beset by one werebeast you will soon be beset by plenty.

build that wall and drawbridge, and for good measure make an emergency mass grave for 3/4's of your population. If a mother gets infects she likes to bite her infant and throw it clear of the fighting, where it will hide until the next moon and bite all the other children...

Trust me, I've seen it...
>It is terrifying.
>>
>>150144404
It will be when peasantRP is a viable thing (IE farming and owning a home in town.)

Also boats
>>
Are graphic sets recommended for new players?
>>
>>150145337

they're recommended to anyone without a mental illness
>>
>10
>>
>>150139945
ignored that because it definitely wasn't tree-related, but the one it links to (that old flyers bug that I was sure had been fixed) is as likely culprit as any, I guess. cheers
>>
>>150147728
>10
>>
>>150145337
Play with whatever you want. It's cosmetic. No one else can tell you what your preference is.

>>150147995
I expect that the bit with the tree is incidental, and probably not the cause of the bug. Would be worth adding your save anyway, if it needs a separate report a moderator will say so. Eventually. Maybe.
>>
>>150145337
certain graphic sets allows you to dig plebbo
>>
>>150152894
>allows you to dig plebbo
Is it magma safe? Can't find it on the wiki.
>>
>>150153623
well, it's safe
>>
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now if only I could get more than 3fps in this fortress
>>
>>150155327
Jesus christ. How do blunt weapons rank now that the whole "damage adjacent body parts" thing got added?
>>
>>150155526
pretty good from what I've seen, though I haven't really used edged weapons yet and when I do I usually just use a dagger for shanking anyway

they pretty much always smash some bone or ligament from an attached part if the enemy isn't on the same tile... then again I am playing a rhino man so the added size probably doesn't hurt
>>
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>>150155526
>>
>>150155826
>>150156061
Noice.
I typically go two-handed swords for my adventurers but I'll have to check out a maul soon
>>
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>>150156138
I like mauls, you just need the size to wield them 1 handed
>>
>>150144404
Fort mode is more powerful but more limited in scope, adventure mode is much more open ended, but your options aren't nearly as deep as in a fortress (without dfhack/advfort), legends mode is too deep but really fucking hard to access the information contained within.

Interestingly, storytelling allows you to access most of the info from legends mode once you encounter links to it.
>>
>>150157046
Though, the potential in camps and other small sites is huge. Being able to build different stuff, use stone, dig, and actually have the site properly added to the site awareness for visitors/sieges/etc will be amazing.
>>
>>150157046
yeah, Toady has confirmed that in the future, fort mode will allow more contact with the world and adv mode will have more things to do
>>
fuck off page 10
>>
>>150094137
I don't know for sure but given the art style and content it might be a Chick Tract or a parody of a Chick Tract
>>
So I got a fort started, have neighbors of all kinds, but 3 seasons in I've yet to see a migrant wave. I thought they were hardcoded and I'd get them no matter what, but I've never gone this long without migrants.
>>
>>150160984
As I typed that I got a wave. It had 6 dwarves. 5 were kids.

Fuck. I'm already short staffed. Had a dorf cut down a tree and get its entire right side mangled by falling fruit or logs or some shit god damn.
>>
>>150161225
throw any younger than 10 down the caves

always useful
>>
>>150162617

>Second wave comes in less than 2 months later
>5 dwarves 3 kids

I'm gonna fucking kill something.
>>
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>Haven't played in months
>Have to relearn a bunch because shit memory
>Can't even remember how to irrigate properly
>This happens at least twice a year with various core mechanics

I feel bad for the countless dorfs I've inadvertently led to their deaths under these circumstances.
>>
How do I stop animals from starving to death?
>>
I can't wait for crime/punishment and a way to pull punches so errant hits to the gut don't elevate street fights to No Quarter all the time.
>>
>>150164350

give them some grass to munch on
>>
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Taffer made a neat Moscow variant, Comrades!

>>150163709
>irrigation
>months
>wut

43.05 and like years of versions before it only need irrigation if you have stone and want to muddy it up for farming.
>>
>>150164937
I always do underground farms for added safety for my farmers, and I always end up in an embark spot where I'm forced to muddy the stone.

Overall I'm not very knowledgeable with the game, as my post probably let on. I never stick to it long enough to retain much, I usually get to the first siege and get my shit kicked in, so if there's an easier way to do plump helmets that wouldn't surprise me. All the same, I enjoy it.
>>
>>150165336
>tfw I always come back
>spin up adv mode and fuck around for a bit
>eventually get bored
>spin up fort mode and start making a decent (at least in my mind) fort
>attain sustainability and lose interest in dwarf fortress for a couple months
The cycle continues forever
Just have to wait until adventurers can preform all of the jobs without bugs
You know you wanna gear out a adventurer, build a small town with them, and then dig down and personally unleash the FUN upon the world
>>
>>150116462 here

So I didn't give up and startes a glass industry to make loads, loads of glass serrated discs to stand a chance.

M soldier's are only practising shield so they're all at least talented shield users and dodgers

>forgotten beast in the cavern
>giant tarantula, beware its poisonous bite!
>rushes up stairs I carved into a natural pillar
>my fantastic 4 shield wall is guarding the top
>one dwarf attacks
>forgotten beast jumps 15 z leves to its death
>gg ez

Also I had to pump out a pond so my dorfs could bury an idiot


I'm addicted again.
>>
Guys, I seriously think I'm autistic.

The only games I play are anime games and Dwarf Fortress
>>
>>150166362
could b worse

http://www.bay12forums.com/smf/index.php?topic=80240.0
>>
whats that utility that lets you set a minimum number of items to have before you stop production like in Rimworld?
>>
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I WANT PROPER GRAPHICS REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>150166724

production manager
>>
>>150166737
desu, this game wouldnt be this fun if someone wasted time on creating cool graphics
>>
>>150166737
Ironhand graphics + Stonesense not good enough?
>>
>>150166737

When ASCII haters complain about a lack of graphics, they're really complaining about their own lack of imagination! Would never survive reading a book or playing an RPG! VERY SAD!
>>
>>150166724
The ingame job manager.
I don't know why other people don't seem to know about it, but it works fine.
>>
My fullscreen autodetect on the starter pack isn't working. This is annoying, cause it worked fine before
>>
>>150166737
I want a blowjob from Scarlet Johannson wearing a prosthetic beard.

Bet I get mine before you get yours.
>>
>>150166737
we have a different sort of meme frog here, mate
>>
>>150167675
>first thought "why would I wear a fake beard over my real beard? I mean maybe if it was like full on wizard or marxbeard I guess"
>second thought "oh shit, they meant HER wearing the beard... which I am oddly ok with"
>>
can anyone recommend a mod which adds more secrets?

there was a really neat one part of masterbloat which added a whole bunch of them like uh fire breathing and rock bending and shit, can't find it though
>>
>>150169403
dwarf chocolate has some good ones
>>
>>150169559
ta b0ss I'll give it a look
>>
>>150169559
>>150169664
welp looks like the very first post in the release mods section is some magic bs, will give it a go and report back, couldn't find a recent version of dwarf chocolate
>>
>>150169664
Also a ton of these mods have grossly overpowered or underpowered secrets clogging up everything. For example the one bundled with masterwork has cryomancers be able to shot webs, which is a guaranteed way to kill anything ever more or less, while also having the largely useless cheesemancers and aquamancers.
>>
>>150165884
I absolutely do. I honestly think if and when that comes about I'll hardly even touch fortress mode.
>>
>>150170001
sure but if you play adventurer properly you're unbeatable anyway

on OP shit, my favorite thing to do in masterwork was to go kill an ancient vampire and get his curse, added an interaction which boosted your speed to 8k, on top of that I'd go around and collect every spell book
>>
First time player , going blind into this without guides , wish me luck.
>>
>>150170927
>going blind into this without guides
That's one way to phrase it. Another would be "walking headfirst into a brick wall".

Open up the wiki and read it as you play.
>>
>>150170927
yeah what >>150171021 said.

This is one of the few games where using the wiki isn't just for shitters. Just don't look too far ahead of where you are and avoid the spoilers (very clearly marked on the wiki) and you'll be all set to have fun.
>>
>>150171267
>avoid the spoilers

snape kills dumbledore on page 606
>>
>>150171368
oh fuck man why you gotta do that shit. Don't read that spoiler newguy, it'll ruin your whole experience
>>
>>150171467
you're gonna hate this one..

the jews kill jesus at Luke 23:46
>>
>>150171570
stop it you monster. You are the reason why we can't have nice things
>>
What are some values I should go with on my adventurer to get easily obtainable needs like fighting and such?

Is there some kind of guide on this?
>>
>>150172006
We need to make a wiki for this game already...
>>
>>150170706
Adventurers are definitely not unbeatable. Superhuman everything, legendary everything, divine metals everything doesn't even necessarily save you from gobbos if you get cocky.
>>
>>150172130
Brilliant post. I think you've just made /dfg/ completely redundant.
>>
>>150172006
Easy. A LOT of them are effortless to fulfill.

How in detail do you want me to get? See great beast, see animal, wander, curiosity, learn skill, martial training, crafting, hard work, be creative, merriment, be eloquent, uphold tradition (use a poem) are all easy as fuck. I always start my adventurers with high poetry ratings

>>150172130
We need to actually comprise a need strategy guide on the wiki page.
>>
>>150172349
As much detail as you want, I'm messing around with it now trying to get as few needs as possible
>>
I really want to like the Oldgenesis mod for its crafting but the way it handles races is such an unbalanced clusterfuck.
>>
My dorfs just struck what comes up as the "blood of the mountain"

The hell is it and should I be worried
>>
>>150173505
its just dirt mate
>>
>>150173505
fancy rocks, that's all.
>>
>>150173505
You bout to be culturally enriched my man
>>
>>150173505
You're playing masterwork. Its a gem that lets you create lava.
>>
>>150172440
Nothing wrong with having plenty of needs, some people have done research suggesting it has greater benefits for focused!

Obviously you don't want time with friends, family, or romance, and to stay temperate so you don't have "eat good meal". You also don't want "leisure time."
>>
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I haven't played for a while, what the hell has been done to trading? Instead of item values I'm seeing weight, and the caravan can only take 14 extra weight with them apparently. So what, items are valued based on their weight now? How am I supposed to trade for an anvil when they don't have enough free weight for me to sweeten the deal to the point where they'll take it? The wiki's no help as they added a single line stating weight is a factor, but the rest talks as though its still the currency system.
>>
>>150174958
>I haven't played for a while, what the hell has been done to trading?
Absolutely nothing.
>Instead of item values I'm seeing weight
because your broker has no skill in evaluating items
>and the caravan can only take 14 extra weight with them apparently.
your depot is either inaccessible to wagons and they can only take what they carry by hand, or due to you not knowing about the value, you're gibing them a bad deal.
>>
>>150174958
Nothing has been done to trading. You want judge of intent and appraise for trading, same as always.
>>
>>150174958
leave the trade menu and re enter it, your guy doesn't know how to trade
>>
>>150175312
>>150175334
>>150175335

My broker did have appraisal, it just wasn't showing the values for whatever reason. Closing and reopening the trade menu a few times did the trick. Thanks.
>>
>Oysters
Fucking love this game.

>>150174589
oh huh.
I'll probably just hold on to it for carving and make an actual lava forge later.
>>
>>150175596

shellfish allergies are no joke, anon
>>
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>>150175596
>carnivorous sea monster with dozens of eyestalks that lurks in the depths, devouring unsuspecting passers-by
>not terrifying
>>
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>hunter is hunting
>chinchillas
>>
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>Metalsmith finishes contruction of Rablek Glow Bristles. An iron long arming sword.
>This is an iron long arming sword. All craftsdwarfship is of the highest quality.
>On the item is an image of Dastot Fernglazed, the dwarf in iron. Dastot Fernglazed is dead. The artwork relates to the dehydration of the dwarf Dastot Fernglazed in the late winter of 126.

He made an artifact sword in tribute to the first dwarf I lost to fey moods
I don't know how to feel about this.
>>
Can you guys recommend any good playlists for Adventure mode? Preferably something that's all dark and moody.
>>
>>150178968
https://www.youtube.com/watch?v=kXYiU_JCYtU&list=PLBiPNxqFKPZIWTooh9mCq3rIphK86Almm
>>
>>150178996
I was thinking more something like
https://www.youtube.com/watch?v=x6YUaE9euRQ

but all pixel-y sounding.
>>
>Engraver makes a masterpiece engraving
>Engraving is of a masterpiece artifact being made
kek
>>
>>150178968
https://www.youtube.com/watch?v=8mHKHKR8x6A

This is probably the best representation of adventure mode
>>
>>150179263
>not having a fort full of engravings of engravers making masterwork engravings
>>
>>150179326
My right ear really enjoyed that
>>
>>150179326
This is perfect
>>
>>150170927
Have Fun
>>
Is there a way to display the mood level of your dorfs nowadays?
>>
>>150179857

therapist?
>>
>>150179906

It doesn't work with 0.43.05 for me
>>
>>150180148

don't play new versions. hth
>>
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Why game? I don't even have 15 dorfs yet, not counting the migrant wave that's about to get fisted on the way to the fort
>>
>>150180793

they come pretty often if they're gonna come too, get used to it

at least it wasn't an undead siege at 7 dwarfs
>>
>>150180927
Its just one of those games. 2 migrant 'waves'; one being 2 dorfs, the other being a dorf and 2 kids. I finally get a decent sized wave, and they're not going to even make it to the fort because of this cunt.
>>
>>150180793
Just seal the gates and wait for it to turn back.
If it doesn't run off immediately at that point your dorfs can probably wrestle it to death.
>>
>>150181371
Unfortunately it spawned, or at least was first sighted, 3 steps away from my entrance. Before I got it closed it got in and managed to slaughter everyone. I was definitely unprepared for the point of the game I was at, but with those 2 shit migrant waves I didn't put much focus on military. Ah well.
>>
Can I change color of my dwarves?
>>
>>150181736
Yes, do ctrl+F "skin," in creatures_standard, delet everything but peach, pale pink, and pink. Bam, no more nigger dorfs
>>
>>150181736
Nope, only their profession names.

Adventurers will change colour according to which armour they're wearing, though.
>>
>>150182012
Not even with therapist?
>>
>>150182172
No idea, since I don't use it.
>>
Why can't I export furniture?
>>
>>150183508
No idea. Probably because it's more convenient for the mountainhomes to have a local furniture industry, rather than letting furniture clog up all the wagons and pack animals.
>>
>>150183993
Actually, seems like I can but I have to 's'earch for it or list through 'all'
>>
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>>
>>150184483
>UUUUeeeUeeeUeeeUeeUeU
What did he mean by this?
>>
>>150184712
it's missing the "H"s and gray langur men
>>
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>the chinchilla is propelled away by the force of the blow
>Zulban Zegsazir, Bowyer: I must withdraw!
>Zulban Zegsazir, Bowyer: Help! Save me!

The future of the mountainhome.
>>
So is poetry any better than dancing, singing or storytelling for an adventurer?
>>
>>150187414

I like to tell poems for training shield user, grapple a bird, start reciting poem, bird hits you like 20 times per verse
>>
>>150187613
uh

The local elven princess is afraid of the elven faction she is a princess of.
>>
>>150188370

not even elves like elves
>>
>>150160869
Art style is all wrong for a chick tract, way too detailed. It's black and white and square, but that's pretty ubiquitous to newspaper-style comics.
>>
>>150166737
Japa is on the job.
>>
>>150166737
I don't
>>
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>raised left arms and curved walks
>sensual leaps
leave it to dwarves to make that boring and rigid somehow
>>
>>150191030
i only see one dwarf in that gif.
>>
>>150192494
There are clearly six dorfs in the gif, although only four of them are performing. Three of them are visitors, though.
>>
Does anyone have an updated version of that new fort flowchart?
>>
>>150172167
They can be., it's why I've been buffing everything else, as is I've already got copper bones and similar level toughness skin for gobs.
>>
Playing adventure mode

How do I figure out what shops and taverns are? I never see any slabs or something like that in front of buildings, not even what appears to be a lord's castle.
Using phoebus btw.
>>
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>>150172440
The few needs you can't zero out by setting neutral you just need to set all the way to zero or a bit above zero (flatterer/polite a bit above zero helps avoid cause trouble which is impossible once you become good enough at arguing) but that's why I always go with my make merry/admire art/excitement/prayer/booze combo.

>>150187414
You can usually find a couplet and occasionally single line styles which are the fastest way to satisfy multiple needs: excitement/make merry/admire art can all be filled by a single line poem, say hi to god and chug a swig of booze and you're good to go.

>>150178545
>demfeelsurist.jpg
>>
>7 units of leather recovered per camel slaughtered
I realise this stuff is virtually worthless because it's so cheap to import, but I still find satisfaction doing that
>>
>>150178968
https://www.youtube.com/watch?v=kCduWDses2o&list=PLTqmpT6m0dj2aQZe0mJ_L0kqGOXN9oPzu

Obvious choice. Everything by Simon Swerwer is good, but Songs of Saltfork takes the cake.
>>
>>
>>150199282
>Hello, is this the Mayor's office?
>You know damn well it is Bomrek, and you're not supposed to be outside of your burrow.
>I'M BARFING IN YOUR CABINET!
>>
Creature I created by copying human is called "nothing" in arena mode even though I switched the name and crashes the game when I spawn it, what could be wrong with it?
>>
How do you max out your attributes playing as a peasant in Adventure Mode?

Which skills can I dump and which skills should I keep?
>>
>>150202317
apparently you grab a weak animal and read poetry to it.
>>
>>150201434
Forget it, I placed caste names before defining castes
>>
>>150202569
No. I mean, the starting attributes on the character creation screen. I usually start out as a demigod and powerlevel until all my skills are legendary and superhuman, but today I want to try out a peasant. Which attributes should you put points in?
>>
>>150202317
Simple, find a full suit of armor (copper is fine), sever or bash away a zombie's legs at your nearest necro tower, then set speed to minimum and run side to side against a tree while it slaps at you.
>>
>>150202787
You'd want above average in strength and agility for dat sweet superhuman at a minimum.

I would personally do so for kinesthetic and spatial sense as well.
>>
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Hmmm, got given a quest to go kill a named sasquatch, found the lair, ran around trying to track it as I usually do, nothing.

Kept looking, killing any asterisks in the area, nothing.

Noticed fucking leaves changing color... nothing.

Retire at my camp and check the updated site pops with nano.

>ctrl+w sasq
>435 sasquatches
>ctrl+w
>435 sasquatches (this is the only occurance)

Well fuck, so the damn thing died of old age or some shit and nobody knew?
>>
My masterwork glumprong shield finally got x's around it. That means finally, shield damage is in.
>>
>>150205318
Yeah, takes time but it makes sense that shield skill would be more than just "hold it up and let it get bashed to shit" but what I can't figure out is why my clothes end up getting fucked up sometimes, dragonscale shit is literally steel durable, but sometimes I get wear on it after building for a while, is clothing wear in adventurer mode a thing now?
>>
>>150207278
clothing gets tattered in combat a lot in adventure mode.
>>
So as somebody who's not super tech literate, what does being 64 bit actually do? Enable me to get more FPS in old forts longer? Better calculating of where teeth fly when punched?
>>
>>150208435
More memory capacity. It means that big forts with lots of items wil run better. There have been some people doing 16x16 forts with ~35 fps, whereas in the 32 bit version that would just crash or get sub 1 fps.

So it's minor to moderate fps increase depending on your circumstances.
>>
>>150208331
Not during combat, and it's better than the shit I get hit with anyways.
>>
>>150203694
>I would personally do so for kinesthetic and spatial sense as well
Waste of points. Those both increase quickly both in combat and in many noncombat physical activities, and they aren't capped based on starting valuees like physical attributes are.
>>
>>150208695

That's kinda neat. I don't really feel the need for super bigger forts since I'm terrible at the game, but that's good. Thanks.
>>
Hell yes. I'm playing an elf of the Immortal Creature, an elven faction that's suffered probably about 200 deaths to a goblin faction, and only 11 remain (besides my PC); I visited the angel vault with the true name of the goblin's demon lord, killed all the angels, and learned the true name. Finally, I fought my way through the dark fortress, killed anything within arm's reach, and finally bound their demon lord.

If I get out with him, that's a pretty complete adventurer mode.
>>
>>150211220
Dude. Why. Those gobbos were doing Armok's will.
Elves are scum.
>>
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>>150211220
wtf man

you've brought civilisation to its knees and made an entire world sink into pure barbarism
>>
>>150210657

>and they aren't capped based on starting valuees like physical attributes are.

I've never heard of this. It sounds plausible, but
I've never heard of that before.
>>
>>150212124
Why isn't the goblin holding a sack of stolen babies
>>
>>150212284
you mean liberated babies?
maybe they're busy playing in that nice tower
>>
>>150212490
sure beats playing in a "treehouse"(read: an ordinary tree with branches that look slightly different than in the other trees. the greatest feat of elven architecture)
>>
>>150212807
the first time I took an adventurer to a forest retreat I got so fucking confused. I'd been told there was someone there who could direct me to a monster's lair, and I could hear elves speaking somewhere, but I wandered around the centre of the site for a good 5 minutes wondering where the fuck the buildings were
>>
>>150210657
>>150212127
It looks like I'm wrong, or my info is outdated. I checked the wiki to get a citation for you, and it disagrees with me.

I wonder how many adventurers I've inadvertantly gimped based on my incorrectness.
>>
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how the hell do you surprise a zombie?
>>
>>150217062

For a zombie to engage in combat in any way, it has to have ability to react to its surroundings and awareness. Thus it can be surprised.

It however cannot be stunned, so charges have less use.
>>
So once you've bagged a demon lord with a true name, can you actually leave the site without him remaining behind if he's fighting gobbos etc? Like will fast travel call him back to you?

Also if you retire elsewhere, will the demon follow you or will he go back to ruling over the goblins until you show up again?
>>
Is it possible to use chains in adventure mode?
I feel like I need to imprison the occupants of an elf 'village' and chain them in place without food or water.

Also, I am finally a few years deep on a fort where I have refused to trade with merchants.
>the merchants are preparing to depart
Good. Fuckers can't leave soon enough and frankly I'm beginning to think building a depot was a mistake. Although, maybe I should begin my Final Solution. There is nothing wrong with dumping merchant bodies in magma. It keeps my fortress neat.
>>
>>150216110
Wait, so if I put nothing into Spatial/kinesthetic that means that my attribute will be capped at superior?
>>
>>150219063

Yup! The wiki tells you all about this sort of thing.

I like to always make sure I can have superhuman str, tou, agi, kin, spa, foc, int, and whatever else.
>>
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>>150219585
>mfw playing a peasant

Fuck the attribute cap.
>>
>Read up a little bit on how to pay Dwarf Fortress
>Start a fortress
>Immediately start digging
>Set a farm up for the plump helmets
>Three hours later and i have dug about six floors and built a bunch of rooms for everything
>Nothing whatsoever has happened besides one kobold stealing some useless garbage
>No idea if the farms are even working
>Kind of hope they aren't just because i want to see some carnage
>Give it about two hours
>Still nothing has happened yet
>The dwarfsthat are doing something are smoothing down and engraving all the bedrooms
>The rest have been going into the bedrooms to sleep and drink booze
>I realize i've just been sitting here for about two hours watching nothing but some dwarfs smooth down and engrave bedrooms
>Quit playing

A story from when i last played a couple months ago. I know everyone says losing is fun, but it's hard to have fun losing when nothing bad happens to make you lose. I think i was also trying to catch animals in traps to tame, but i was probably messing it up somehow.
>>
>>150220289
>choose to embark in a nonevil terrain
>choose to embark in nonsavage terrain
>choose to embark where there are no necrotowers
>choose to embark where there are no goblin dark fortresses

Congratulations. You chose easy mode, you get easy mode. Why are you surprised?
>>
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>>150217062
Better question: why do zombies forget about you when you start crawling around under them?
>>
Got tired of rimworld because it is a bit shallow and heat waves are fucked, figured I would give DF another chance.

Can I play it with full mouse control yet? I don't ever want to use hotkeys.
>>
Hey, I'm in a bit of a difficult situation here. The only metals that I have on the map are native gold and zinc. I have to import most things and have no ability to produce weapons.

Is there any way I can mitigate the negative effects?
>>
>>150221635
Bone crossbows.

That's about it.
>>
>>150221856
Shit. So there's no way to increase the frequency of caravans short of cheating?
>>
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>>150221597
>Can I play with full mouse control
You can't.
>I don't ever want to use the more effective control scheme
>mfw
>>
>>150221984
Guess I'll try again next year. Wonder if there are any cool mods for Gnomoria.
>>
>>150221979
No, but give them as much profit as you can, and they will bring more stuff next time. Ask for all kinds of metal things, not just ores and weapons/armor, everything: what you can't use directly, you melt down.
You can easily create wealth with any industry you choose to buy every caravan completely, but be aware that with more exported (or was it created? )wealth, more evil is lured to your site.

>>150222108
>next year
If you're waiting only for "full mouse control", try twenty or thirty years.
>>
>>150221979
Once you hit the wealth requirements, each applicable race visits once per year in the appropriate season.
>>
>>150222269
Thanks. This is what worries me since I don't have enough weapons to equip soldiers, let alone good and consistent quality ones.

>>150222321
Is there a specific number? I've been churning out gold crafts like nuts.
>>
>>150221597
I am honestly unsure if this is a trolling attempt.
>>
>>150222505
You could always start out with a few more traps than usual until you ramped up your weapon/armor production sufficiently.
>>
>>150222505
Getting all 3 trading races to visit you isn't hard and you almost certainly have already passed it. So relax, you will get your tiny pittance of weapon grade material at the usual crushingly slow rate of 3 caravans per year.

I'd just flat out retire that fort and start somewhere else.
>>
>>150222529
Why? I think hotkeys are a pain in the ass, just let me fucking click on stuff like a normal application.
>>
>>150222505
>Is there a specific number? I've been churning out gold crafts like nuts.
I don't know if caravans really are linked to wealth, if it is, the bar is so low that they basically always come (after the first year)
more likely is that you embarked too far away from those civs to get caravans coming to your fort - if they're not listed in your neighbours list on embark, the only one you'll get is the dwarven caravan.
>>
>>150222761
How do I go about setting up good traps? I've been playing this since 0.31.25 and I have never used them.

>>150222904
I think that 3 caravans a year isn't too bad. I just had to wait 2 years to get 1.
>>
>>150222108
What would dfg be without shills?
>>
>>150223040
I imagine it would be similar to a world in which the Elves died out during generation: A much better place.
>>
Should I embark with a default wagon or should I prepare for the journey carefully?
>>
>>150223275
I always go for prepare carefully.
>>
>>150223275
You should most definitely prepare for the journey carefully, the default wagon layout sucks. Want tips on what to take?
>>
>>150223037
>How do I go about setting up good traps?
cage traps are hideously overpowered, but require a little extra micromanagement since the victims will still be alive
in terms of straight out killing something, your best bet is a whole bunch of high-quality serrated discs, maybe mixed with one or two of something else (spikes?)
basically any trap (i've heard of people using stone fall traps, even) can be used to stun or injure an opponent, but in that case you'd need a passably-equipped militia on hand to finish them off

aside from that, there's plenty of nonsense you can get involved in with things that aren't strictly "traps" - drowning chambers, dropping magma on people, minecart shotguns full of metal blocks, bridges, cave-ins, etc.
>>
>>150223037
read the wiki page on traps
remember that traps block wagon access, so you need two hallways, one entrance for invaders, one to your trade depot
dig hallway
put in traps
close trade depot access when invasion starts

If you want to cheese, you fill the entire hallway tile for tile with cage traps and weapon traps with serrated glass disks (because you don't have better material).

If you want to do it the right way, you engineer several crazy traps yourself.
drowning chambers, magma drowning chambers, obsidian casting chambers, Minecart shotguns, minecarts spraying magma when driving through, collapsing ceilings, dodge-bridges with spike pits, etc, etc.
>>
>>150222973
>Why
Acting like Rimworld is worth playing
Asking for pointless features
Refusing to press buttons on your keyboard (because apparently your mouse cursor moves faster than your fingers)
Following it up with the implication that Gnomoria is worth playing if modded.

You've got utterly retarded concerns that paint a caricature of a casual gamer, and sandwich them between shit that, while somewhat reasonable, has no relevance and would only logically be brought up if you intend to piss people off with it.
Yet somehow you seem sincere.
>>
>>150223419
Yes. So many options, what do I choose? And should I take a metalsmith with me?
>>
>>150220668
You know how dogs can't look up? Well, zombies are like reverse dogs. They can't look down.
>>
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>>150223462
>>150223530
I guess I'm going to need to seriously reengineer this then?
>>
>>150223232
But bullying elves is fun.
>>
>>150223729
Not at all actually. Your trade depot is on the outside, so it's all good. As I wrote, you just need to put a lot of traps in the hallway.

Okay, seeing as your first door is so close to the entrance, maybe you need to make the hallway longer with some walls.

Also, do you really need a 5 tile wide hallway that leads to nowhere? It would be entirely sufficient to have that 2 tiles wide.
>>
>>150223973
It is to be used for expansion of housing. Either way, will try and build some walls to form those pathways.
>>
>>150223542
Ok, so simply put, you only need one food dwarf, say grower 2, herbalism 3, cooking 3, brewer 2, he can feed your entire fortress.

As far as everyone else, I like to take one gemsetter + gemcutter, one metalsmith + weaponsmith, one metalcrafter + armorsmith, one architect 5 + mason 3/stonecrafter 2, one mechanic + judge of intent 1 and appraise 1, one leatherworker + bonecrafter, and one carpenter + woodcrafter.

Remove all individual bags/boxes/etc., the things you wanna bring with you will be maybe 1 pick and 1 copper axe (unless you feel like making your own), 1 iron anvil, 1 of each 2 pt food item for a ton of extra barrels, a ton of plump helmet seeds, and a shitload of bituminous coal.

Also very useful to bring a bunch of turkeys depending on how much you have left over.
>>
>>150223729
Your dwarves are living pretty close to the entrance. You have maybe 3 or 4 tiles of Hall-Of-Traps before they get into your farm and stockpiles. It is totally possible to place traps outside, though, and maybe constructed walls and doors to funnel enemies around.
>>
Do you always keep the same fortress design everytime you play?
>>
>>150224314
>Ok, so simply put, you only need one food dwarf, say grower 2, herbalism 3, cooking 3, brewer 2, he can feed your entire fortress.

I've always had 1 semi-dedicated farmer (I give him some other bullshit job like animal training) and one person as a dedicated food processor, brew/cook/etc.
>>
>>150224559
That's fine, but it was just a suggestion. You only need to make lavish meals or brew booze once in a blue moon to generate a ludicrously massive food surplus anyway.
>>
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>>150224887

I might try just one Food Guy, but probably something more like 5 grower/herbalism, 3 cooking, 2 brewer. The extra food per stack from high grower/herbal's too good to resist going in early on.

But I'd imagine you'd only really need only one of grower or herbalism depending on where your site is (heavy vegetation can feed dozens of dwarves through gathering alone)
>>
don't bother with a cook before your fortress is larger. foraged fruit or raw plump helmets are fine until you get off the ground
>>
>>150225489
Cooks produce huge value stacks effortlessly, perfect for trading.
>>
>>150225349
Point taken. I may simply go grower 5/herbalism 5 on my food dorf (and enable brewing and cooking). I just wanted to present an idea very quickly before the guy asking for advice got bored.
>>
>>150225763

i have never had trouble with generating value too slowly
>>
>>150225763
A serrated disc or spiked ball can handle trading reasonably well, and iirc you can make them out of wood, even. But even copper would give plenty of wealth.
>>
>>150226543

or just make a few goblets of whatever. bonus: you can use any extras for drinking
>>
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>>150223550
Wait, do I know that dogs can't look up?
>>
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>>150223729
if I was totally shameless, I might do something like this, but of course I'm not and I never use cheesy methods ever

also look up "civilian alert" on the wiki, it's a literal life-saver
>>
>>150227441
I was going to do that with the hallway there. As for the retracting door, I am planning on using the river to the north to create a moat and placing a retracting drawbridge over the channel for trade.
>>
>>150166737
what game is this
>>
Gonna start my first adventure mode game. Do I have to go for a fighting character or can I make a sneaky thief or a hard working peasant?
>>
>>150226864
Trick photography or photoshop. Or that dog is a witch. Or a gypsy. Or a gypsy witch.

Big Al wouldn't lie.
>>
What do I do to make a stockpile early on, just after embark? Do I just carve a temporary on out in dirt? Or should I dig down to make it in stone?
>>
>>150228556

hit p
>>
Fresh OC coming through.

Btw:
>grown logs
Aren't ALL logs grown, anyway?
>>
>>150228934
Sorry, I was referring to the placement of the pile, not how to make one.
>>
>>150228953
Elves' grown wood stuff is picked from trees like fruit. That's what the shaper trees do.
>>
>>150229226
That's what they say. I don't buy it, though.

When you arrive at an elf site in adv mode, you'll see treehouses, as well some supposed shaping trees. But you'll ALSO find ordinary trees that, unlike the trees found in human and goblin sites, are arranged in tidy rows. Hundreds of them. I think it's pretty obvious where the "grown" wood comes from.
>>
is there a huge difference between 43.03 and 43.05?
I'm using the LNP with .03 and copying folders from gamefolder .05 to LNP .03 breaks the game
>>
>>150229036

point is, just place it wherever
>>
>>150226864
I could be a witch, I suppose, but I wonder who is under the witch costume?

>dramaticreveal.jpg

Oh shit, I'm actually Old Man Withers, and I woulda gotten away with it too, if not for the absurd stupidity of my entire plan!

>>150229661
43.05 has a new compiler, you might be using the 64 bit version (hopefully you are, or you should go update your OS to a 64 bit version instead of dinking around with dorfs) and has several features that changed like the armor damage system, various bugfixes, and some memory leaks.
>>
>>150229661
>is there a huge difference between 43.03 and 43.05?

no, not really
>>
>>150230560
This was supposed to be in response to: >>150228101

Dammit David Attenborough and your silky voice distracting me while I was trying to click the link to the reply, hitting my own post number like a retard instead.
>>
>>150229661
copying the entire game folder always breaks the game.
>>
>>150229913
I just have some sort of OCD where I almost HAVE to place the stockpile under a few z-levels. I feel like if I placed the stockpile too close to the entrance, I would be pillaged or some shit even though I know that won't happen.
>>
>>150230779
I think they meant saves, and they're generally only forwards compatible.
>>
>>150230708
twice the bits

plus, you can sleep near water/in mountains again
>>
New FOTF replies, just posted:

http://www.bay12forums.com/smf/index.php?topic=159164.msg7115531#msg7115531
>>
>>150230814

oh no, not the +Willow Bed+!
>>
>>150227853
help
>>
Alright lads i followed the damn archery instruction on the wiki to the letter and adjusted the ammo button

well now they show that the dorfs are going to archery training but they just sit on the ammo stockpile next to the range

had one dorf just standing in front of the target, it showed him in training but no bolts were flying

i just cant find the problem anymore, even deactivated all their jobs too
>>
>>150232632

They also tend to just fool around in the fort too even when i activate training on order and archery targets
>>
>>150228953
do elves give a shit if you log underground trees like the giant mushrooms?
>>
Don't underestimate dwarven children. One just went insane and seriously injured 3 dwarves before being hacked to death.
>>
>No, I don't consider the current settings to be the bleak and horrifying setting. The current settings are in the middle. The worlds can be much more bleak and horrifying. Nothing is set in stone at this point, but we'd likely start by biasing the myth generator toward terrible starting points, events and outcomes, with a hard ceiling on how pleasant it can be. This can be directed toward pervasive body horror and/or an oppressive hopelessness. At the current settings, even though parts of the world are scary and there are conflicts and bad critters, you can still build something lasting and positive and make the world a better place. This doesn't need to be true for the game to work, as long as legends still carry through between plays and stories arise, though at the extreme settings (in either direction) it would probably take a certain frame of mind to enjoy it for long. I don't think it'll be easy to pull off without being campy or unfair, but failure in that regard hasn't stopped us so far, he he he. If we start out with a typical result being "dwarves replaced by worm people living in a world-intestine and routinely being snatched by spirits to be drowned in a lake of bile", or something like that, it's fine, and we can refine our sense of horror (and playability) from there.
So fucking hyped. Can't wait 'til 2020(he actually said that the myth release might come as early as late 2017, though, so I guess we can hope for that, as well).
>>
So I just found that yogcast dwarf video and god damn is it good

Very dorfy, I love it.
>>
>Marksdwarf tries to kill planter with crossbow
>Fails
>Planter beats marksdwarf to death with gold Scepter

I love this game.
>>
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>>150233068
>worm people living in a world-intestine and routinely being snatched by spirits to be drowned in a lake of bile
>a place-holder starting point
>>
How exactly does one find a "savage" or necromancer embark?
>>
>>150234586
Their towers are marked as 'I' on the map. Embark close to such a tower, and you'll get some zombie survival fun. Unlike gobbos, necros can come to siege you from several towers per game, which means that each tower you have in the vincinity will accumulate the frequency of necro sieges. More towers, more fun. Also, unlike gobbos, zombies have access to steel.
>>
>>150231397
>Slabs occupying a strange place between books/scrolls and the newer worldgen artifacts. I had to remove books/scrolls from the new processes or they'd overwhelm the narratives, but slabs are sometimes considered right now (I had to stop kobolds from easily stealing all the vault slabs!). Eventually it'll need to understand which ones are important.
>had to stop kobolds from easily stealing all the vault slabs
>kobold necromancers
>kobolds commanding demons
Why do I want this?

>>150232794
That... is a really good question which I have no clue what the answer is, but I want to say they wouldn't unless you try to trade some underground wooden items.
>>
>>150232794
>>150235063
Ridiculously enough, they do. I remember embarking in badlands, at first exclusively using wood bought from caravans. When I eventually breached the caverns and started felling the trees/giant fungi there, the elves IMMEDIATELY started their treecap diplomacy bullshit.
>>
>>150232794

if the wiki is to be believed, yes
>>
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>>
So I noticed Toady also said:
>I'm not sure if that'll include a diplomatic angle or just a group sneaking into your fort mostly using existing code.

Does that mean shit like bumping into an adventuring party while adventuring?

Having a group of adventurers coming to steal shit from YOUR fort?

Having YOUR adventurer come to steal shit from YOUR fort while you are playing?

>>150235543
Well that is good to know, pissing off elves is fun.
>>
>>150235049

Do they come at you right off the bat? I'm one of those pussies who likes getting "set up" as it were.
>>
>>150236763
They might attack at any time, regardless of your fort's population, export values or time passed. I recommend that you embark with at least one soldier, and then draft as many of the first migrants as possible.
>>
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>>150236763
I had a necromancer tower siege me while I was working on a reclaim fort and had gotten exactly 1 wave of migrants. They stayed for a year while I frantically tried to train them up and get geared up with traps and such.

They left and I got another wave of migrants, and another siege, after six months of the second siege I grabbed control of one of the dorfs with dfhack and used her to climb outside and bash skulls before adventuring around the world for a while, then coming back to play the fort and use her as a siegebreaker, or as I called her, The Zokunokab.
>>
When you prepare carefully, what does the save feature do?
>>
>>150238772
Let's you save that embark profile for future use.
>>
>>150238772
Saves your preparations for use in future embarks.
>>
>>150238897
>>150238932
does it also save the dwarves skills or only the items/animals you bring with you? Also can you modify the template if you select it again?
>>
>>150239070
Everything, and no, you'd have to manually edit the file.
>>
What do you guys suggest I should bring?

I have plenty of food and drinks, 2 pickaxes, 1 battleaxe, 1 anvil, 3 cats, 3 dogs, 4 chickens, seeds but I still have 604 points left.
>>
>>150239615
I assume that you've already assigned skills to your dorfs? Most of them can be trained up from nothing pretty quickly, but it's best to assign some of them beforehand, like metalcrafting, combat skills and appraisal.
>>
>>150240003
oh no I was forgetting that, thanks
>>
>>150236092
>He he he, that's the plan! dev: "Quests can be taken by player adventurer or other characters" Forming part of the basis for it now with worldgen adventuring groups going for heirlooms etc., hopefully with some relationships that persist into play.
>tfw senpai noticed you
>>
>>150240003
There's no reason to spend points on appraisal. Just entering the trade screen with your broker once gives more experience in it than will ever be needed.
>>
>>150236004
>>150235808
now like 3 trees and you've got bed and cabinets for a year
>>
begone page 10!
>>
Is there any way to change what the walls are made out of? Because i hate having half a room be something like dirt and the other half be stone, it looks weird.
>>
So I hear you can build sites and shit as an adventurer now. Is it possible to build up some nice wood cabin and then reclaim it later as a fort?
>>
So I just started near this mountain and I want to know what you guys think.

I'd use the green side as a stockpile place and the orange side as my main fortress. Would that be too hard to defend or something? What do you guys think.
>>
>>150245673
If you're planning on a surface connection between the two, then it could be difficult to defend. If not, I don't see why it would be any harder to defend than another fort.

I personally would connect them with either an underground passage or an elevated bridge, but I'm also a shitter so I could be completely wrong.
>>
Can this game be played on a shitty laptop?
>>
>>150246564
Yes, provided the laptop was made this millennium.
>>
>>150246082
I think I'm gonna go with the unground passage, thank.
>>
>>150246636
Ok. I'm creating a world at the moment and the fps is 0. Is this normal?
>>
>>150246748
Yeah, it lags quite badly on worldgen.
>>
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>>150178545
Decided to colour this
>>
>start game
>kinda start a fortress
>get bored

every fucking time

how about someone with dubs gives me a fucking goal and i'll actually do it okay here's the day i turn my life around
>>
>If we start out with a typical result being "dwarves replaced by worm people living in a world-intestine and routinely being snatched by spirits to be drowned in a lake of bile", or something like that, it's fine, and we can refine our sense of horror (and playability) from there.

Toady are you okay
>>
>>150246918
It looks great, nice job
>>
>>150246817
Oh thank god
>>
>>150246918
Pretty nice.
>>
>>150245673
>>150246082
I think that narrow pass would be genuinely fun to defend, if not Fun to defend, provided you clear away all the ramps. hell, only clear the ramps in the pass and leave them on the far side, allowing them to shortcut overtop, but forcing them to jump down a z into the narrow area. and fill it with spikes and traps. there's a ton you could do with that, as long as the doors are on the ground incentivizing shitpunks to run between.

>a dozen 1 tile bridges on either side with pressure plate activators randomly between them

>smooth off the outcroppings so it's an unobstructed straight path
>wall one end off
>put a set of ballistae just inside the wall staring down to the open end

>magma reservoir on top of the hill to rapidly flood the pass with
etc
>>
>>150246926
Try to get a fortress with one hundred dwarfs in a high savage- high beast- rare mineral occurrence world. Every time a dwarf dies you have to get three new dwarfs (100 dwarf goal becomes 103 dwarf goal).
>>
>>150246748
If your doing a default 1050 year worldgen on anything bigger than a "smaller" world, you're going to be waiting a while. You don't have to let worldgen go that long, and unless you want something specific from an older world there's no reason you should. You can stop worldgen anytime, though once you hit 0 fps there can be some input lag before it recognizes your keypress.
>>
>>150246926
drop an earth plug on an entire elven caravan, either inside or on their way to/from the depot.
>>
>>150247398
Eh, I'll do it

Civilized World Population

233 Dwarves
103 Humans
122 Elves
235 Goblins

Total: 693


Will make The Cudgel of Squares Great again

>>150247705
I always set up my trade depots as a death chambers mon ami

Remember, elves: too weak to trample grass
>>
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>>150245395
You can build them and you can put a fortress over them but it is buggy, the campsite remains, and you can't build in it again as an adventurer any longer, but you can embark over it just fine if you want.

>>150247619
There is about a 3 year lag between hitting the button and it finishing.
>>
I keep getting a stockpile inaccessible message over and over again, and I can't tell what exactly the problem is. When I zoom on the various dorfs its happening to, they're all standing at wildly different positions. Any ideas?
>>
>>150249454
>you can embark over it just fine if you want.
Alright thanks
Time to get a few walls up for an evil tundra fort
>>
>>150249905
Is the message "cancels stockpile item: item inaccessible" or "cancels stockpile item: cannot reach location" (or something like that)?
>>
why am I suddenly completely unable to make booze? my stockpiles are full of plants, I've denied fruit at any non-still stockpiles, unbuilt and rebuilt my still completely, rebuilt another still entirely with it's own fruit and plant stockpile right in the field under the trees, yet they tell me they have no unrotten mats, and all the options besides extract from plants are redded out.

currently making some hives because fuckers are getting restless.
>>
>>150251464
Inaccessible, so I imagine they're trying to get an item they can't reach, but because I can't find out what item it is, I can't remedy the situation. I'm just constantly being spammed by the frustrated peasantry.
>>
Adventurers personally crafting and detailing their weapons when?
>>
FIX THE FUCKING FRAMERATE, REEEEEEEEE.
>>
if I sell my caged vampire, will they take her? or just the cage, allowing her to roam free again? she was a visitor, not a citizen
>>
>>150112951
Here's how to do Marksmanship training from one noob to another:

1. Make a squad.
2. Assign uniforms and weapons and set squad members to "partial matches" in the [e]quip menu.
3. Build some archery targets, hit [q] like you're going to resize a room.
4. Hit [t], [i], and [q] to make damn sure they use some sort of weapn.
5. Now, hit Escape a couple of times to get you back to the main screen.
6. Hit [s] for squads, select the squad of marksmen and hit [t] until it says "active/training"

Provided you have enough bolts or arrows you should see your dudes suit up and hit the archery range.
>>
>>150252554
Do one of the following:

Explore the caverns you've opened.

Seal the caverns.

Delete your refuse stockpiles.

Mass forbid the entirety of your unrevealed caverns with d-b-f.

Your dwarves' psychic powers have told them that there are corpses and body parts in unrevealed portions of the caverns, and they desperately want to put them in your refuse piles. Unfortunately they can't find them because you haven't explored the caverns fully. The spam won't stop until one of the above conditions are met.
>>
>>150166152

I just slab the idiots that drown themselves. Much easier that way.
>>
>>150254038
I haven't mined down to the cavern as I'm a relatively new player and I'm just trying to get the basics down, so it must be an issue with the refuse pile I'm using to stack stones by my mason/craft workshops. Thanks.
>>
>>150227714
be aware of the fact that moats don't really protect you from much
trolls, werebeasts, and some megabeasts (maybe all? not sure) are perfectly good swimmers
>>
>getting into adventure mode
>unable to even leave the starting castle

i explored EVERY SINGLE FUCKING ROOM

2 levels

only 1 set of stairs, mountains of bedrooms, rest just hallways or empty rooms

am I missing something? This has happened four fucking times in a row, there is no way to leave, and I cant fast travel out

what the actual fuck am I supposed to do? i just murder everybody then force quit
>>
>>150255643
Just start at a villa and travel to the nearest keep. way easier.

plus starting at a villa is normally near water. Meaning you can !drown! under a bridge to train your stats, train your wrestling on a small animal. (nor bird as they can snatch your eyes) and then travel to a keep for gear.
>>
>>150256013
alright

its fucking retarded that you spawn at the lowest level of a 30 level fort for N O R E A S O N

there is nobody there
there is nothing there
hell i found like one goblin suturer and ripped all of his teeth out and threw them at him because he couldnt tell me anything
>>
>>150256116
I agree with you. Remember to train swimming before you travel back and forth under the bridge. Otherwise your'll start to actually drown.
>>
>>150256116
Also, Make sure you equip 2 cloaks.
>>
>>150256350
>>150256471
how

I'm still getting used to playing but just fucking around empty hallways is boring beyond belief

how does drowning train stats
>>
>>150255643
>start adventure mode in a dwarf fort for the first time
>oh shit where am I?
>starve before I find my way out
>probably ran past the exit 20 times and just missed it
dwarf starting points never ever
>>
>>150256581
It trains endurance IIRC, basically just swim back and forth in a river. make sure you start as a novice swimmer. then after it's ranked up a bit, start going under the bridge back and forth. make sure you stop for air on each side. Then you go and wrestle a squirrel until your agility and strength are maxed. but equip two cloaks from the local villa before you do this. you can add me on steam, I can talk you through it.

Rem0nster
>>
>>150256581
Swimming strength, agility, and endurance. It trains endurance a lot slower than the other two, though. Drowning trains endurance faster, but it's (obviously) more dangerous, as miscalculating will kill you.
>>
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>Senpai noticed me.

Max you fucking dweeb.
>>
>>150241778
>wood cabinets
>>
So what's the rundown on the new Dorf Fort news besides the whole world-intestine thing? Anything else that's particularly juicy?
>>
Can you beat the circus without cheesing it via normal traps/a huge dorf army?
>>
>>150258250
danger rooms, and some steel equipped squad.

Go nuts senpai.
>>
>>150258360

I tried that a few forts ago and got wriggity wrecked. Is it possible? That said I didn't have steel enough for all like 60 dorfs.
>>
>>150258437
sometimes the syndromes are lethal, or if they have web spitters. You could just make a gauntlet of arrow dwarves behind fortifications.
>>
>>150244897
You could always dig out the earth walls and build stone walls with the construction menu.
>>
>>150259145
Downside is that you can't engrave your walls when you do that. You can always fill the floor though.
>>
>>150258250
Yeah, it can be done. You need to plan heavily around choke points, blind corners and shooting galleries. Even then, if you have bad luck with your clown rolls you'll fail. I've managed twice, and failed it 3 times.
Normal traps won't help, though. They're all trapavoid and nostun. Unless you include upright spikes, but those fall squarely in the cheese category.
My advice is that if you're determined to conquer the circus and you're not willing to lose your fort doing it, just go full on cheese. Cave ins or a checkerboard. Obsidianizing halls if you're feeling randy.
>>
>>150259251

I'd rather have consistent walls than engraved walls desu
>>
>>150258709

My plan this time was something of the sort. Find the pillar of adamant and then build a giant hall with ramparts a z level up, 2 squads of marks, then steel clad dorfs in the back behind a long series of traps.
>>
>>150260634

Checkerboard? Whassat?
>>
>>150257403
SHADDUP YOU
>>
>>150260975
A grid of upright spike traps and destroyable furniture (preferably artifacts). The clowns stop to break each -gabbro throne- or *nickel cabinet* and stand merrily on top of your repeatedly raising spikes until death. If you use artifacts they'll stand there forever unable to destroy them. The term isn't a great metaphor, as they actually stand 2 tiles away, and narrow hallways are more effective than big square rooms, but its been called that since a time before time.
>>
>>150260823
>2 squads of marks
I don't think so, my man
5-6 is probably a better starting point
>>
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>>150261476
That's not the dwarven checkerboard I'm familiar with.
http://www.bay12forums.com/smf/index.php?topic=94140.0
>>
New player here. I've got a lot of gold on my embark but no iron, so I plan on trading for iron and steel. What's the most profitable thing I can turn gold into? Cut it? Smelt and make weapons/objects? Stud bronze stuff?
>>
>>150262884

I just do goblets
>>
>>150262884
Flasks and Goblets, but to be honest it doesn't really matter. You're not going to run out of gold, and as long as you produce enough you can buy out the caravans with anything.
>>
>>150261628

Really? Is it just that the circus does that much better to melee than ranged?
>>
>>150262884
Before you sell it ALL, remember that gold makes damn good warhammers.
>>
>>150263397
it's more that unless you get really lucky with your crop of clowns, you're going to have syndromes and deadly attacks flying fucking EVERYWHERE, and huge numbers of dwarves are going to die despite your best intentions
>>
>>150263123
>>150263241
>>150263476

alright, thanks
>>
>>150262302
That is an awful lot more checkerboard-y than what I said.
>>
>>150263793
You flood it with water and magma to obsidianize the demons when their pathing ai gets stuck trying to go up and the highest path "up" led them to the checkerboard.
>>
>>150071273
oh, that took me a minute
>>
One weregiraffe
One fucking weregiraffe

And I lost 100 dwarves, with only 8 uninfected survivors

Jfc
>>
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>>150265795
>>
Starting playing this game 2 days ago. I've only slept 8 hours during those 2 days and whenever I'm doing something else, I just think about dwarves. I also had a dream about my dwarves.

send help
>>
>>150140187
>pocket maps going full fallout from even a semi-decent nuculer blast
yes please
>>
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>Started expedition 20 minutes ago
>Everything going fine, building nice mountain fort
>Ranger has drowned
>Eeeer, what?
>Farmer has drowned
>Miner has drowned
>WHOA, WHAT THE FUCK
>Wagon randomly put ontop of frozen pool
>Never noticed because of snow covering the ground
>Ice thaws and wagon and most of my supplies are underwater and drowned 3 of my dwarfs

Its ok, I enjoy the pain
>>
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I don't even understand what the fuck is happening in my fort right now
>>
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>artifact mechanism
Alright lads what god-trap should I make with this?
>>
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>Dreadful at the game
>Never really improve because after the first megabeast wipes my fortress I take a huge break and forget everything
>2 years and no attacks of any sort
>3 dorfs have gone missing but assume they wandered off the waterfall or something
>Get a message about an Ettin coming to ream our anuses
>My military consists of 7 decent marksdwarves with low ammunition and 5 hammerdwarves that are hardly trained and wearing copper armor
>Send everyone to the burrow and raise the drawbridge
>"Sweet, everyone made it, all I'll lose is my livesto-"
>Combat log pops up
>A child was left outside
>The Ettin is missing it repeatedly but I'm getting messages about it getting better at fighting for it
>Decide I'm willing to bet my paltry military's lives that they can handle this creature
>Send out both the ill equipped squads, silver warhammers and crossbows with copper bolts
>For 20 pages of combat the Ettin doesn't land a single hit
>Page 21 it bites a marksdwarf in the chest and tears it to pieces
>Page 22 it bites another marksdwarves arm clean off
>Finally succumbs to its wounds

I know 99% of you wouldn't find this encounter exciting at all, but being complete shit at the game this is the first time I've survived any attack that wasn't a handful of goblins. Eat shit, Emofe Efilisali Itha Salore.

/endblogpost
>>
How hard would it be to make a lood mod?
>>
>>150272178
as simple as adding
[BODYPART] AMPLE THIGHS
[BODYPART] OVERFLOWING BOSOMS
[BODYPART] THROBBING MANHOOD
etc
>>
>>150272414
That's what the succubus mod is for. I'm talking about actually doin' it.
>>
>>150271952
ettins are total shitters. the first one to visit my fort got immediately brained by a wandering miner with his pick before i paused the game to zoom to him.
>>
>>150272178
Pretty simple, just look up Obok Meatgod
>>
>>150272553
>the slattern grabs hold of the lancedwarf's +nether pike+ with the slattern's upper loins!
>the slattern latches on firmly!
>>
>>150271835
it's starting to feel like it's not a true masterwork unless it has an image of itself on it somewhere.
>>
>>150272727
>>150272963

I was thinking something more abstract. Like you or an NPC can initiate lood and it will alter a character's emotional state depending on the context.
>>
>>150272696
They have to be, if one fell to my military. This one only had 5 kills before it killed my marksdwarf. The one it tore the arm off will probably die too, seeing as I have no hospital.

I will learn through these constant failures.
>>
I don't know if this is a bug or not, but I've noticed that dwarves in a strange mood will never take bones they need from an outside stockpile, only from ones that are in the fort.
>>
>>150038903
;_;7
>>
>>150273757
are you using burrows?
>>
>>150271952
I didn't have any military when my first ettin came. I just sent 20 unarmed dwarves to kill him with their fists. I think about three or four died before they stomped him into a pulp.
>>
>>150273868
Only for civ alerts. I can easily replicate this, should I save the save somewhere and use it for science? I mean, I heard no one else complain about this.
>>
>>150274061
Are your workshops inside the burrows but the stockpiles outside the burrows?
>>
>>150274143
There is no civ alert right now, so there are no burrow they are assigned to, everyone is free to move wherever they please.
>>
>>150274519
Are you on the current version? Do you have workshop restrictions on for your burrow?
>>
>>150274826
I'm on .43.04. Also, I have some burrows, yes, but no one is assigned to them, especially the strange mood dwarf. I have one in their rooms I use for the civ alert so they all huddle down there. But there is no civ alert now. Just act as if I don't have any single burrow.
>>
>>150275032
Do you have workshop restrictions on for your burrow?
>>
>>150275094
Well what the hell, It seems some ancient burrow nicked the shop and It had the restriction on. But why did it matter if the burrow wasn't active and no dwarf was assigned to it?
>>
>>150275179
Active only matters for restricting civilians I guess, there was a bug a few versions back where the functionality you can now toggle on/off was permanent
>>
>>150275368
Thank you.
>>
>DF v .90
>Fortress has repelled countless sieges thanks to an artifact siege chariot/wagon mounting a catapult as well as firing positions for marksdwarves
>Accidental demon horde wipes out fortress
>Start fort nearby to prepare a reclamation of the fort
>Human demon hunters/crusaders come to join you
>Constant sieges by demons throughout
>Army is finally fully equipped and trained, just need to knock out this small siege before sending them onward and-
>The wagon shows up, pulled by a large, scorpion-centaur demon and crewed by enslaved fire imps, in the distance it looks like the machine is wreathed in hellfire
>It hurls a slade boulder, knocking a hole into your supposedly-impervious walls
>>
I've got a visitor that just keeps rackin up the murders, she's been witnessed and convicted three times but the hammerer aint doing fuck all about it. she's got 201 days and 50 hammerstrikes queued up, but both of them are in the tavern just yukkin it up instead. do I need to fire my lazy lawgiver?
>>
>>150277087

Just kill her. Visitors can be targeted.
>>
>>150277087
Is she a vampire?
>>
>>150277250
well I've been waiting for them to tie her up at the prison restriant designating in front of my firing squad wall; she doesn't leave the tavern and she's survived a hammering before, so I wanted to make this as clean as possible by having her 1. on a rope and 2. bridged off from the civs and the executioners.
>>
>>150277448
yep. had three in a row in this goddamn fort. it's like they tag out
>>
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>when you let humans stay in your fort
>>
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it's been almost a decade since they hit me. I was starting to fear they'd given up
>>
>>150278471
That's one sexy animal person
>>
>>150278784
they prefer to be called "elves", anon
>>
>>150235063
>kobolds commanding demons
I can see it now
>cutebold commanding demon
>WHAT IS YOUR COMMAND LITTLE ONE?
>c-c-cuddle with me!
>NO
>Nyoro~n
>>
>>150228953
>that king
kek
>>
>>150279951
Looks like a goblin name to me, what's the catch?
>>
>>150280235
that's why I thought it was funny
>goblin
>king of the dwarves
>submit to the whims of the elves, goyim!
>>
if the floor has a dusting of mud, not a pile, then the water will be good for cleaning wounds and drinking if I place a well over it?
>>
>>150271835

weapon trap made of ten whips
>>
How for can a goblin jump? I think I've seen them leap over three tiles.
>>
>when you've got seven pressure plates two layers thick and a hundred zombie siege doesn't trigger any of them
are undead humans trapavoid for some reason?

>>150281664
I've seen my own dorfs jump two, grab the wall of the z level below, and climb up to the surface.
>>
>>150282154
Well crap, gotta make a bigger gap. Gobbos keep jumping over the ditch I made around the little piece of floor where I place them for target practice.
>>
>>150281664
IIRC, I've seen somewhere mentioned they don't attempt to skip more than 1 tile (so they start on tile 0, jump over tile 1, and land on tile 2) for pathfinding calculation reasons. Anything more would be too computationally expensive for now.
>>
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>a troupe of entertainers is visiting the fortress.
I'm so glad you could make it!
>>
Can I add appearance modifiers to stuff that isn't a part of the face?
Like for example satyrs have horns and woolly legs, can I just add something like BODYPART:LEG:HAIR:ALL CURLINESS [0:50:100] to get "its leg hair is straight/curly"? Don't remember exact tokens, it's just an example
>>
>>150282937
Oh man what the hell, is this what undead sieges look like?
>>
>>150283161
yep, they can fire back, use all their weapons and are fully armored. the fucking necromancers just pointed them at my gates and then kept going, ran right off the map almost immediately and let them do their thing.
>>
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>You have struck orthoclase!
>>
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>>150284946
I don't know, I'm pretty fond of feldspars, and orthoclase is no exception. It doesn't bean microcline, however.
>>
>>150281664

i don't know about goblins but i just had a wereelk jump three levels up a fucking waterfall into my dining room

this is gonna get bad
>>
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>>
>>150285374
Up is less intensive for pathfinding calculations (as in, only up from the square the dorf is standing on) so it's very possible that Toady says it's okay that creatures can jump high.
>>
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Even after all the years that passed since Toady added the new towns, I'm STILL impressed by how the sewers are generated.All other dungeons(for example: keep dungeons, catacombs, vaults, gobbo towers, mead halls) have the EXACT same layout. The sewers, however, are totally unique. I wish there was some kind of tool to export a map of the sewer in it's entirety.

I haven't seen any subterranean animal people tribes there since 0.40, however, and I kinda miss them.
>>
Is there any way to play dwarf fortress on my tablet desu, im on vacation and i really really miss it
>>
>>150288364
Only if you have some program to remotely control your PC. Or if your tablet is windows.

Alternatively, you could just enjoy your vacation.
>>
>>150285693
How do you get graphics like that, im a newfag and i just started after seeing it on vargskelethor
>>
>>150288538
Ask nicely for the tileset then edit some files to change it from the default tileset to the new one. Or just overwrite the old tileset. MAKE SURE YOU USE THE CORRECT SIZES.
>>
>>150285693
There can be several reasons for dorfs sleeping in hallways:
>they have the hunting labout activated
>there are no free beds and they have no bedrooms
>they are long term guests and you have no free room at the tavern at which they're staying
I'm 99% sure that that guy is a mercenary that you hired. He won't use the ordinary bedrooms until he applies for permanent citizenship.
>>
>>150288472
Sadly not windows

>enjoying
When i could waste my life in games ? No
>>
Usually bins give me headaches so I disable them for rough gems, ammo and many more things, but now I need them to store all the armor I get from killing goblins and nothing is happening. I have empty ones laying on the furniture stockpile, yet the dwarves are in no rush to cram all the armor in them and store it away.
>>
>>150288805

that's a dorm and he's a citizen, chucklefuck. it's amusing that he sleeps through someone getting ripped limb from limb just a few meters away.
>>
>>150289415
>corridor is lined with beds, yet someone sleeps in the middle of the it, where there logically shouldn't be a bed
>calling someone a "chucklefuck" because they don't understand your nonstandard fort layouts
>>
>>150289591

let's explore that 1% chance that you're not retarded
>>
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>>150289667
>let's explore that 1% chance that you're not retarded
nice contribution to the game discussion, champ
>>
>>150288364
SSH to mac or linux
>>
So apparently a vamp just sucked a (human) bard dry in the middle of my tavern and nobody saw it somehow, despite the room being packed. None of my recent migrants look suspicious, should I start drowning visitors?
>>
>>150290610
Oh, and a merc just starved to death in a perfectly accessable hallway despite readily available food.

What the fuck is happening?
>>
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>>150268146
>miner gets radiation sickness after tunneling into a natural reactor
>>
>>150290610

"killed a human? no i didn't see nuffin sir"
>>
>>150290610
Are you sure he was killed by a vampire and not alcohol poisoning?
>>
>>150290880
Unless alcohol suddenly drains people of all their blood on occasion, I think it was probably a vampire.
>>
>>150290923
>alcohol suddenly drains people of all their blood on occasion
Mod when?
>>
>>150290610
>>150290720
Oh, and now a bunch of plump helmet men are chilling in my hospital. Not injured or anything, just sightseeing.
>>
Well, I just killed a bunch of elf. Now, how can I make my dwarfs eat them?
>>
>>150271952
>first visit from Minotaur or any beat that type
>neat, I will see how my squads handle this oen
>he fell into first cage trap
>>
>>150291434
chuck the bodies off cliffs until they splatter into meat
at least that's how some people managed to do it a long while back
don't know if it still works
>>
Trying to get a hang on playing dort fort

How do should I dig before building my main areas like my workshops, meeting halls, etc
>>
>>150292361
Just put em wherever. It is recommended to put your stockpiles near your workshops though. Fort design is really up to you.
>>
>>150036636
Is the "store item in container" cancellation spam bug still active?
>>
>>150292647
It isn't really a bug, but yes, it is still active and likely will never be fixed. Just o > x > x > x
>>
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>Weaver cancels Collect Webs: Inturrupted by a giant cave spider
>oh, shi-
>he instantly crippled it
What a fucking hero. He still hasn't died from the poison, but I expect him to drop dead any minute now.
>>
>>150290749
I see you visited the Primitive Technology thread.
>>
Is there a better feeling of overcoming a major disaster and see your dorfs go on eith their lives?


A hill titan slaughtered many of my immigrants that were involuntarily camping outside my Trumpwall but some of them catched the were Zebra curse. They transformed right before they were about to die and gave the titan a good beating.

My 4 soldiers did the rest. I opened the gate and my dorfs that up to this point lived a comfy underground lives with no real problems (oh no, another fine meal! again??) swarmed out to haul corpses and items.

They faced the aftermath and git depressed and began puking all over the place.

After they filled ~50 coffins with their dead mates and got all the stuff from outside, I decided to try out a tavern and built some instruments.


Now they're dancing and singing and celebrating that some human can recite a poem.

Makes my eyey water that everything's back to normal and happy again.
>>
>>150295036

no. sounds like a bunch of severe faggotry considering you pipe up about it
>>
>>150292361
For a beginner I'd recommend building everything on one level since it's easier to observe.

Dig a long hallway before you start with
the actual rooms. Thus you have more rooms for traps.
>>
>>150293731
How is he doing?
>>
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>>150295594
I had a fort of ~40 ""survive"" a firebreathing titan attack that killed everyone save for 3 kids and 1 adult
it roasted my meagre army and tore though the main level of my fort, destroying half of the items I'd created during the game in the process, then went down to the housing layer
I had constructed this elaborate system of tunnels so that everyone could have a well in their bedroom, and another waste water flushing system so that everyone could have a dumping zone in their bedroom that would drop and then get washed out into the river
Somehow the thing got into the dirty water system and half of my remaining 8 dwarves had fallen in too or followed it, but a couple of them were miners, and one took it by surprise with his pick before bleeding to death himself
so I just sealed off the sewers, flushed everything out, and had the next round of migrants ("despite the danger..") build and engrave a load of slabs to put the ghosts at rest
those poor kids that survived though, they saw some shit
>>
Can I make taverns multi-level? I've got this luvverly 3-story wooden building that I want to be a tavern.
>>
>>150297054
you can assign multiple meeting zones to one tavern, yes
I did that once and I can't really remember which part they preferred, but I'm pretty sure the overall thing worked
>>
>>150297279
Nice.
Time to build a sprawling complex.
>>
>>150038903
Im doing this drawing if it kills me (emotionally).
>>
If there is a carved track that can connect two track stops, than that way will be highlighted when I make the stops? I made a really long track between the magma sea and the upper most parts of my fort, and I placed two stops, and the way between them isn't highlighted. Does that mean that if I were to place a minecart on a stop that there would be no way to reach the other one? Or is it just because they are on different z-levels?
>>
>>150299175
I don't think the highlighted thing really tracks the path a minecart would take, it just draws a direct line between the two stops. you'll just have to try it and see
>>
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>moody dwarf forges gold war hammer with engravings about goblins getting killed

based
>>
>>150284946
>Garnerite
>Tetrahidite
>native gold
https://www.youtube.com/watch?v=sr0gNJ090JA
>>
>tfw getting spooked by kakapo vocalizations
>>
Are black bears that good in combat?
>>
>>150302529
in my experience, no. like most other "dangerous" animals, they can kill war dogs and seriously fuck up unarmed/unarmoured civilian dwarves, but are completely useless against anyone with even a little bit of military equipment and training
>>
>>150302716
I have a couple chained up behind my traps to pick off any stragglers. Would they be sufficient against goblins and kobolds or should I have a squad waiting with them?
>>
>>150303316

>Not having five bloodthirsty dragon spewing fire at the entrance
>>
>>150302716
are hooves still the masters of death and caved in ribcages?
>>
>>150303583
Small fort. All I have is a wolf, a dog and 3 black bears guarding the entrance.
>>
>>150303316
>against goblins
no chance, goblins will slice them up in seconds

>and kobolds
maybe, I suspect kobolds will run away from them though, which should be good enough
>>
>>150303848
Thanks, I was expecting it would tear goblins to shreds though.
>>
>>150303978
Maybe lone snatchers but not ironclad warriors
>>
i've ended up at peace with the goblins somehow. how do i fix this?
>>
>>150305071
how long has your fort been running? if you're close to the goblin sites and you keep generating wealth, chances are they'll end up at war with your civ at some point, and then they'll want to attack you
>>
>>150176809
Oh im in tears. Fuck, i forgot how funny these DF threads can be. I haven't played in a few months and after reading this thread i'm going to play tomorrow
>>
>>150305402

year 4, but i lost most of y1 to an undead siege

time to crank out those steel serrated disks, i guess
>>
>>150305071
There's no such thing as peace with goblins unless you've modded the game to either play a snatcher civ or remove the snatcher tag from goblins.
I'm assuming you think that because you got a goblin outpost liaison? Those don't come from goblin civs, they come from your own civ.
>>
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make your mind up, woman

>>150305713
>year 4
hmm, that's weird then. are you sure you're within range of the goblins? you have over 80 pop by now, I assume
>>
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Humans have such interesting names
>>
>>150227853
Fighter or bard are the only specified roles for now
>>
>>150307787
Don't forget the scholars.

Also, building your own cabin sort of lets you RP being a hard working peasant.
>>
>>150234448
Fuck, I was just midly excited until i read that that
So things ARE gonna change with the magic/myth update, right?
Will it be the biggest update the game has seen?
>>
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>>150306568
>killed a dorf
>>
>>150306372

something got fucky after i reclaimed. at first i didn't have contact with any civs at all
>>
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>>150306319

i'm basing it on this
>>
>>150246926
How about you play a game with points in adventure mode?
>Killing a megabeast or titan are +5 points
>killing a forgotten beast are +15 points
>each day that passes in-game is -1 points
>Your final puntuation when you end the game is the number of cm you gotta insert a dildo up your ass if the puntuation is negative
>If the puntuation is positive, armok will make you receive money irl, being each point 25 cents

There, have fun and check em'
>>
>>150140187
the same time as gunpowder and fps revamp
meteors should appear thou
>>
>>150289591
my fort has hundreds of bedrooms and yet I get assholes sleeping in the food stockpile
>>
>>150310034
It's either due to them having the hunting labour activated, or them being long term guests with no guest rooms.
>>
When will we be able to combat train grizzly bears in wrestling demonstrations?
>>
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>>150311130
Grizzly bears are to elves what beak dogs are to goblins(namely, their standard mount). Why would you want the elves' fav pets?
>>
>>150295594
part of the reason I want more complex psychology for dwarves is just to see them on the edge of their mental health after a tragedy, and wach them overcome it and move on or completely fall into depression
>>
>>150176809
>the *detailed silver bolt* strikes the weasel in the rear left leg, and the part goes sailing off in an arc!
my fault for having hunters in the militia, I know. but still.
>>
>>150311714

i dunno, doesn't look much worse than
>the *detailed silver bolt* strikes the goblin lasher in the left leg, and the part goes sailing off in an arc!
>>
>>150309452
reroll
>>150273165
Can't be done with actual modding
Don't worry, everybody has thought your idea before you, we share the pity
>>
There are damn saplings growing on my tracks I've so painstakingly carved. Will the cart move over those tiles and eventually grind them down so that there are tracks back there, or do I need to remove the trees manually somehow?
>>
>>150273165
>>150312175
Aren't there syndrome inducing interactions? And can't syndromes be used to make creatures feel certain emotions? In one form or another, I will kinda be possible, but it won't be 'real'.
>>
>>150312395
warned you about water bro
>>
if i throw a naked goblin into a pit full of wardogs, the dogs should win, right?
>>
>>150312749

if they don't, do you really care about them surviving?
>>
>>150312793
it would be very embarrasing if the goblin won.
>>
>>150306568
Loli is a spanish name.
>>
I've been reading up about magma pistons and I just had a few possibly insane ideas. One is to build a device that makes pistons on the surface and then uses multi-z-level drops to pump massive amounts of magma to the surface at once. Another is to make the piston out of frozen water so I don't have to cast obsidian and can use ALL the magma.

Of course it immediately occurred to me that both of these ideas could be weaponized. Regenerating rods-from-god made out of frozen water, and explosively propelled magma geysers that suddenly replace what looked like a hill with a wall of firey death.

I'm pretty sure the multi-z drop will work, but I'm not sure what will happen when frozen water gets dropped into magma or collapsed. It might do nothing, or it might turn into a perpetual collapse if I can freeze one end as fast as the other melts.
>>
>>150312721
FUCKING WATER REEEEEEEEEEEEEEEEEEE

Also it looks like any and ramps water has flown over were made useless, so I gotta dig again.
>>
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anon, how in perfect world draw local map(don't region)?
>>
>>150315216
You don't. DF generates it only once you actually visit it - it doesn't exist before then.
>>
I love you guys, despite all your flaws. thanks for not being worse than most boards i've visited.
>>
>>150315402
WHAT>?
>>
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#justhippomanthings
>>
Guys guys

i cant see values of goods i am trading anymore and its getting really annoyng just randomly offering and insulting traders?
>>
I'm confused. I have 5 dead amphibianmen that have been killed but I can't find any reports at all on them. Any ideas what happened?
>>
>>150317648
Are you sure you're using a broker with appraisal skill?
>>
Post your best CONFIRMEDs from this FOTF

>Ha ha, I don't know what the odds are of flying craft. Once there are boats, the movement code would all be roughly the same for the air, aside from worrying about running out of sky blocks when the elevation changes.

Ballon travelling CONFIRMED

>''Especially now with myth stuff upcoming, and their being able to affect terrain, what about worldgen disasters?''
>Yeah, we're hoping for various trouble during historical world gen and during play. GIBBERISHGIBBERISHGIBBERSIH

World-shattering disasters CONFIRMED

> Do you do Sudoku?


>Not as a habit, but I've messed around with them. As with go and chess, I lost interest around the time when I'd have to start learning specific nuggets of information (like openings) to improve quickly. Might be the same as my experience with programming for all I know.

Toady being a shit coder CONFIRMED
>>
>>150317741
likely just killed by wildlife.
>>
>>150317848


uhhh i kinda just took a random dude with high skill and yeahh no appraisal

guess i found it thanks
>>
>>150318109
Oh I realise now. They died before I opened up a cavern.

I wonder what killed them.
>>
What metals are common in mica?
>>
>>150318061
that thing about DF's current status being in the "middle" of the grimness scale, and worms in an intestine and stuff, was pretty neat. was posted here earlier
>>
To correctly carve tracks over ramps the wiki says I have to designate the ramp and at least one more floor tile in the direction I want the cart to go on the same level as the ramp. When I do that I have some thing like this: "gabbro Upward Track <W>". Is this good?
>>
>>150313348
I tried weaponizing pumping magma from a higher altitude down to a trap door at a lower altitude but couldn't get satisfactory results. I'm assuming you mean something similar or just piston to a reservoir that dumps on invaders?


Read this in the future of the fortress post: " Now that materials are more accountable for their material properties post-armor nerf". What does that mean, was there some nerf to armor in the past 2~ years?
>>
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>>150319590
>>150318061
you mean this?
>>
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>>150316895
brutal

>>150319554
>found in metamorphic layers as large clusters
http://dwarffortresswiki.org/index.php/DF2014:Metamorphic_layer#Stone_found_in_metamorphic_layers
>found within granite layers as large clusters
http://dwarffortresswiki.org/index.php/DF2014:Igneous_intrusive_layer#Stone_found_in_igneous_intrusive_layers

>>150320741
W means west I think, so it's good if you want it to go west
>>
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>even though parts of the world are scary and there are conflicts and bad critters, you can still build something lasting and positive and make the world a better place
>this doesn't need to be true for the game to work
>he he he
>>
>>150312135
weasels don't actually give any food material from butchering, it's a complete waste of ammunition, and my hunters do it incessantly.
>>
>>150303316
Just make a doberman bomb, but with bears instead of dogs
>>
>>150322121
How would I do that?
>>
>>150322236
put dozens of them in a cage in your entrance, link it to a lever, pull lever if someone invades. it probably won't stop them, but having to fight through large numbers of animals will slow them down, distract them (if your dwarves are on hand to help), and maybe inflict a few injuries
>>
>>150318061
>The holy relics don't use the spheres yet aside from naming. There are artifact instruments.
>artifact instruments
but...what do they do?
>>
>>150323671
Probably used in ceremonies.
>>
Alright fellas, lemme ask
How much prior planning do you put in your base design?
>>
>>150323870
Not enough
>>
So this dwarf won't make a wooden bow even though i have lots 'o logs.

He's just hanging in the bowyers workshop without a job and his thoughts say he's 'unfocused' like 10 times

what's happening help
>>
>>150323870
I usually use the reveal command in dfhack, and try to make my fort in the caves. Letting the natural features of the caverns determine the shape of my fort helps keep the game fresh
>>
Experiencing a lot of crashes using TWBT in fortress mode (but not adventure), can only go like a season before freeze. Any way to fix this? TWBT is really good otherwise.
>>
>>150323870
I think about it a lot. I spend more time thinking about my next fort than I ever do actually building it. and I always fuck up and end up with a total mess of a construction.
>>
>>150324364

his life sucks too much for him to get anything done. let him attend to his needs for a bit and he should get his shit together
>>
>>150324364
have you assigned a stockpile to give to the workshop?
>>
>>150324364

Try linking the pile of wood to give to that shop?

Also, have checked his thoughts thoroughly? Maybe there is something bothering him? Maybe he wants to learn something else?

Also, do you have the shop set to be worked by specific dwarves or can anyone work in it? Maybe he's not permitted to work at that shop?
>>
>>150324724

I think about base designs during the day but then they all come apart in the actual game. Now, I am just treating the current fort I have as a trial fort and I hope to make better bases as I get better at the game overall.
>>
How can I get rid of saplings?
>>
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>>150324996
just tried assigning a little stockpile of wood and still no change

>>150325063
anyone can work it

>>150324989
Do i have to guide him to do that or will he just do it on his own? right now he's just chillin in the bowyers workshop not doing anything
>>
>>150325256
build a dirt road over them
>>
>>150325428

he looks like he should be fine. you do have the correct labor enabled, right?
>>
>>150325428

>He is distracted after being unable to practice a craft.

Here's a simple solution if you have a river and a ton of mussel shells: send his dwarfy ass to a craftdwarf's shop for a bit.

You can ensure that he goes there by a) setting the shop to only be worked by him b) set his ass on making shell crafts on repeat.

Make the "Make shell crafts" task a high priority one and wait for a bit. You should soon see thoughts such as "I have improved bone carving."
>>
>>150318061
>Is intelligent living 'property' like slaves (existing in that state and being enslaved as a result of ethics) liable to be taken as loot or interacted in some such way if the invaders deem them useful enough to use (liberated into spare entity population or sold on etc even if not explicitly needed/wanted as slaves if a quick death to 'free them' is not enough)
>
I haven't done anything like that yet, but I imagine the property additions after myths will have to more robustly address all of these issues (regarding historical figures and other populations being property or otherwise under the control of entities or families). There are already some liberation mechanics in world gen invasions but I don't know if it makes history for it.

Welp, slaves incoming I guess
Milk female elf x20
>>
>>150325428

Also, get some different fruits from traders and make a shit ton of booze and make some nice mugs too. The poor guy's forced to drink the same old plump helmet beer with his hands, I bet.
>>
>>150325959
yeah, considering i'm getting the notification that he tries but there's no logs, as shown in >>150324364
i assume that's all good on the labours side

>>150326036
>>150326179
i'll give these a go
>>
>>150320797
I mean building a magma piston that sticks up into the air on the surface and when collapsed throws a large column of lava up into the air like a geyser.
>>
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>>150326042
>Milk female elf x20
OOF
>>
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>setting up shop just a tiny bit too close to a NecroTower.

Luckily I already made my basic shelter/storage. Was able to make a wall around my entrance. Good that undead are snails.

Too bad about the next wave of migrants..I doubt these guys will leave before they show up.
>>
>>150324364
That's the bowyer's shop in the top right, yes? You trapped him the shop. The left 3 tiles are impassable.
>>
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>>150327184

And our first casualty of the Siege. The elf zombie just couldn't take (un)life anymore and decided to toss himself off a tree.
>>
>>150327653
holy shit i feel so fucking stupid
because you said that i also noticed another workshop had trapped my jewler inside holy moly

The dwarf is now making his bows
>>
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>>150327184
>>150327892
>non-tilesetanon unironically using tilesetanin's tileset
>>
>>150327653
>>150328117
Also is there a way to designate which way a workshop is constructed? I tried to remove it and build it again but it just blocked it in the same way
>>
Why and how do dwarves climb up trees if they are unable to get down? What the hell is happening to them dammit?
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