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/dfg/ - Dwarf Fortress General

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lego edition

Previous thread >>150547493

>Download the basic game here. Current version is Dwarf Fortress 0.43.06
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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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!
>>
>designate meeting hall around dining room
>make it a tavern/inn
>press space
>about 1 second passes
>Åblel Kekïmingiz, Axedwarf is visiting.
>Gasim Dukorimtil, Human Bard is visiting.
>Onaf Tolbuh, Human Swordsman is visiting.

Whoa, that was fast. I didn't even get any migrants yet.
>>
So, why exactly is it taking so long for Therapist to update? Is it because of the new x64 meme? Cause .43.05 didn't take a long time to release at all.
>>
Alright, this time I'll try to dig down to the near the magma asap, carve out my fort there while gathering a ton of plants & wood on the surface.

What could go wrong?
>>
>>150829243
>Is it because of the new x64 meme?

pretty much, all the addresses would have moved, the way the data is accessed and edited potentially changed
>>
Is there a way to do the prospector thing for the new version?
>>
>>150830131
you'll have to go with exploration shafts instead of dirty cheats
>>
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I'm considering using DFhack to make soil at my fort, which is located very deep down, near the magma sea.

Yay/nay? Having farming and rest of fort seperated by ~130 z-levels doesn't seem very effective.
>>
>>150835880

no water in your caverns? dropping water down is pretty easy
>>
>>150836174
Actually, I have water pretty close to the underground fort. But what does that have to with anything?
>>
>>150836235

>But what does that have to with anything?
watered stone can have farms built on it?
>>
>>150836317
Woah, really? Awesome!
>>
>>150836542

are you bullying me :(
>>
It's been a while.
Is it normal that the 64bit version actually runs slower than usual? My computer isn't the greatest thing but at least I got 100 solid fps on embark while now I have something like 80. Shit's gonna go awry as soon as I get migrants.
>>
>>150837298

have you hit the caverns yet? pathing is a big thing and it takes into account every accessible tile from what I understand, for every creature, at every step
>>
>>150837368
No, I've just seen the fps drop at embark. I'm going to keep playing and see what happens once I hit caverns.
>>
>>150836927
No, I just didn't know it. For real. I've always built my fort 5-10 levels below the surface and then kept farming in the natural soil up there.
>>
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why is it inaccessible?
>>
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>>150838539
no real obstacles that I can notice
>>
>>150838685
Boulder. Smooth it.
>>
>>150838685
>>150838539
that boulder there outside the entrance, you can build a floor on it then remove the floor and it will be gone, looks like a sideways 8

>>150838772
this works too but looks ugly imo
>>
>>150838772
>>150838815
fuckin hell, didn't see that. Still learning the matrix

thanks
>>
>>150838830

it always gets ya when you're learning, it's not a very intuitive functionality
>>
What is more dwarfy?

Building into the face of a mountain?
Or building straight down like a bunker?
>>
>>150839610
I'd say mountain. Dorfs are to mountains what elves are to a vegetable garbage dump
>>
>>150837368
>it takes into account every accessible tile from what I understand, for every creature, at every step
It doesn't. It counts tiles in every accessible direction until it reach its pathing destination whenever it has to calculate a path for a creature. Having caverns open will mean that sometimes those calculations might flow into into the caverns. But unless a dwarf is pathing to a destination hundreds of tiles away or the calculation begins near the cavern, most of the cavern will usually not be included in the calculation because a path will be found to the destination long before any significant portion of possible cavern paths are drawn. Some creatures, notably thieving animals and building destroyers, will path into your fort from the caverns.
It becomes an issue for really big forts and forts that built near the caverns, but in the typical /dfg/ memefort (3-5 zlevels of rows of squares just below the surface) most paths will be drawn to destinations near enough that the caverns will never considered in the calculation.
>>
>>150839610
ultimate dwarfy as far as I'm concerned is building on the side of a worldgen tunnel
>>
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First blood at Metaldale. Does it count if a dwarf wasn't (initially) involved?
A cave troll got into the halls somehow and ran into a human bard who was leaving after a successful gig.
The bard fought back wielding his percussion instrument but got fucking wrecked before he managed to knock the troll out. Both started collapsing and vomiting all over the place; a passing fisherdwarf then tried to kill the troll with his bare hands but couldn't dent its thick skull.
The sole member of the militia was busy drinking and fetching a shinier mail shirt, but eventually showed up and finished the creature off.
I almost wish this place was getting more migrants.
>>
>>150839934

huh good to know, thanks
>>
>>150839610
Depends on if we're talking hill or deep dorfs.

The niche of the player fortress is largely bridging the two realms.
>>
>>150839610
Dwarfiest not to choose one or the other.
>>
how hard is it to do an above ground fort? Assuming favorable conditions
>>
>>150840671
Favorable conditions meaning access to a forest? Not too bad, you probably wanna make a fence around your fort tho.
>>
>>150840671

much easier than it was before trees dropped a bajillion logs, much harder than before things could climb
>>
>>150840861
Those two things happened in the same update.
>>
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>>150840982
>>
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>>150840982
>>
If I have really high velocity cart get on the highest friction track stop, is it possible that it can't slow down to a halt and try to go into the next tile? I have a floodgate behind that stop, will it smash through?
>>
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>kangaroos are milkable

now that is a fucking impressive feat
>>
>>150840671
not very hard, but can get annoying
an early werebeast attack is much harder to deal with, so you might want to make (even temporary) walls around your building area and take a couple extra dogs to keep watch
your overall building progress will be slower than if you were digging. not really a big deal if you know what you're doing in DF, but something to keep in mind if, say, you're choosing a dead civ where there's a chance one of your starting dwarves is going to become monarch and start demanding super-nice rooms right away

other than that, the main concern is probably flying creatures. not necessarily because they're dangerous (you HAVE to have marksdwarves anyway), but because things like buzzards or kea will constantly interrupt and annoy your dwarves. make sure you always have plenty of booze on hand as I think this helps keep citizens from freaking out, and make sure your marksdwarves have tons and TONS of ammo available, since they will waste loads of it shooting down irritating birds

oh and when you go about building your actual, final walls, remember to make them 2 z-levels thick and at least that high, ideally with an overhang too
>>
>>150841628
>2 z-levels thick
2 tiles thick, I meant
>>
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>>150841171
>>150841348
I don't get it. Are you dogposting to deflect criticism for the stupid thing you said? Is it working?
>>
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>>150841929
>>
>>150841530
*If I have a high velocity cart that passes over a highest friction stop

I don't know what the hell happened to my post back there.
>>
>>150841929
yo'ur memes
>>
>>150841530
I'm not sure what exactly you're asking, but the amount a cart will slow from a given track stop depends as much on its weight as the friction of the stop. A copper cart moving at the same speed as a birch cart will take a lot more work to stop than the birch one will. How fast "high velocity" is matters a lot. In any case, high friction stops don't usually completely halt the momentum of even light carts if they're moving very fast, so if you want to stop it you should consider a series of stops. Turns are very effective for leeching momentum as well.
Minecarts can't destroy buildings, but if they're moving faster than 1 tile per tick they can teleport through them (and walls too).
>>
My outpost liaison is a goblin and so are a lot of the positions listed in the civ tab. What's this?
>>
2016
>>
>>150843489
goblins are small humanoids prone to evil
>>
>>150843489
you like goblins for their terrifying features
>>
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So one corner of my fortress's embark zone is sinister with a chance of fetid rain. Of course that's exactly the direction the merchants would be coming from.
They don't seem to be enjoying their visit too much.
Can merchants actually go crazy in recent versions? In the past it was possible if they got stuck or spent too much time breathing miasma and/or smoke, but seems like stress builds up much slower than unhappiness did.
>>
>>150843803
Yeah, merchants will still go crazy if they're unable to leave. Merchants going crazy from miasma or smoke has never been a thing.
>>
Any good informative lets plays I can watch? Id learn a lot better just watching someone decent play than reading guides.
>>
I made my track spiral go like this. As you see I placed no piece of corner tracks on ramps to evade that checkpoint bug, and yet the cart still slows down after a few levels. I just wanna be able to push it once and leave it rolling all the way down. Does anyone here dabble in the mystical arts of minaecarts? How do you organize your downward routes?
>>
>>150838539
I just noticed that merchant not leaving Depot may be also problem its acces. Trying to fix that problem now before they go mad.
>>
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>>150846191
Forgot the picture dammit.
>>
>>150845686
You'll learn more still just by playing, I think. your first fort might be a fuck-up, but everyone's first fort is a fuck-up, and your first fort would probably be a fuck-up even if you watched every LP in the world beforehand
besides, most of the people who make those (and guides) are married to stupid ideas, often obsolete ones from old versions of DF, and you can find better solutions by trying stuff out on your own
>>
>>150845686

if you can't learn properly with guides this game isn't for you pamilya
>>
>>150846434
I can't see any reason the carts would be stopping on the tracks, the momentum gained from a drop should carry it to the next ramp at the very least. Maybe try using a heavier cart?
Personally, I rarely let carts go on momentum alone, I prefer guided carts or powered/impulse tracks. In fact, if your carts keep stopping even after trying a heavier cart, you might consider impulse power every few z levels to give it a boost.
>>
>>150848964
I think I've been designating tracks on the ramps wrong the entire time. I used to start designating on the track itself, and then continue in the direction I wanted it. Now I've read on that advanced guide that the piece of track on the ramp must touch a wall, so I redesignated some carving to be done. I'll let you know if the cart breaks the sound barrier.
>>
>>150843489
goblins can sometimes integrate with dorfs
>>
Few visitors are standing in big 3/4 water pond and are rarely if ever moving. Even if ramp or doors are near.
>>
>>150849856
It was inevitable.
>>
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>>150849856
Is this you?
>>
>>150850394
>tfw miasma feels tunnels
>>
This may be common knowledge, but if you must attack a goblin dark fortress, do it at night. So many sleeping goblins will make the FPS much better.

Of course you will want to bring a murder macro for all the beheading you'll be doing.
>>
>>150850394
>>150850498
Still not funny.
>>
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>>150850738
But it is.
>>
>>150850394
I bet you made that post and now trying to force meme.
>>
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>>150851042
As if. It's a wide-spread internet phenomenom.
>>
>>150850394
This is amazing, though perhaps it could use someone that either looks like a dfg player or like a dorf
>>
>>150850738
>>150851042
found the source
>>
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>>150851246
>>
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>>150851395
>>
this shit's so forced not even seaking could save it
>>
>>150851042
Trying to force stupid memes is a widespread internet phenomenon, too.
>>
>>150852137
Shit. Meant for >>150851189
>>
alright lads what is the BEST animal-man to play as in adventure mode?
>>
>>150852369
anything big or flying is good, but I had dangerous amounts of fun playing as a hippo man a while back. big and strong as fuck, amphibious, and can one-shot goblins by biting their heads off
only downside is they're physically incapable of jumping
>>
>>150852369

Elephant man due to size I reckon
>>
Am i better off making a temple for every single deity my dwarves worship, or should I just make one good temple to no one special?
>>
>>150853030

big one
>>
>>150853030
Start with the latter, and then add more as you see fit.
>>
I AM a DWARF

And I'm DIGGING a HOLE

DIGGY diggy HOLE

DIGGING a HOLE

xD
>>
Like some anon pointed out a couple of days ago. underground plants don't grow all seasons but above ground plants do. that's stupid, so I changed the raws so that underground plants grow all seasons. but I also doubled the maturation rate in an effort to balance plump helmets etc. It's kind of ridiculous that a couple of 4x4 plots of plump helmets can feed 200 dwarves.
>>
>>150854004
Dude. With normal raws a 3x3 plot of plump helmets can feed 200 dwarves.
>>
>>150854004
That IS stupid. Underground plants aren't going to be affected by the seasons on the surface, why are they limited like that?
>>
>>150852369
Elephant man. Very VERY powerful, but its tusks are a truly incredible weapon.
>>
>fun embark with lots of hematite and flux
>random fisherdwarf making weapons and armor because of negligence
>finally get some migrants, start setting up militia
>build stress from thoughts of steel being crafted (slowly) into inferior gear
>Rîsen Ûthirkûbuk, Fishery Worker withdraws from society...
It's that fisherdwarf. And he's carrying stuff into the metal workshop. Praise Armok!
>>
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>>150843489
>>
>>150854925
This picture always horrifies me. There isn't interspecies miscegnation in the game, but dorfs and humies can still find themselves swamped by hordes of goblins until dorflands are nothing but a sea of green.

>dat feeling when anyone born to visitors in your fortress automatically becomes a citizen who you must feed and provide for for his entire life
>>
>>150854276
>>150854436
it depends on the skill of the growers but yes it's ridiculous.
a 3x3 plot can hold 9 plants
a well trained grower gets stacks of 5 plants per growing spot. this adds up to 45 plump helmets for a 3x3 plot.
plump helmets mature in 25 days. this results in around 13 harvests per year. which equals 485 plump helmets per year.
if all these were converted into drinks the amount would be multiplied by a factor 5.
so you would end up with 2425 drinks per year for a 3x3 farming plot.
this amount of drinks can sustain around 202 dwarves.

if you want to supply them with food you need around 2-3 3x3 plots
>>
>>150854851
He made Akurenam, "Championpure", a steel spear. It is encircled with bands of oval granite cabochons and menaces with spikes of steel.
It's worth about 100k and almost tripled the wealth of the fortress.
His weaponsmithing also went from dabbling to legendary +something. I guess we'll have decent weapons after all.
>>
>>150855329
That's why I stick with 4x4 plots.
A little bit of extra never hurt anyone.
>>
>>150854436
"We come from a family of botanists and gardeners."
-Toady One
>>
>>150855879
>went from dabbling to legendary +something
If he was dabbling then it went to legendary +1. Moods grant a flat +20k xp in the skill, which is exactly enough to go to leg+1, and dabbling skill isn't enough to push it beyond that.
>>
>>150854436
Maybe they grow on the ceiling and not the floor and are actually roots?

That doesn't explain why surface plants aren't seasonal, though.

Not much about underground plants makes sense.
>>
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bumpa
>>
GPU broke today i think

Screen goes all black with spooky green dots covering it at boot

anyone ever experience anything like this before?

not entirely dorf related i know
>>
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how they can lay ruin to entire civilisations and have entire eras named after them is beyond me
>>
>>150861457
Yeah had something like that happen. Weird bands of dotty-color and blackness and streaks and shit. See if yours is still under warranty.
>>
>>150855879
Well, that's an artifact to deserves to be called it
I wonder if Toady will change things in this update so artifacts can make more sense/be more epic
>>
>>150857603
>Maybe they grow on the ceiling and not the floor and are actually roots?
No, you can grow them no matter how far up the ceiling is. Besides, there aren't any plants that have mushrooms for roots.
>>
>>150856381
Did you read that eventually you'll have an interface dedicated to soil moisture and nutrients of the soil?
It'll probably be abstracted with dwarven opinions on how the soil looks
>Doduk soileater tastes the soil
>It tastes acidic and dry!
>better irrigate it and throw some pig blood on it!
>>
At what level down can I comfortably stop worrying about things getting in/out?
>>
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>>150867173
It doesn't have anything to do with depth.

Basically, having a few "airlocks" consisting of two doors or hatches, preferably with a few cage traps between them, will stop most stupid animals from getting into your fort. You can also have your militia squads train in the corridors that connect your fort to the surface and caverns, although this will make it harder to control the cave adaption of said squads(one reason to have dedicated subterranean squads for fighting cave fauna and FBs).
>>
>>150867173
>>150868069
I assume he means how many sheer z-levels you need to stop things from climbing
in which case there's no 1 answer, but even 2-3 levels will suffice IF it's smoothed natural rock. any other material and you're only making it extremely difficult for someone to get out, not impossible
if you want to make something impossible to climb, have an overhang
>>
https://www.youtube.com/watch?v=2cweWy1sP0M
>>
>>150862830
hydras are pretty cool my dude. I got a male and female hydra that I'm currently trying to tame, andat somepoint I will have domesticated hydra babies ready to inhabit my pits.
>>
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>>150849182
This is the problem.

Start one tile on the wall below where the ramp lifts you to, end in mid-air where the ramp drops you.

>>150861457
Sounds like you pushed "Start Game" to me, mate.

>>150859983
>last part
>>
>>150871179
Yeah but how many of them can you facefuck at once?
>>
>>150871354
>tfw you wonder how many heads hydra males have
>>
>>150871354

0,1428
>>
two words

elves

fault
>>
>>150875420
Everything is the fault of the regressives, Communists, Muslims and Jews. What would be the Dwarf Fortress equivalent of those groups of subhuman enemy combatants?
>>
>>150875674
Dwarves are commies
Goblins are Muslims
Humans are jews
Elves are bacteria found in the large intestine
>>
>>150875914
>Elves are bacteria found in the large intestine
where do you think the E in E. Coli stands for?
>>
>>150875914
So basically everyone except the Kobolds need to die in Dwarf Fortress?
>>
>>150876080
>except the Kobolds
right, and they need to be institutionalized and re-educated
>>
If I embark between 3-4 goblin civilizations, does it increase the chance for a siege or other combat?
>>
>>150877241
Marginally.
Population, produced wealth, and exported wealth are what draws them like flies.
>>
Just came back, are there updates for DFHack or anything yet? Will my tileset be broken?
>>
>>150877573

So the only way to get more combat is to piss off other civs/tower, and then just export fuck tons of everything?
>>
>>150878106
That's my understanding. You can also mess with the siege trigger tokens in the raws, but I'm not sure that effects the frequency of sieges or just whether or not they can occur.
>>
>send miners to explore downward passage near map edge in caverns
>yay, more tetrahedrite and pretty microcline, you can come back now
>miners emerge from passage longing for drinks and the comfy atmosphere of the tavern
>spitting quadruped Forgotten Beast made of opal appears on map edge 10 squares away
Well, the crypts _did_ take some effort to build. About time we put them into use.
>>
>>150879891
Eyyy!

>>150877898
Tilesets don't break. Graphics sets generally work unless there were raw changes, it's fixable, dfhack is still updating for the 64 bit version.
>>
>>150879891
>miners
>beast made of rock
Let them die fighting.
>>
>>150879891
Yer boned.

I have a demon of prase opal in my world. Every few months, they grab 10 goblins and defend their home against 6,000 humans, lose all the goblins, and kill 25-50 humans before the assault force retreats in the face of this unkillable monster.

I check legends every few adventurers and their killcount just keeps rising.
>>
One of the 4 miners survived with minor injuries by deflecting the spittle with his pick, striking the beast once and fleeing. The other three basically got Kenshiro'd. A kitten that was following one of the miners exploded into a spectacular shower of blood and teeth.

Appropriately enough, the FB was named Lomoth Skullmines for this.

The militia then sculpted it into a mangled 21149 uristgram cherry opal menacing with spatter of 3 miners, a kitten and a cave troll.
>>
>>150840625
>according to this map, they walked some 6-800 miles
>durin's bridge is 7 miles long
>>
>>150882342
>21149 uristgram cherry opal
I guess one could probably mod this in somehow but it drives me nuts that you can't do anything with this by default
even if the corpse just reverted to a statue like how bronze colossi do it would be neat

would've loved to have had a sapphire statue of a giant lyrebird from that one FB
>>
/dfg/, dank thread is visiting the top page.
>>
>>150841738
Reasoning?
>>
>>150855318
Accidents, good friend.
>>
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So, my fort seemed to die, and I couldn't stand so much of my dwarves dying, so I abandoned the fort, but later the guilt was eating me alive, so I went to reclame it
Do you remember that old bug where all non-habitants would turn hostile against you?
welp, that bug is fixed, but this one is pretty cool too, I actually prefer it
>>
>>150888793
dwarves in combat or sparring will occasionally warp through 1 tile-thick walls
>>
>>150889223
>having an outpost liaision is a good thing
For me, outpost liaisions have always been a bad experience. I always spend hecka lotta time on my royal palace, only to completely forget the outpost liaision's quarters until the fucker actually arrives.
>>
>>150889575
M8, my fort has oficially his own diplomat and outpost liason, and they function as normal dwarves
>>
>>150882579
Nah, Middle-earth was set on the continent, these are metric leagues. They're only 38 decametres each.
>>
Woah there friend
>>
>>150855318
There will be, and I imagine it will lead to player-run eugenics programs to create the ultimate hybrid.

One of threetoe's stories details a man born of a dwarf father and human mother appearing mostly human (aside from rapid facial hair growth, ti seems) and joining the city guard only to realize that the guard is about to enact anti-dwarf pogroms.

The other involves a goblin somehow wooing an elven princess (much to the chagrin of her prime suitor/arranged husband to be) This resulted in an elf with the red eyes a goblin. The father kidnapped her and raised her as a goblin, before eventually returning her home when she was of-age.
>>
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>>150866384
It wouldn't surprise me if he ended up tying certain types of object to spheres. IE: Dwarves posessed by/who worship war gods more likely to make weapons.
>>
Dwarf Fortress 101

1. Cages trap anything, even the strongest monsters in the game, without needing any weapons what so ever.

2. carpenter, woodcutter, miner, mason, mechanic, farmer, and blacksmith are the only things you should consider starting with, as carpenters can make wooden spike balls that sell for 300 each at the trading depot.

3. Rivers and waterfalls can kill dwarfs if you are too stupid to split them and or make a dam. You deserve the whole thing if you don't do this.

4. Quick build order, stockpile area, workshop area, barracks, farm, dining hall, rooms for sleeping, graveyard, training spear room.

5. About -10 depth has adamant ore. It's a bitch to process and make something, but, can allow a dwarf to kill most forgotten beast without a cage.

This games not fucking hard. I would suggest just cheating for fun. It adds to the game.
>>
So I'm making a moat around my fort using a river. The idea is to make a pumpstack/waterfall in the tavern that will be there, then dig a big channel back out to the river that the water is sourced from. Will that work, or will the river not take the extra water off the map quickly and back up the moat/waterfall and flood me?
>>
>>150895381
Miners and woodcutters are wholly unnecessary. A dedicated miner or woodcutter is a noob trap.
>>
>>150897386
You don't need very many miners or woodcutters to make a fort that can house starting and every migrant after. You literally only need 1 and a fractal pattern.
>>
>>150895381
>even the strongest monsters in the game
setting up a giant cave spider - webbing cage trap system is actually kind of a pain. I'd rather use a militia squad to take down a FB
>>
Anyone know whether an iron scourge or a silver scourge is better?
>>
>>150899467
It's an edge weapon, so iron is better
>>
>>150898953
True, but its also a convenient way to get a truly devastating weapon skill early on and train stats, etc. Just seems better that if you're going to have a dedicated miner and a dedicated woodcutter, to draft it from the inevitable potashmakers and clerk migrants.
>>
There is no need to feel vengeful. This is my thread too.
>>
>>150895497
No, building moats out of existing rivers does not cause flooding.
>>
Since fucking when was /vg/ so fast? 20 minutes without a post and we're on page 9.
>>
>>150905762

more shit games with more shit generals

>>>/df/ when?
>>
>>150904623
It doesn't sound like it's the moat that he's concerned about flooding, but rather the pump/waterfall arrangement. With poor design, those absolutely can cause flooding. We don't have enough information to make a determination about whether or not it will, though.
>>
>>150906315
Oh, I see what he means now. I think as long as he doesn't take the water directly from the river tiles but rather from his channel he'll be fine. Or, alternatively, he could just make a mist generator and pretend it's a waterfall.
>>
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>>150909030
>>
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>>150909635
>>150909030
how do i minas tirith /dfg/?
>>
>>150911557

Exposed marble face
>>
>>150911709
I suppose mudrock won't work
>>
>>150911742

It would have to be pretty huge too I guess, deffo no gross mudrock
>>
>>150911557
Strike the earth from the top down one z level at a time!
>>
>Play adventure mode in fresh new world
>Start in a tree with elves telling me they brought me here to be executed
>Jump off tree to escape
>Didn't see that I just jumped off a mountain
>Break neck and die
>>
Will this be the end for Avuz Rothtun, the werechameleon hermit marksdwarf? Let's find out.
>>
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>>150912816
Captain Avuz Rothtun, slayer of the forgotten snowball Olnge Mugubutux, werechameleon extrordinaire, has fallen in battle. Had he managed to survive 4 more months, Relicwebs would have gone 10 years without a single death.
>>
>>150835880
>using DFhack to ruin the !!FUN!!
No.
>>
>>150912816
>>150913890
His song shall ever echo in the great halls of the mountain home!

It's probably a good sign of me having been up too long that I read
"It has a broad shell and it-
Has a [huge] bloated body!
It's teal feathers are downy!
Beware its deadly blood!"
to the tune of the Addams Family.
>>
>>150912407
"By the gods I was only joking! The absolute madman!"
>>
I'm reading through the ascii stories section of the wiki and if these have any legitimacy like the regular stories than boy-oh boy is there some good shit planned.
>>
>>150915721
>The dwarf pressed a secret button and a blade emerged from the end of the staff. The wizard called on his generals. The skeletal ghoul drew his saber and charged. Twan spun with expert skill and took out the phantom's knees, such was the power that the staff bestowed. Two more undead warlords entered the tent. Twan thrust the staff at Maxelman but a undead general threw himself in front of the blade, impaling himself and collapsed into dust.

>Twan caught the thrust between his palms. As the wizard snarled, Twan took the staff in one hand and with several quick motions, activated the secret switches along its length. The dwarf released the staff as saw blades swept out of the shaft and sliced off the wizard's hands. Twan jammed his helmet into the skull of the phantom general and smashed all the bones in its face.
>>
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>>150914869
Or you know, he could just irigate some plots around his fort. Doesnt matter if its 130z levels deep.
Underground crops give you everything you need anyway
>>
>>150915312
"It's just a prank, bro!"
>>
where are my jabberers

I need me some elephant sized emus

come and step on the traps you fucks
>>
What Z level do you usually find magma in?
I've been digging for a while and all I got are gems gems and more gems.
and an assload of gold.
>>
>>150922851
100+ if not any sooner
>>
>>150922851
This reminds me
Is there any reason for my digging to just straight up not work?
>>
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>>150920997
>elephant sized emus
>>
>>150924628
what exactly are you doing?
>>
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Wait, what, does it have infinitely smaller recursing images of itself?
>>
What's the absolute best start I could be looking for?
>>
>>150925202
Looks like it,
>>
>>150925326
Define "best".
Do you mean most fun?
Do you mean smooth sailing all the way to becoming Mointainhome?
Do you mean crushing your foes, seeing them driven before you, and hearing the lamentations of their women?
>>
>>150925483
Preferably all of the above

2/3 if I had to pick
>>
>>150925392
Now that's good craftsdwarfship
>>
>send militia to kill annoying giant mole outside
>giant mole is gibbed
>everyone drops their gear and scrambles to replace it with others' dropped items or stuff from inside
>half of them run back inside near naked
>macaques spawn to replace giant mole
>A rhesus macaque has stolen a =steel mail shirt=!
>A rhesus macaque has stolen a +steel high boot+!
>A rhesus macaque has stolen a *steel helm*!
I'm pretty sure some armies would shoot you for this, dorfs.
>>
>>150926708
Why didn't you take your time and designated specific arms and armour for every dwarf? You are the one responsible for this mess, and some armies would court martial commanders for serious mistake like this.
>>
>>150926939
I hate bureaucracy enough when I don't have to carry it out via Toady's beyond-quality UX.
>>
>>150927093
So not only you admit it's your mistake but you also admit to it happening due to your own negligence. Guilty as charged then. Send him to the interface re-education camp.
>>
>>150829265
High chance of running out of booze.
>>
>>150927246
We don't actually have a penal system here.
The great leader grumbles about it sometimes but he enjoys the tavern's endless air guitar performances too much to really give a shit about anything.
Also, when I was serving in the glorious gommie army nobody cared whose things you were carrying long as you had them to present when asked xD
>>
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this is pretty weird, fbs get stuck pathing in this little spot where the red W is
>>
the 10x15 stone stockpile as a mistake
>>
>>150929072

How are you enjoying the "carry the stone to the pile" conga?
>>
>>150926939

>designated specific arms and armour for every dwarf

You mean for every army dwarf or for EVERY dwarf in the fort?
>>
>>150928307
Do you have any building/construct there?

I after some time figured out that all beast I faced didn't stuck but were busing destroying traps or doors. That's what saved be from Firemade FB.
>>
>>150929657

nope there's a clear path directly into my fortress, all the doors are open, only thing I can think besides something fucky going on is there's a pasture directly below the bridge so maybe it's trying to run to animals and then deciding to go up
>>
>>150929371
But that's the same isn't it anon? Don't tell me some of your dwarves are not in the army?
>>
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>>150931386

what the fuck, can these things hatch?
>>
>>150931430

Yes, if you don't have your dwarfs eat the eggs.
>>
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>>150931430

2croc
>>
>>150926708
Jesus Christ, learn how to military
>>
>>150924628
Digging straight up anywhere there could be liquids is a terrible idea, you don't get the usual warning. You'll just flood everything with lava or water.
>>
My jeweler just made this.
How he only used one gemstone for it is a mystery for me but the deity that possesed him probably had something to do with it
>>
>>150933442
wew
nice
imagine the size of the zircon

value?
>>
Apparently dwarven children can get possessed by strange moods as I've had two of them do so already...
>>
>>150934196
Good thing. They can be useful and do some cool thing, and if just crap it's still legendary skilled dwarf. Even if it go berserk it will not do much damage and there one less kid to worry about.
>>
>>150934601

craft skills are pretty crap strange moods imo, the only reason you want them is to churn out goods and if you can be bothered you have the resources to level up a whole fortress of the fuckers to legendary anyway
>>
>>150934793
Still better than nothing.
>>
>>150934929

ehhhhh yeah nah I don't reckon, they could be saved for a better mood in a skill which takes better resources, but to each his own
>>
>>150934793
>viewing moods solely as a way of getting skilled craftsmen
I never understood this meme. I think interesting artifacts, especially those with images of historical events on them, are always nice. The skill increase is just a bonus.
>>
>>150935047
I don't even play with moods on, maybe once we get some magic shit I will
>>
>>150933817
Around 45k, still a lot considering only one gem is used
>>
>>150935047

I like getting all kinds of artifacts and the strange moods in general. Makes the fortress feel alive sort of and some artifacts you can place in places to increase happy thoughts.
>>
>>150932947
Trying to. I guess the uniform system is just another broken newbie trap in its current state?

I mean, I just did what seems like the sane thing and mass assigned everyone the same uniform. Now as soon as someone makes a better piece of armor, the militia commander drops his existing item to scramble for that, causing someone else to drop theirs and go fetch the militia commander's previous item, etc.

Not only are they dropping their stuff all over the place (take it to the fucking armory first!), but the entire squad is basically off duty for ages because of Pickup Equipment.
>>
>>150936448

Try assigning them specific armor pieces. I've noticed less equipment mismatches that way.
>>
>>150936448
I don't assign specific armor either, unless it's for the champion or commander. I don't really feel like replacing every piece once my smiths start crapping masterwork. There are other ways to avoid the sort of trouble you had, like forbidding and so on.

You should also analyze each situation, throwing your dwarves at anything usually isn't a good idea. Avoiding unnecessary damage and containing their movements is the basic.
>>
>>150936448
>broken newbie trap

You literally get what effort you put in. Its exactly like saying its a newbie trap in adventure mode that you have to find and equip items laying on the ground to use.

You select a guy, you can either tell him a very vague guideline for items to try to find and he will try to look for those sorts of items, or you can assign specific items per character, which is what you always should do.

If this sounds like a horrendous amount of work, one frikkin squad of well trained dwarves will obliterate sieges and essentially anything that isn't spraying webs, poison gas or deadly dust everywhere.

Just assign specific equipment. Don't think of military derfs as fire-and-forget miner plebs, think of them as analogous to adventurer characters. You get heavy control over them and they're of great utility.
>>
>>150915721
Yeah, that's some thing I love about the brothers
When they develop the game, they don't ask ''what should we add to the game to make it better?
They fucking do stories representing the game they want and say '' hey, maybe we should add secret compartiments for swords, or more complex battle stances based on the creatures phisiology'', etc

That's how you know that they know exactly what they are doing, not unlike other devs
>>
Tell me /dfg/, what do you want the talking system to get in adventure mode?

I personally want flirting and emotion based communication (choosing what emotion to emit when saying certain stuff)
>>
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>tfw adventurer tools got removed from dfhack indefinitly
>tfw no more bodyswapping with demons and ghosts
Who is responsible for this?
>>
>>150938139
Pretty much, yeah. I mean you can already arouse NPCs, presumably including children (not sure) with erotic performance.

I'm curious as to whether you get any extra dialogue with your gf or wife in this game. I got my friendship rating up to 92 with a female follower, but as you have to be within 10 years of age (according to the wiki) its difficult to find someone compatible
>>
>>150931386
damnit 1 of my crocs must be a fag
>>
>>150938139
just more variations of every piece of dialogue in the game, I guess, and more of a loose mapping of certain tones of speech to certain personalities/states of mind
>>
>>150938139
Definitely some more insight on emotions too yeah
I've always imagined that judge of intent would play a role similar to that of observer, like , in the future when/if you are able to have moderately complex conversation, have something that tells you the perceived mood of the person you are talking too. More level, then you get more info of his mood.
It's much more realistic than people shouting:
''Oh, I've improved my fighting, I'm ecstastic'' to everybody
Instead of that, when you, for example, compliment somebody, she could probably not say a thing, but a phrase would pop up, like in battle mode
She seems deeply flattered by your compliments, and listens interested!
But if you had little ability, it would just say
She has blushed
something along those lines, and I would also like more non-verbal talking, although that's relationed to what I just said anyway
>>
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>>150938705
>She has blushed
>>
>>150938523
Uuuh, I can see this working
Imagine you go to a brothel and start talking to the first girl you meet like if she was the queen of your civ
or viceversa
Hilarity ensues
>>150938139
I want puns and the ability to wreck somebody as much as if you were battling him using only words
The time when mental manipulation and personalities that uses them (sociopaths) arrive to dwarf fortress, it will be a great time
>>
>>150937623
>Don't think of military derfs as fire-and-forget miner plebs, think of them as analogous to adventurer characters.

That's really fucking dumb if you have any worthwhile amount of dorfs wanting for equipment upgrades.
>>
>>150938458
Breeding egg layers is stupidly hard. The male has to be next to the female for the entire period of incubation. Largely it aint gonna happen.
>>
>>150940104
Hey, if you are so autistic that every soldier must use the most upgraded item, either:
1. Do it yourself
2. Let the dorfs handle it pell mell, dropping shit everywhere, clogging your orders, and then bitch about your own laziness and incompetence on /dfg/
>>
>>150940248
are you sure this is the case?

what about caging them next to the egg box?
>>
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>>150940248
is this a recent thing? in 42.x it was easy
>>
>>150940104
Basically, a working fortress should never have more than twenty soldiers. Twenty soldiers aren't too hard to keep track of individually.
>>
>>150940330

Wow, you're dumb.

It's an improperly implemented gameplay mechanic, needs a bit of refinement.

I bet you bitch about using Dwarf Therapist too.
>>
>>150940369
That may work. I have no idea what the implications of caging are.

>>150940426
Who knows?
>>
>>150940781
well I know non egg laying animals can breed through cages now so I'll give it a go and see what happens
>>
>>150940624

>Wow, you're dumb.

I am truly sorry for hurting your feelings.

>It's an improperly implemented gameplay mechanic, needs a bit of refinement.

Nah, this is a case of you suffering from your dorfs doing exactly as they're told. Most (legitimate) complaints about fort behavior stems from dorfs not doing as they're told, but this is a case of them obeying directives immediately (ie ordering them to pick their own uniform within a set of criteria results in them picking the best items, and carrying it out immediately and as quickly as possible by dropping their shit).

If it bothers you, order them into where you want to stash your gear (that's the nice thing about military, you can order them with fairly precise detail), then give them the new uniform equipment order.

>I bet you bitch about using Dwarf Therapist too.

I absolutely 100% do not care how people get the job done, so long as they do not whine about how lazy and inept they are.
>>
>>150940624
The mechanic is fine, you can use it as long as you know what you're doing.

Stop being a raging child and do it again.
>>
How big pastures do I need to keep elephants? How much does one of the beast need? What about giant elephants?
>>
>post rant about dorfs doing unexpected stupid things
>go jogging for a bit, get some beer
>mfw sperg war going on about whether said behavior is a feature
Don't build up too much stress, guys.
>>
>>150941263
I don't have any firm answers, but pretty big
what I do know is that grazing was modified maybe a year ago, so if you're reading some guide that says "it's IMPOSSIBLE to keep elephants because they eat so much," that's no longer true. just put them in a decent sized pasture (maybe 16x16, more if you have a bunch) and keep an eye on how much grass they're using
>>
>>150941263
last I recall elephants can't be grazed by default, they can't eat enough to survive, could have changed since then though
>>
>>150940248
>>150940369
They don't. The eggs are either fertile or not as soon as the female claims a nestbox. The male has no role once the eggs are laid.
>>
>>150941080
>I am truly sorry for hurting your feelings.

You only really hurt any credibility you might have had with your defending of poorly implemented gameplay mechanics. It'll be patched soon I'm sure, there's probably a report up on the bug tracker as is.

I won't bother reading the rest of your post because you've nothing valuable to say.
>>
>>150941808
>It'll be patched soon I'm sure

Guess how I can tell you're new to Dwarf Fortress?
>>
>>150940852
Creatures don't breed cages. A creature that's already pregnant when caged will still give birth, but can't get pregnant again until released, and a caged male can't impregnate females.
>>
>>150941808
Its not even close to being a bug, just operator error.
>>
>>150942000
>and a caged male can't impregnate females

I think you'll find you're incorrect in that m8
>>
>>150941924

Playing longer than you
>>
>>150938998
>The giant Toad blushes
>You really say so?
>He looks surprised and hoping
>Yes, I love you, -you say
>Do you want to marry me?
>The Giant Toad answers quickly
>Yes, yes I do!
>The Giant Toad looks ecstastic and other emotions you can't decipher

And that's how future communication and romance will be habdled, fanfic apart
>>
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>>150942551

And yet you don't know how the military acts by default.
>>
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>>150942696

I know how it should act and how Toady envisioned it to work.
>>
>>150942696
I'm not sure even Toady does.
>>
>>150942787
see this>>150942787

But anyway, stop sperging that much guys
>>
First Time Elf diplomat whined about trees. I may negotiate amount of tree to cut but if I will not stop doing it.
>>
>>150943552
Mod the elves to turn into logs when they die, and then stop cutting trees and start cutting elves instead.
>>
>>150942787
With the exception of armor stands and weapon racks not being used to store equipment it's working exactly as intended and as designed. And it works well if you know how the system functions.
>>
>>150943940

Nope.
>>
>>150943910
Better mod Ents for Elves to use in sieges who would drop wood.
>>
>>150931430
Cave crocs are the ultimate basic livestock. Massive egg clutches, lots of meat, lots of leather, trainable(?), make great guard animals due to their physical characteristics.
>>
>>150944382

not war or hunting trainable but easily modified
>>
Do multarmed creatures (like 4 arms) are better at fighting?
>>
>>150944382
>cave crocs
>not jabberers
>>
>>150944382
They don't give any leather at all, they give scales. They're not trainable by default, but that's easily modded. Also gizzard stones. Always nice to get those high value gizzard stones of rocks you would never cut yourself.
>>
>>150944475
I'm not really sure. I played a firefly man adventurer for a while and it didn't seem to give me any new options
I suspect if you had a very large/strong creature with multiple arms it would be extremely good at wrestling because it could pin multiple limbs at once, but I'm not sure about standard fighting
>>
>>150943552
Does ignoring the tree cap do -anything-? Because I have friends who have killed every elven visitor for years and never got attacked.
>>
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>fort's only doctor picks a 1-on-1 fight with a giant cave spider
>survives
>>
So the elves have sold me a giant badger sow. Is it useful as a guard, even without training? Will editing the raws allow me to train it?
>>
>>150945243
It makes them more likely to declare war. Much more than just killing elves. If you want to fight elves your best bet is to offer them wooden objects in trade and let at least one merchant leave the map alive to tell the tale.
>>
>>150944475
Yes, 3 shields + 1 weapon is very awesome. 3 weapons + 1 shield is less so, but the extra weapons still parry, and you could, say, stab someone with a spear to hold him still and do the other attacks simultaneously. If you have one limb grapple the target, they will first try to break the grapple as their next action generally, which buys you time and prevents a dodge.
>>
>>150945427
It's as useful as any other animal at that size. They'll occasionally get enraged which will cause them to do more damage. You can add [TRAINABLE] to the raws for giant badgers (or regular badgers) to allow you to train them.
>>
>>150945629
can multiattack now hoss
>>
>>150945484
Well that's great news.
>>
>>150945813
Having extra arms doesn't make multiattacks any better than for creatures with only two arms. Or only one arm, for that matter. The tag [ATTACK_FLAG_INDEPENDENT_MULTIATTACK] allows for multiattacks without a penalty, and only appears on hydras for their bite attack.
>>
>>150946259
>>150945813
They can carry more weapons to multiattack with, is the point.
>>
>>150946259
sure but it would allow you 4 punches or slashes or whatever instead of 2 right?
>>
I,m just thiniking about usefulness of my Beetleman in military.
>>
>>150942561
Can't wait to be able to marry Toady and have half-toad-half-rhynomen children

That communication system is pretty rad m8, but it would be horrendous to talk to various people at the same time
Well, right now it already is, so it doesn't really matter
>>
How much do you value your dwarves anon?
Do you treat them good?
>>
>>150947829
depends on what my goals for a given fortress are but usually it's either extreme disregard or extreme care
>>
everyone please post your non-graphics pack fortresses
I need to find one that looks pleasant before starting to play again.
>>
>>150947829
this exactly >>150948756
sometimes it's fun to run a chaotic fort where dwarves die all over the place, often so fast their ghosts haunt the fort while your masons and haulers work through a backlog of coffin/slab production and burial
having a fully ""functioning"" dwarven justice system complete with near-executions for petty non-crimes, watching dwarves walk away from their jobs to mourn a relative and so on can be amusing

but my default is autistically caring for everyone and being overly cautious with everything that looks like a threat, using burrows and walls liberally, only sending people into the caverns with a military escort, etc.
>>
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so I decided to try getting into dwarf fortress one more time
my first fortress was going okay but I've been attacked by a werehorse. It murdered 5 of my dwarves with its bare hooves, crippled one other dwarf and killed a dog
then a month after that it turns out that two of my military dwarves were infected and have now became werehorses themselves

TL;DR any tips on how to deal with werehorses or werebeasts in general?
>>
This will be the second FB punked by a magma crab in this fort. Hopefully the fire will get rid of the deadly blood.

>>150952951
Military early, military often. Generally speaking, the best werebeast defenses are to have one or two fully armored militia before the first one shows up, and to tie up watch animals in a perimeter around where you'll be working for early detection. Always read combat reports after a werebeast fight to see if any of your beards caught a bite that broke the skin.
Also, read the wiki. Read the wiki. Read the wiki.
http://dwarffortresswiki.org/index.php/DF2014:Werebeast#Defending_your_fort_against_werebeasts
>>
>>150952951
there's two main ways of going about this. they're a bit of a challenge for new players because they attack so early, but once you ride out the first couple years it's not so bad. that said,

>option 1 - kill it
this basically requires making one of your starting 7 into a military dwarf and bringing a couple pieces of equipment (weapon, helm, maybe breastplate - make some wooden shields after you start) with you on embark and drafting a couple of your first migrant wave into the militia squad right away (they'll need equipment too, obviously).
set some guard animals outside to watch for the werebeast (even 1 will do) so your militia can react before the werebeast gets to civilians
if you're embarking somewhere really dangerous this is basically all necessary stuff to do anyway

>option 2 - hide
make sure your fort only has one entrance, and get everybody inside as soon as you can. keep a big crowd of animals (war dogs, draft animals that came with your wagon, etc.) in a pasture on the surface, a good 10-20 squares away from your entrance, but close enough that a werebeast will definitely encounter them. when you do get a werebeast attack, it'll be spotted early and drawn to attack the animals, which will buy you quite a bit of time - use a civilian alert (check the wiki) and temporarily wall (or raising bridge) yourself in the fort. all your animals will die, but it's not a huge sacrifice.
often the werebeast transforms back to human/dwarf/whatever form before it even thinks to move on to your dwarves
>>
>>150952951
Try to have horde of dogs to guard you, they are enough to make one werebeast busy until your dofs kill it.
>>
>>150954237
>bringing a couple pieces of equipment
It's cheaper and much more effective to bring the materials to make the gear on site. A 42 point investment gets you enough to make full coverage armor and a weapon from bronze with materials left over. All you need is a fire safe stone and a log beyond that, which can easily be gotten on site or brought along for another 6 points.
>>
How is this new update?

Does 64bit make it run better? Are there still no sieges?

biggest problem in this game is that caravans don't carry anything useful like in 2D, so there's no reason to create wealth which is the objective of the whole game
>>
>>150955708

I just buy up ALL their cloth & leather and food (raw & prepared) with a couple of barrels of prepared food and then just have my leather and cloth dwarves go to town so that everyone can at least have decent clothes to wear.
>>
>>150947829
Depends on how useless their skills are and how needy their personality
>>
>>150955708
>Does 64bit make it run better?
In some instances where the lack of memory was the bottleneck. Probably not in the way you think it does though.

>Are there still no sieges?
There have been sieges again since 40.03 or so.
>>
>>150956206
I'm doing the same, but I found a way to easily automate a cloth industry + dying so I don't worry about that as much as I used to.
>>
>>150955708

Sieges do occur but if you're in a relatively calm area and you don't have any enemy neighbours then you might have to wait a while for a siege to occur.
>>
>>150956470

I never thought of dye. Hmmm does dying clothes raise their value somewhat or is it just for roleplay reasons?
>>
>>150955708
64 bit mainly just means it won't crash somewhere past 2 GB memory usage. You can start a ridiculous sized embark now but it'll slow down just as badly as ever and eventually the sim runs so slow you can't tell if it has crashed or not.

The caravans' usefulness depends a lot on what your fortress has problems with. Sieges are still unpredictable.

Also, not sure when damage started chaining to joints when body parts are hit or shaken, but it's broken as hell. Being hit in the arms causes shoulders to explode from the force and the GCS now instakills dwarves by shaking them when its traditional "bite the steel helm" strategy fails. Bolts seem to do more damage by tearing skin open in adjacent joints than actually penetrating into the vital organs, or something.
>>
>>150957183
Big monsters have always killed people by shaking them.
>>
>>150956470
>easily automate a cloth industry + dying
TEACH ME
>>
>>150955708
>Does 64bit make it run better?
Marginally.

>Are there still no sieges?
There was never no sieges. You got memed, son.

>biggest problem in this game is that caravans don't carry anything useful like in 2D, so there's no reason to create wealth which is the objective of the whole game
Everything there is wrong. Caravans carry can anything their civ produces from any material their civ has access to. Whether or not any of those things will be useful to you is entirely dependent on what you can produce at your site and what your goal is.
The game doesn't have an objective. It doesn't have a victory condition or any defined goals. Once you know how to survive, the objective is entirely up to you. Creating arbitrarily large wealth is the easy.
Even if any of that were correct, it would be far from the biggest problem in the game.
>>
>>150957341
>read sleeping in trees "may" prevent bogeyman attacks
>sleep in trees for 5 adventurers in a row, getting no bogeymen attacks
>make a sixth adventurer, sleep in tree
>get slaughtered by bogeymen

I guess it was just a coincidence.
>>
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>tfw you got a 250yo pocket world where a dorf fort is the last remaining non-gob site
>>
>>150957291
The 43.04 / 6/20 release added this:
>Allowed strong attacks/shakes to translate some force to joints and parent parts even if blocked by armor

It's a bit unbalanced right now. Basically attacks may completely fail to do damage but still explode bones, joints and arteries because of the way impact force works. Even sharp stuff like sword stabs and bolts sometimes do more damage through impact force translation than the actual hit, which doesn't make a lot of sense.
I think it also made shaking more lethal than ever.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=9861
>>
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It was a possession, too.
>>
>>150958494

True, but DF bolts have always been long rods of solid metal that do blunt as well as piercing trauma. I certainly have not experienced bolts being ANYTHING remotely like their old counterparts, which pretty much bored through to the bone with every hit.
>>
>>150958526
you lucky bastard, my last possession was a pair of pig bone greaves
>>
>try to get into dwarf fortress
>wiki guides are written by idiots who don't know how to write essays
>literally no reason mouse support can't be in this game
>suddenly everything clicks, my little guys are doing things


This is fun
>>
>>150959204
arguably more useful than a candy stick. although nowhere near as valuable, I guess
>>
If a dorf goes into a mood and requests, say, gems, does it actually matter what gems I have access to? Does he care which type it is?
>>
>>150960063
generally not, but if he prefers a certain type (and your fort has had access to it at some point) he might insist on that.
I've never actually seen that happen with gems before but it happens with metal all the time.
>>
>>150960183

Well I've got a dorf who's in a mood and is demanding trees, cloth, leather, gems and bars, all of which I have in spades. I can't figure out why he won't go get any of the items whatsoever.
>>
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>>150960496
my first guess would be the cloth. they want a specific type (yarn, silk, or plant), but if it's a possession mood, it won't say which. so check to see if you have all 3.
after that, check the moody dwarf's preferences. if he likes iron (for example), no other type of metal will do

http://dwarffortresswiki.org/index.php/DF2014:Strange_mood#Demands
>>
>>150960843

That's bad. I just used up a lot of cloth for my hospital after a necro/goblin siege (at the same time, fun). Welp, guess who's getting locked in. Thanks for the help.
>>
>>150960941
>Welp, guess who's getting locked in
it's not hard to get 1 unit of cloth. and try the metal preference thing too, that might fix it.

if you have any sheep, alpacas, or llamas, get shearing and spinning
silk can easily be gathered from the caverns
>>
>>150959365
>mouse support
enough with this meme
>>
>>150959365
>mouse support
Honestly, mouse support tends to equal mouse dependance in this kind of games. It's pretty comfy to just use your keyboard and still be confident that you can access all commands.
>>
How do you guys equip your military? Do you guys deck them out in steel, or is iron armor + steel weapon/shield good enough?
>>
>>150963490
Tier 1 is copper picks/silver hammers, wood shields, bone armor, and maybe a metal helmet.
Tier 2 is leather/iron gear, depending.
Tier 3 is steel.

Just rushing to bang out some copper/silver weapons, wood shields, and bone armor is imo a good first step.
>>
>>150963490
Depends on what I've got access to. Bronze/iron>steel/adamantine is my usual progression, but I'll make do with copper if I have to until I get my trade agreements feeding me materials.
>>
I'd like to start an 100% underground fort, walling myself off from the world and only using underground farming and underground animals for food.
Any advice? I'd especially like to use purring maggots for milk and spider silk for clothes
>>
>>150964814
You shouldn't have any particular problems.
>>
>>150964814
I'd recommend use dfhack's reveal command to find a good embark location. Otherwise if you might waste a lot of time trying to find a nice bit of cave.
>>
>>150963490
Obsidian swords and silver maces/hammers are also good.
>>
>>150964370
>>150963992
What about equipment attachment? I use danger rooms since I'm an ultra-pleb, and my guys get attached pretty quick. How do I remove the attachment?
>>
>>150965554
manually assign them a new piece of kit
bit of a pain but it works
>>
>>150965554
Equipment attachment is a nonissue. I don't know how it became such a meme for new players to worry about it.
It doesn't prevent uniforms from functuoning properly. If a uniform excludes a piece of equipment they won't use it, whether they're attached to it or not. A dwarf could be attached to 500 different bronze battle axes, if their uniform specifies a steel battle axe then that's what they'll use.
>>
>>150964814
Bring some raw crystal glass if you don't expect to find rock crystal, sand if you know your embark doesn't have any, and a shearable animal. Makes you mostly immune to failed moods, at least until you run out of crystal glass or sand. Shells are still an issue if you can't catch cave lobsters, but moods rarely need them.
>>
>>150827773
Legos are cute.
>>
>>150961851
It's really useful to be able to just paint designations with the mouse though, when appropriate. And support for that is already in the game, so I'm happy.
>>
So I finally got a legendary migrant and it's a pikedwarf...
Why is this even a thing?
>>
>Kuda Adurin, Elf Bard has been elected as mayor
Why? Because it is 255 :P

However Elf diplomat whined about trees and there could be war with them and this Elf bard will be in office during it.
>>
>>150970003
does he have a kill list, or family, or anything?
just wondering if he's a legit historical figure or just generated
>>
>>150942696
Is that Nigel?
>>
>>150970003
>Why is this even a thing?
Pikes are things. Dwarves are things. Etc etc.

Seriously, try editing the raws for pikes to replace 62500 with 60000. It might work for a game in progress, I've never tried. Then acquire a pike from a human caravan, and Cilob's your uncle.
>>
>>150966250
>>150965554
WTF is equipment attachment?
>>
>>150971253
It's when a dwarf starts to prefer a specific piece of equipment over anything else, even superior equipment.
Like keeping a training axe when steel is available.
>>
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>>150971253
when someone uses a piece of military gear long enough, you'll see an announcement like this (what kind of retard lets a dwarf get attached to a no-quality shield made out of extremely light wood LOL)

sparring seems to accelerate the process
>>
>>150970260
No relations or kills so I assume he's no one of note.
He's also a legendary cheese maker though so maybe that's his primary profession
>>
>>150971836
is your civ dead by any chance? sometimes you get wacky dwarves like that when DF is generating them out of thin air. pretty sure I've had a high master blowgunner before
>>
>>150972038
As far as I know it's still alive and kicking.
Interestingly though, they did just elect him mayor
>>
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>>150968653
indeed
>>150970268
You forgot 'based' before his name


So, doing some science on adventurers and the old unretiring bugs, and to this point, it all seems relatively fixed
I have unretired a dwarf and a human in my old fortress, in several reclamis, and they both are counted as full members, being able to check their thoughts, asign them jobs, and etc.
I didn't know if it was necessary, So I asked to a guy living there to join me before retiring the two times I did it, so I stumbled with pic related, something I had never seen until now
>>
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>>150974779
>imblyign
>>
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>>150975393
I just like him for the banter tho
Not even a britbong
>>
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>>150974779
Fug, talked before confirming shit, seems they can't be asigned professions, at least not the human, so what does this mean? are they listed as acepted travelers, or something like that? Do I really have to wait ten in-game years for them to be full members?
>>
Just started playing, still dunno what I'm doing.
The dwarves didnt take anything out of the cart until I dumped it near the stockpiles and reclaimed it, I think there was an issue getting to them still though.

Is it necessary to smooth the floors?
>>
>>150976531
Almost on spot, anon. Except it's usually just three or four years until they become citizens.
>>
>>150975393

>Implying all of his close shaves with death aren't proof God was pro-Brexit
>>
>>150977238
Hmm, but leaving that behind, everything now works kinda ok
At least you can implement people you know irl as humans in your fort without so much bugs
Sure, those rodent people are hostile against me, but except that, everything's fine
I consider it has gotten better, overall
>>
>>150974779
>>150976531
Huh. Good siantz. Did you actually have a ghost that's a traveling companion in adventurer mode?
>>
>>150978318
>>150977238
Wow, hold your horses, only the human has to wait for citizenship because he is an outsider, as there aren't any human civs on this world
just like irl
the dwarf, unlike him, as his backgroung was having living there all of his life, although he was not a part of the fort before I unretired, can be asigned works and everything
pretty cool
>>
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Which adventurer professions are you looking forward to seeing fleshed out the most?

I'm torn between monster hunting (not just "hero what kills dragons stuff) and ship captaining.
>>
I'm making a tower of sorts, and I'm in a position where I can construct a floor tile before I can make a wall underneath it. Will be able to make a wall after I construct the floor, or will the floor block the wall being built beneath it?
>>
>>150978657
>artifact collector
>thief
>proper bandit quests
>caravan guard
>highwayman
>vampire hunter
>>
>>150976892
>Is it necessary to smooth the floors?
no. dwarves like rooms (designated ones, like bedrooms and dining rooms) with smoothed floors/walls slightly more than those with rough stone. but it's pretty low-priority compared to getting farming, industries, and a militia going
>>
>>150978832
>will the floor block the wall being built beneath it?
no.
I assume you know that building a wall automatically creates a floor on the next z-level up, but in case you missed that, you might not need to build the floor
>>
>Human Bard vampire is visiting

Okey, what to do?
>>
>>150978402
Nope, sorry, met him at the fort, but I don't think It would be that hard to make thou, now that I now that companionship last even in fort mode after you retire your character in adv. mode

>>150978657
I can't decide, there are just so many professions that should exist in DF
>judge
>tavern keeper
>Wandering wizard
>Noble (in the real sense of escalating positions until being a king's close friend
>Merchant (when proper economy and trade menus are implemented)
>Prostitute
>Wise hermit that receives people at his cave to have their questions asked (Menu for this would be very knowledge related)
>Submarine monster/treasure hunter( I would suppose you could use some procedurally generated mixture discovered by an alchemist to breath longer underwater, which leads us to)
>Alchemist (Mixing up stuff and testing it on humans until you discover some actually working mixture)
etc. etc.

All of them would require severe improvements on all sort of things for be pleasureable to play, (logical, theme-oriented interfaces, etc.) so I don't expect any of the soon
>>
>>150979075
>I assume you know that building a wall automatically creates a floor on the next z-level up, but in case you missed that, you might not need to build the floor

I'm using that to my advantage mostly.
>>
>>150979582
Isolate him. Now that vampires can be fed booze at taverns, vampire dorf slowdown isn't a thing, so you may wish to consider vampire fort time.
>>
>>150980347
I could isolate him right now. He went to tawern moment later he started to seak mayor to ask to be allowed to stay as performer.
>>
>>150978657
>all kinds of work related to ships, even if you just scrub the deck
>managing a salvage ship specialised in salvaging the left-overs after shipwrecks and huge naval battles, but also outright treasure hunting and saving stranded sailors
>archaeologist
>construction worker/quarry foreman/lumberjack who through hard work help sites develop and grow
>piss poor farmer who just tries to feed his family through war and famine
>conscript in an army. kinda like the freelancer mod for Warband
>>
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>>150979651
Fuck, the poor guy is suffering the results of the siege
He is one of the adventurer's Im experimentating with, and he doesn't handle stress well
Is he gonna turn crazy?

Also, talking on what I said back there, could I actually make a fort with only people I carefully designed in adventure mode and retired in my unclaimed fort?
>>
>>150980960
As soon as he gets some booze, he'll become just as chill as the other dorfs.
>>
>>150980520
Nice nice. You may or may not eventually wish to make a slightly more dangerous than normal danger room + water source hybrid to get him to bleed in some water to make some vampire dorfs. The tag about not gaining physical stats apparently does not work, so there's no real drawbacks to an all vampire dorf fort.

Just one added option in case you get bored.
>>
>>150980960
Jesus Christ, you must have worked forever on that many adventurers, sorry they're all getting fucked up. I'm training up my dudes prior to making the fort.

I definitely want to make an all, or mostly adventurer fort. I don't know if you can retire adventurers to an adventurer camp you made, I don't think so, so I'll just bring them while they're in NPC mode to the adventurer camp, then embark onto it.
>>
>>150981392
I'm not sure, something about that screenshot smells like pre-43.x to me. anon might be fucked
>>
>>150941193
>>150941080
>>150942015
>>150941924
>>150942696
kill yourself, millennial /dsg/ tumblrist faggots. liberal neo-cuckoldian swine sheep and shills. memesexual mutantgendered social-parasites.
>>
>>150981707
42.x. you know the one I mean
>>
>>150981421
I will think about it, so far I decided to just take him and see what happen.
>>
>>150981707
The ridiculous inebriation effects got added in 0.42, though.
>>
>>150981650
>Jesus Christ, you must have worked forever on that many adventurers, sorry they're all getting fucked up

Science often takes sacrifices man
I feel ashamed for saying so, but having knowed everyone of those dorfs, having given them names...When the siege ended, I felt the same when my dog died, I felt like a little bitch, but I had taken fond of them, and it was a massacre
Apreciate it thou, and yeah, I'm definitely gonna try that too
about the camp thing, I heard that you can actuall put fortresses over adventurer camps, it's kind of buggy, but you can, so your plan shoulda work
>>
>>150941573
>>
mouse support when
>>
>>150980960
>thinks that the acquisition of power over others is the ideal goal in life
>deeply believes that chaos and disorder are the truest expressions of life and would disrupt harmony wherever it is found
>would just as soon have nature and the great outdoors burned to ashes and converted into a great mining pit
>thinks that the world should be engaged in perpetual warfare
>>
>>150981707
nope is a recent .04
>>150982843
Weird, I don't remember adding nothing of that but the first one
>>
>>150983175
If that's the case, he should be fine as soon as he gets a drink. Unless he's a gobbo, of course. Gobbos don't drink OR eat(the latter is especially dangerous, since the greedy fucks all have a strong need to eat good meals).
>>
>>150983421
no, he is one of the latest dwarves to have entered the fortress

Gonna probably kill him after he befriends my other adventure to prove that you can have ghostly companions in adventure mode
>>
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>>150982354
For the record you can totally retire adventurers at camps after naming them and making a main hall zone.
>>
>>150982354
>I heard that you can actuall put fortresses over adventurer camps

Yup, it works decently.

>>150983175

I always put my adventurers at "completely close minded" because otherwise NPCs will start arguing with them until their values are completely borked. Letting gobbos into the tavern will result in them arguing at everyone until they all have goblin values, and an utter shitload of needs that are annoying.
>>
>>150984627
I did not know that. That's very interesting.
>>
>>150984792
That's actually unsettling, what causes that, why gobbos feel the need to shill his culture so much?
>>150984792
>>150984941
Indeed, very useful, I have always wondered why people create whole programs to create perfect worlds (see perferctworld) but never uses this kind of knowledge of the game's mechanics to create more precise situations or places
Carefully designing all the people to live in on fort seems pretty autismal for the game's standards
>>
>>150970003
>>150971836
>>150973846
He was a fucking vampire
>>
>>150985182

>That's actually unsettling, what causes that, why gobbos feel the need to shill his culture so much?

They just want to correct the record. Now I am a #Gimp4Goblins
>>
>>150985182
>That's actually unsettling, what causes that, why gobbos feel the need to shill his culture so much?
I'm not sure about this, so don't just buy what I say until you've checked it yourself, but I suspect that gobbos have a higher need to argue than other species, resulting in them pushing their values more.
>>
>>150985182
>Carefully designing all the people to live in on fort seems pretty autismal for the game's standards

Sorting out which dorfs need to see an animal to be happy, which dorfs need to chant poetry to be happy, which dorfs need to practice martial training to be happy, etc. etc. ultimately feels more autistic to me than designing custom adventurers.
>>
>>150985905
>>150985182
Also, when you see people idling in the tavern, chances are they're A) spreading rumors B) expressing values and C) arguing. So anyone's values who aren't close minded are going to blend into the soup of the lowest common denominator, which is of course the horrible goblins.
>>
>>150985905
>>150986170
It seems like I was wrong about "need to argue". They DO however have a stronger need to "cause trouble". Unless I'm mistaken, "cause trouble" is fulfilled by pushing your values.
>>
>>150986170
God, I can't wait for more communication stuff between dwarves, what we have now is so bland and boring it's pretty disapointing
I don't know, at least let them have chit-chat or something like that, I wonder if Toady has said something about this concern.
All of the stories zach has written aim for a rather complex speeches and psychologycal stuff driving the world up
>>
>>150986472
Yeah but at least they have communication, disseminate values and information, fall in love, make friends and enemies, hone social skills, and fulfill needs.``
>>
>>150986701
I know you are right, but as much as I think Toady is a fucking genious, I think the actual communication system is blunt and inefective, which, hey, I know it isn't a high priority thing, but I would love to have complex and intringing conversations with the important people of the game
>>
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She bashed its head in without spitting it out first. With a platinum mace.
>>
>>150986472
I imagine that some sort of "political debates" will be implemented at some point. Such a debate would concern what course of action an entity would take in a certain situation(for example, whether or not to declare war on another entity, or whether or no to create a new noble position), and both parties in the debate would have to refer to the values of the own civ to legitimise their standpoints. If one party's standpoint tunrs out to be totally irreconcilable with the values of the civ, they may instead choose to challenge those values. There is a lot of potential for this kind of stuff.
>>
>>150987106
Relicwebs is a rough place to be an unfortunately named symbol of male virility.
>>
>>150987409
What the fuck anon. I swear I saw you post screens where you dug out layer after layer in that mountain half a year ago. Due to FPS death, I usually only play about a real life month per fort.
>>
>>150987124
Right? It's a huge part of any simulation that involves social creatures, and communication hasn't been talked much
Not even in the forums
And it pisses me off
although I understand various psychologycal expansions should be taken before that to make it work ok
>>
>>150987995
I started this fort in February. I took a couple months' hiatus while my pc was busted. Still, I'm only just shy of 10 years in, and still pulling 35 fps on good days. I'm moving a lot of magma, have tens of thousands of objects in the fort, am spread out over ~120 z levels and growing. I'm still getting my plumbing situated before I start moving water around, but I think I'll have it ready in a two or three years. I play pretty slowly, lucky to get through a whole season on a day off, so that could be weeks. I've played with much lower fps than this, so I'll probably stick with Relicwebs at least until the next update.
>>
>>150987075
>I think the actual communication system is blunt and inefective, which, hey, I know it isn't a high priority thing, but I would love to have complex and intringing conversations with the important people of the game

Well its the first iteration of them having some sort of real communication among each other. Sure its primitive but it'll be improved upon.

Even the next update will deal somewhat with character behavior.
>>
>>150988018
Nearly all of the major arcs deal with psychology/social elements though.

Crime and punishment, treasure hunting, the artifact stuff, the magic stuff (the social behavior of wizards and perhaps automata), heroes/villains, the monster hunting arc... its easier to ask the question of which ones aren't going to touch on this stuff.
>>
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>>150986337
Cause trouble is arguing.
>>
>>150989225
>Sure its primitive but it'll be improved upon.
>Even the next update will deal somewhat with character behavior.

Anon, don't lift my hopes up without a reason
What exactly will be bettered?
>>150989480
>>150989225
You are actually right, I suppose It's a big arc that must be covered part by part
>>
>>150990364
Each arc has to deal with the psychological elements pertaining to it. Toady's said that NPC necromancers won't all be evil and destructive, and was talking about stitched flesh abominations who are not inherently evil but have the values imparted upon them by their creators, and has referenced automata in the arc after next. Likewise, necromancy is a kind of magic, so they'll be revamped in many ways.

The most complicated motivation ones are crime and punishment and heroes and villains. So don't expect ANYTHING revolutionary until at least one of those.
>>
>>150989480
Next update will specifically have the ability to display/present artifacts, including a new interface for demonstrating your feats I would imagine, plus the thing I am most hyped about of all...

Encountering
Other
Adventuring
Parties

Not just soldiers heading to find work, thieves snatching kids, performers on a journey, or armies en route to invasions, actual groups of adventurers heading off to do quests.
>>
>>150990760
Well, that's refreshing to hear
>>150990952
Sweet, if you wanted, you could face yourself against an old retired adventure party and fight them
>>
>fortress gets slaughtered by weretigers
>now every time i start a fortress in that world one of the migrants is always a weretiger
>>
>>150991303
Well you can already do that. In fact, pretty sure you can have adventurers join necromancer factions and then retire, and they will act like normal necromancers, ie. invade your fortress with a horde of zombies in tow.
>>
>>150990952
Will you be able to present the heads of your enemies as proof?
>>
>>150991415
it's called cultural marxism son, acept it
>>150991835
Now that I think about it, Toady has been working insanely quick to delive this update, how much does he work?
>>
>>150992934
He's NEET as fuck and lives off our donations, he's working hard as hell.
>>
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>Larger world gen beasties can play with the items now. There was an unfortunate elven civilization called the Distant Oak that lost three druids in three years. The last one was killed by goblins and had their body hung from a pine tree, which must have made the goblins happy since they organized a yearly candlelight procession commemorating the event back at their tower. On the 110th occasion of the procession, the dragon Niweni attacked, killing several goblins and dwarves. Finally the beast entered the tower and stole the Renowned Gill, a legendary crossbow created by a dwarf for the chameleon demon 20 years before, bringing it back to the cave. 180 years later, the crossbow is still there, along with the dragon. There weren't any attempts to recover it -- such civilization-level quests are the last step for these world gen changes.
>>
>>150993046
Hyped.

>>150991835
I would not be surprised since he'll need to add in a general "display item" type of interaction.
>>
>>150993046
Jesus, I didn't know tradition creation such as those goblins' conmemoration was part of the update, that is cool as hell
>>150993173
Yeah, surely there will also be a menu for reading the artifacts story and such
>>
How do you train intuition in adventure mode?
>>
>>150993046
HARDER THAN STONE
>>
>>150991415
>not wanting a weretiger fort

Sounds rad to me.
>>
>>150993728
Observing traps I think?
>>
>>150993593
>Yeah, surely there will also be a menu for reading the artifacts story and such
It'll probably be called legends mode.
>>
One of my brewers suddenly became a lord of a group of humans my current fort isn't in touch with at all. This is my second fort in .43. I've never had this happen to me. What does it mean to my fort? Is it just another noble?
>>
>>150996440
ayy cheeky cunt
>>
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r8 my babbies first fortress
>>
>>150997261
If you retire the fort, he'll probably fuck off to that civ.

Aside from that, no idea.
>>
chaps, I haven't played DF in 3 years
what did I miss? am I going to have fun?
also I cant find the 43.05 lnp, does it exist?
>>
>>150997580
shit nvm
just saw in OP's post
fug
no way I will play this without the rapist
>>
>>150997729
It can't be that much longer until it.

And until rapist is out, there's always adventurer mode.
>>
>>150997729
Then you oficially don't know how to play the game desu senpai
>>
>>150997501
you tried/10
>>
>>150998376
;_;
>>
>>150997501
>fortress
>out of mud and soil
would not even send were beasts to/10
>>
>>150997947
>It can't be that much longer until it.
just in time for a big, juicy update with artifacts and shit

>tfw enjoying rapist tears
truly, the tumblrinas are onto something
>>
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sleep tight alligator man
>>
>>150998376
>>150998441
Nah, it isn't so bad actually. Most of the basic industries started, no really bad layout decisions. Farms in dirt but rooms in stone.

You'll be fine until the ice weasels show up.
>>
>>150999140
it aint stone, mang
>>
>>150999140
>>150998376
>>150998638
Ok, so if I stick to a somewhat similar layout, but in stone instead of clay, will it be good? Since I was just starting out, I wanted to just dig in soil first since digging out stone takes ages.

Any suggestions?
>>
>>150999359
main corridors at least 3 wide
ramps are your friends
if you want your dwarves to sleep in tombs, why not kill them all and save them the suffering
the farms are surprisingly efficient, you will probably make do with a single 4x4 for a long time
keep the dogs tied near the entrance so they can spot goblins for you
>>
>>150999315
Oh shit, is that clay?
>phoebus/10
>>
First time embarking near a necro tower. Was the 1 not-undead enemy the necromancer? I killed him, does that mean I won't get more attacks?
>>
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>>150999834
>>
>>150999807
>main corridors at least 3 wide
Oh ok, I thought that 3 wide was too much, but I'll do that then. will 2 wide do for less important but still used hallways?

>ramps are your friends
Elaborate please. I know I gotta get traps down in the narrow entrance way.

>if you want your dwarves to sleep in tombs, why not kill them all and save them the suffering

Yeah, I was planning on giving them more spacious quarters once I got to stone. My top layer was just for bare-bones getting started.

Will 3 x 3 be good enough? Other than a bed, what furniture will make them happy?

>the farms are surprisingly efficient, you will probably make do with a single 4x4 for a long time

Shall I build a staircase from the farms down to the stone layer where my kitchens and food area will eventually be?

>keep the dogs tied near the entrance so they can spot goblins for you

Do the dogs need food or water? Or can they just stay there indefinably? Is it worth leaning how to train them?
>>
>>151000236
2 wide hallways are fine for smaller paths, but anything that haulers are likely to use should be 3 wide or more. Avoid excessively large hallways, though, they're bad for frames unless you're good with traffic designations.

3-wide ramps are usable by wagons. They're also easy to build defenses on.

3x3 rooms are more than adequate for a citizen's needs. They generally want a bed, chest, and cabinet, with larger rooms having space for fancier things.

As for farms, you could irrigate a chamber on the lower stone layers, but placing them in the soil layer is fine too.

The dogs don't need to be fed, though grazing animals like horses do. Trained dogs will fare slightly better if the goblins spotted attack.
>>
>>151000236
I usually use three for the main and one or two for the less used ones, it's always a pain having to widen your corridors when they congested.
When your fortress becomes more vertical than horizontal, relying on staircases tends to lead to having several major staircases through the whole structure, which in turn is a major security issue since it's a pain in the arse to secure each and every level with hatches and every single time the dwarves get into fist-fights or any combat takes place near them, all those that get sent flying and land on the staircase will inevitably fall all the way to the bottom to their deaths. This can be alleviated by either making the staircases short/breaking them up or incorporating ramps into the design as they are safer.
Once you get the hang of design you will notice that space is not at premium in df. The bedrooms can be 3x3 or 5x5, you just need to make sure that they have adequate access and don't cause your dwarves pathing issues. Each bedroom needs a bed and a cabinet, as cabinet holds clothing that otherwise would land on the floor. Everything else is just your choice.
That's what I usually do, but I dig to the soil layer from the bottom to avoid compromising the fortress security.
Dogs don't eat and I, personally, consider training them useless, use some other war animal for that.
>>
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>>151001009
would this be a good bedroom area layout? This is one of the first all-rock areas.

Should I have this floor for bedrooms only?
>>
>>151002080
One tile horizontally is equal to one tile vertically, remember that the time your dwarves have to spend walking to their destination is time spent on not doing their jobs. If you must use staircases, plan your fortress one multiple levels, and place all the rooms around the staircase.
>>
Apparently I am unable to take seeds of any kind with me on this embark. How fucked am I going to be?
>>
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Another rare creature at Relicwebs. We've had a couple of green devourers, and now a fire man.
>>
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>>151002818
>>
>Zombies come to siege the fort
>Send out dorfs
>Suddenly the combat grinds to a halt
>Check reports
>They're trying to kill like 6 goblin heads, but can't

the fuck is this
>>
So I got a titan down in the caverns that's composed of chalk. I carved some fortifications on a cliff overlooking the cave and stationed some crossbow dwarves there.

So far they've put a few hundred bolts into it with no apparent effects other than chipping it. Will the chip damage eventually add up and kill it? Or is it not possible to kill this thing with bolts only?
>>
>>151003313
Depending on its body composition, good shots might knock off smaller parts, like fingers.
>>
>>150991835
One of the specific scenarios detailed in the old dev pages involves the PC walking into town with an ettin head going BEHOLD!! to everyone.
>>
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>>151003468
> gelding blow on a creature causing the locals havock
> Keep it's dong as a trophy and flail it in everyone's face proclaiming victory.
>>
I wish organs had more uses more like rudimentary transplants or rituals. Offering a megabeast heart to a god for a nice weapon seems nice.
>>
>>151003449
Haven't seen anything get shot off yet. Using wood and copper bolts, if that makes a difference.
>>
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>>151003823
Indeed, gotta mod for it atm though.
>>
>>151003823
What if megabeasts also had randomized magic organs? Like, one forgotten beast has a huge diamond instead of a heart, or another FB's brain teaches you some secret (in the vein of necromancy) when eaten, etc.
>>
>>151004272
What's its body type?

If it's no immediate threat, just keep shooting it to train your marksdwarves up. If you want it gone, try steel or adamantine bolts.
>>
>>151002080
good enough. contrary to what the other anon said though, 3x3 is much bigger than you need for non-noble dwarves, and if you decide you need to make things more compact, 2x2 or 1x3 or even 1x2 are fine (as far as I've seen, even post-craftwearing update, dwarves will never use chests, armor stands, or weapon racks)
>>
>>151003313
Bolts aren't going to cut it, especially not wood and copper. Melee weapons are a lot more effective against inorganics. You might wear it down eventually, but it's probably going to take years and tons of ammo. On the other hand it's good marksdwarf training, so you might want to keep it up while you get some axe/spear dwarves ready or armor up some miners.

Also, if it came from the caverns it's a forgotten beast, not a titan.
>>
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>Forge gold chain/R

I have no idea what I'm going to do with all these.
>>
>>151003313
I had a forgotten beast made of coal come through my caverns. I think one of my weavers punched it to pieces.
>>
>>151005374
Some kinky shit.

Or go into adv mode, bind a demon to your will, and chain it up in your fort with those.
>>
>>151004782
It's a huge turtle made of chalk.

Well, it's not actually doing anything other than sitting around the cavern lake getting shot. I guess it does make a great target practice dummy at that.

Giant stacks of bolts piling up around it though, lol...
>>
>>151005647
Surviving metal bolts can be melted down. Wood bolts are cheap.
>>
>>151005749
Doesn't collecting bolts cause massive FPS drops?
>>
>>151005409
Crazy shit. Were the resulting coal pieces usable for forges and stuff like that?
>>
>>151005905
I think that was preventable, but I forget. In any case, metal bolts that remain at items are both easy and profitable to clean up.
>>
Why arent my dwarves hauling shit to any of the stockpiles?
>>
>>151005180
It is indeed a forgotten beast and not a titan. My bad.

Is there any important difference between the two categories other than name?
>>
>>151006115
check your stockpile links and your standing orders, check the units list to see what your dwarves are busy doing

>>151006123
I don't think so, at least not that's relevant to fort mode. titans have lairs on the surface and people in adventure mode will sometimes ask you to go kill them, while I've never seen anything like that for FBs
>>
>>151006123
Nothing significant in fort mode. Just where they come from. In adv mode titans have shrines that they inhabit, while FBs just wander the caverns unless they took over a fort in worldgen. Theoretically, at least. I've never run into one in the wild, and know if they'll actually spawn if they don't have a site associated with them.
>>
>>151006513
*don't know if...
>>
>>151005374
Put fancy animals on them (I think this can be used to increase room value)

Guard your gates with fearsome cavern beasts tied to sparkling golden chains.
>>
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>>151002080
See those rooms on the left? You can easily use my layout to extend everything as the fortress grows, making it easy to quickly plan new rooms. Just add a bed, chest, and cabinet in each room with the optional door for additional luxury.
>>
Moving fortress parts will be cool because aside from elevators (non-pump stack vertical liquid transfer????) you could probably make a front gate that's one big moving wall section powered by whatever instead of one door or a series of doors side-by-side.
>>
what culture should i emulate my next fort off of?
>>
>>151009590
Make a Hunters Lodge
>>
>>150997501
Looks like you are prepared to have "Fun"
>>
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>>151008095
>>151004790
>>151002317

Is this a bit nicer/ more efficient? I'm thinking the larger rooms can be dining rooms or something, with the kitchens supplying them underneath, with this level just being my bedroom/hanging out level.
>>
Well aren't you a big sweetheart, ninedots?

http://andrej.andropov.org/%C3%A2%C2%84%C2%A2%C3%A2%C2%84%C2%A2%C3%A2%C2%84%C2%A2/%C2%A7%C2%A7fig%C2%A7%C2%A7.html
>>
>>151009590
Caverndweller culture
>>
>>151011316
Before making a fractal design, be sure you accounted for everything or put everything on a different floor.

1. You obviously should build underground farms, as farms above the ground can be a real pain in the aztec with different seed requirements and all.

2. You need stockpiles under the ground and close to the workshops that you also need.

3. You need dining halls and bedrooms, so that picture looks great for that except for one factor in the long run which I'll go over.

4. You need a barracks and possibly a training spear trap room for training soldiers.

5. Graveyard of some sort. Best built under prison if you decide to build a prison, which you shouldn't until late game at 100+ Population. If so, be sure to put the refuse pile downstairs of the prison as well as the graveyard, cause fuck criminals.

6. Noble rooms last cause fuck nobles. They only make the game harder.

I'm obviously not going over everything, but, those are the necessities. If you spend too much time mining out the rooms and halls, what will end up happening is the long run will catch up to you when you didn't build a strong enough army to withstand sieges. Titans and forgotten beast can easily be taken out with even wooden cages, so sieges are the only real issue long run.
>>
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I think I just had the best Adventure Mode experience ever.
I was a human named Jack Bearmuscles. When I started I wanted to be a vampire so I toppled a statue in a temple. I went on to massacre many towns and fell many night creatures. I died with a kill count of 53 humanoids, and 25 misc living things. For the end of my life I lost all use of my appendages, and could only bite people and shake them to death. Before that though I was ganged up by 6 bogeymen, and Jack became enraged. He attached every single bogeyman to death within the span of 23 IRL minutes. This was by far the funnest thing I've done in this game.
>>
>>151014094
He scratched the bogeymen to death, fuck auto correct
>>
>>151011316
Quite a bit nicer. And room to expand outward too.

Just one thing with putting the kitchens directly under the dining rooms. Workshops make noise, and if they're too close to bedrooms they can wake up sleeping dwarves and give them unhappy thoughts. And this extends across z-levels.

In any event it's not proximity to kitchens that is important to dining rooms, but food stockpiles. So it'd probably be better to have the kitchens near your butcher's elsewhere, and a food stockpile under the dining room instead.
>>
>>151014094
Nowhere near as interesting as dying from the start by accidentally jumping off a mountain because you started in a tree.
>>
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>>151014226
> having auto-correct active

are you intentionally trying to turn into the next "and miasma feels tunnels" guy or something? turn that shit off
>>
>>151014419
Workshops haven't made noise for years. Mining and smoothing/engraving are the only things that still make noise.
>>
Okay so I just designated a meeting area as a temple, and it was immediately flooding with every animal in my fort, as well as several dwarves. How do I fix this problem?
>>
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>>151016647
stock[z] > [a]nimals > [b]utcher/[g]eld
>>
>>151016647
Put animals in a pasture. Or chain them somewhere in the case of war dogs.
>>
>>151008095
Progress
>>
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>>151017418
Forgot Picture
>>
>>151017580
>1. clear out those bedrooms and turn them into stockpiles or something. dirt isn't fit for dorfs to live in
>2. press tab until the minimap goes away, and you'll have a far better view
>>
How do you guys feel about Microcline? I'm asking on behalf of a personal interest.
>>
>>151018383
Stupid and gay
>>
>>151018383
Dump her ass, she isn't worth your time, probably an elf.
>>
>>151018383
It's pretty neat, although I wish Toady hadn't made it cyan, especially considering how rare the "amazonite" microcline is.
>>
>>151017580

>>151017934
1. dirt is fine for the first few years (better than being above ground) but when nobles arrive who demand high-quality rooms you do definitely need engraving-capable stone rooms. literal bonus points if you can put those rooms in a flux stone layer, because it's twice as valuable as common stone is.

2. it's true, the minimap is basically useless, but also remember that the size of the side bar will change the cursor position and how hotkey-zoom will center the screen when near the map edges.
>>
>>151018383

>>151018675
Amazonite isn't cyan, it's green.
>>
>>151020843
I said that Toady had made it cyan, not that amazonite was cyan irl.
>>
Anyone have any idea why my FPS would be going from 75 to 7 and then back with no change in current jobs being done?
>>
>>151021801
A fire breathing FB in a cavern layer you haven't reached, perhaps.
>>
I have a carpenter in a strange mood that isn't getting any of the materials. I have all of them, and lots of them. I remember someone earlier had this problem because the dwarf had a preference to a certain metal and because it was requesting a metal item in particular, he needed to have that metal. There's no metal requested for this one, just logs, silk cloth, bones, rough and cut gems. Does this confirm that there are preferences other than metal that can mess with a strange mood?
>>
>>151021712
You said you wished toady hadn't made microcline cyan because amazonite is rare. You thought amazonite was cyan. The structure of the sentence doesn't allow for any other interpretation of your statement. It's okay to be wrong, you don't have to try to save face by pretending you meant something else. You don't have a face to save, you're anonymous.
>>
>>151022491
>Does this confirm that there are preferences other than metal that can mess with a strange mood?
No

Hard to say what the issue is without seeing what's in the workshop and each message.
>>
>>151023104
There's nothing in the workshop, he hasn't gotten a single item. Its a fey mood, so his requests were pretty specific, they're what I listed.
>>
>>151022491
Dwarves will only demand specific materials if you've produced them on your site before. Glass and cloth types are the sole exceptions to that. Mood failure is almost never caused by a specific material demand. It's usually caused by an overseer who thinks he has all the materials but doesn't.
If your dwarf is demanding silk specifically then it's a fey mood. Dwarves in a fey mood don't hint at what they want, they say it outright. If he wanted a specific kind of material he wouldn't be asking for a type of material (wood), he would say specifically which one (e.g. apricot wood).
Confirm that he's actually saying silk. If not, he probably wants a different kind of cloth. Almost every time this comes up it's cloth.
>>
>>151023450
Is the shop in a burrow?
>>
>>151023489
The two semi specifics he's requesting are silk cloth and rock blocks. The blocks are in a stockpile only a little ways away from him, and I've got over 100 silk cloth sitting in a stockpile, unforbidden.
>>
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>>151023450
>There's nothing in the workshop

Does he have access to your logs? Is there a take-from-burrow-only restriction where the workshop is? Are there any stockpile links to the workshop?
>>
>>151023624
Nope, its a carpenter's shop inside my walls, no burrow. He has access to everywhere in the fort and none of the hallways are closed off with bridges or anything like that.

>>151023727
Yeah, there's even logs on the ground a few feet from him. No restrictions on the workshop or stockpiles.

I'm just chalking it up to some error at this point. I've been having a few really odd issues with this fort.
>>
>>151023863
Just to be clear, I'm not asking if the dwarf is assigned to a burrow or if there's an active alert, or anything like that. Just whether or not a burrow exists which includes the shop.
>>
>>151022502
The microcline in the game is cyan, because cyan is one of the 16 colours in the game. Cyan is the only correct term when reffering to that particular colour:

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

Cyan was likely chosen by Toady as the colour of the microcline because of its likeness to the green tint of amazonite. That's literally all I meant. Your smugness is completely unjustified.
>>
>>151024082
Nope, no burrow with the carpenter's shop. I don't use burrows very much aside from civ alert and military burrows.
>>
>>151014984
One of the funniest, and least explicable things to happen in DF.
>>
Why are traveling companions such chicken hearted fearful pieces of shit, even if they are fearless?
>>
>>151014984
>ezumkraposting
The funniest thing about that story was always how the "I must leave" was cropped, as if was arbitrary to the rest of the story.

I just wish they didn't put so much misinfo into it, though. I'd love if it looked more real(sure, there was no way to know how the pulping mechanics worked back then, but they should at least have gotten the consort titles right, especially considering this was before hte homosexuality update).
>>
http://andrej.andropov.org/â¢â¢â¢/§§fig§§.html

Holy fuck ........., this is awesome.
>>
>>151024287
It didn't happen in DF, it's fake.
>>
>>151024287
>>151024774
And regardless, there would be nothing inexplicable about it even if it happened.
>>
>>151024182
There are two shades of green in the default color scheme and light blue is a common color variant of microcline.
>>
>>151024659
yeah, I'm not clicking that link.
>>
>>151024571
Actually you could always inherit a homosexual consort in DF. If the old king/whatever had a queen consort, and the new ruler is a queen, and the old queen consort survives, then the queen would get a queen consort. So that is accurate.

Much more questionable how a unique demon could actually marry a non demon, and its actually very rare for unique demons to marry (only seen it once in 100s of world gens, and it was two unique demons of opposite sex that both got captured in the same village, and both demons were called lizard demons).
>>
>>151024941
The demon's name and the "plot to kill the king" conversation aren't things that can happen in DF, that's the instant giveaway.
>>
>>151024908
It's ninedots page you baka.
>>
>>151024826

>And regardless, there would be nothing inexplicable about it even if it happened.

A king having a king consort, a demon being a king consort, pulping mechanics, "they say X plots for the kings death," are all pretty inexplicable by DF standards.

I do in fact know the first two are possible in .34.11 at a minimum, just hellishly rare. Demons don't get imprisoned anymore afaik so we will not see it again this version, I don't think.
>>
>>151025154
I though ninedots used "acidyblog" or something.
>>
>>151025089
Probably true (did the "deities" not reveal themselves when attacked?), just pointing out the ancient demon marriage and homo-consort thing absolutely could happen.
>>
>>151024941
This thing was made in anticipation of the 0.40 release, when the hype was at its peak. Basically, Toady had told us that he would add real time conversations and pulping mechanics, so those two things featured in the story. However, pulping in DF is NEVER actually called "pulping".

Also, homosexuality was added in the 0.40 release arc, and I don't think Toady had revealed by the time this story was made, so the "king' consort" thing just shows the ignorance of the game mechanics from the author's side.
>>
>>151025391
No, faux homosexual king consort/queen consorts were a documented thing well before homosexuality was added. The new king/queen inherits the old one.

The convo and pulping things are a clear giveaway though.
>>
>>151025261
Yeah, deity impersonators used to out themselves if you picked a fight with them. I would guess they still do, but I haven't tried in a long time.
I don't believe a demon consort is possible, interspecies marriage hasn't ever been a thing in DF (though its been floated as desired future feature), and demons don't impersonate anything but deities. And not a very good impersonation at that, they don't disguise themselves at all.
>>
>>151025649
Interspecies marriage via inheriting the old king/queen consort would probably work, same as inherited homosexuality used to work.

I have never seen the result of a deity impersonator being captured and taken prisoner, like the old pleb tier demon monarchs (that used to get routinely killed by ordinary goblins in worldgen) so I have no idea what the result would be.
>>
>>151025475
>The new king/queen inherits the old one.
Not really, the old one just gets to keep the title. If the new monarch is unmarried it looks strange, but if they already have a spouse or marry later the spouse gets the proper title as well.
>>
>>151025845

True, but its close enough for that element of the (fictional) screenshot to be correct.
>>
>>150928307
hmm.. this also happened with a werecreature, might unleash the circus and see what happens
>>
>>151025475
In the story, Ezumkra is explicitly stated to be female("reveals herself"). She should have been called "queen consort". It's obvious that the author of the story didn't know how positions in DF worked.
>>
>>151026093
Ah good catch.
>>
>>151025815
>Interspecies marriage via inheriting the old king/queen consort would probably work, same as inherited homosexuality used to work.
The marriages weren't inherited, and sexuality never came into it. It was just retention of a title. Hell, if they were then a large pluraility (if not a majority) of monarch deaths would've resulted in creatures marrying their own parents.

But even if it were the case, that scenario would require both the monarch and consort of a dwarven civ to be childless demons of the same species for an inherited demon consort to be possible. It's just not a thing that can happen.
>>
>>151026079
sitting under the bridge shooting webs at a llama corpse, nice, maybe because there's a fb already pacing around in that spot
>>
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>>151026956
>>
>>151027084
they got in
>>
>>151026446
>The marriages weren't inherited, and sexuality never came into it. It was just retention of a title.

Since the title was what was being discussed...

>Hell, if they were then a large pluraility (if not a majority) of monarch deaths would've resulted in creatures marrying their own parents.

The role being heritable is fairly new.
>>
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I have capped to 70 dwarves. Is that enough for a siege?
>>
>>151032060
80
>>
>>151032060
>>151032169
I like to set it to 20.

That being said, if you put your fort in the right/wrong place you can get ambushes and sieges on day 1.
>>
Jesus Christ its embarrassing to see adventurers that have butchered dozens of monsters running the fuck away from everything. I figured setting their fearlessness to +++ and anger to +++ would have taken care of it.

I'm going to try vengeful +++, likes fighting +++, peace --- and ... would martial prowess affect it?
>>
>>151035023
Could be due to discipline? Unsure. Can't remember ever training discipline in adv mode.
>>
>>151035023
Oh and they've also all killed enough to be alcoholics, to boot.

>>151035186
I think I may have to train them in discipline in fortress mode.
>>
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>>151032059
>>
>>151035354
Post results. This will affect my plans to recreate dynasty warriors' three kingdoms.
>>
The manager stuff isn't working, right?

I have conditions that aren't met by the check, yet the order isn't stopped.
>>
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#rare
>>
>>151038386
What's the order like? Does it sound like "make 60 socks if there is more than 100 cloth in stock"?
>>
>>151038232
While it proves absolutely nothing, I noticed the very first time my max martial prowess, max likes fighting, max vengeful, max rage, min peace, character got hurt, he flew into a rage.
>>
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>goblin skulls getting crushed by an artifact gold warhammer
>>
>>151039373
brew drink
if amount of drinks
available is less than 30

checking daily, still brewing at 120+

Tried to change it to "at most 30", but the order didn't stop. Both checks were marked as "not satisfied for next check". Happens with multiple types of products, so it's on depending on the products.
>>
>>151040985
>so it's on depending on the products
so it's not
>>
>>151039778
Aye, rage would be a wonky workaround if it isn't fixed with discipline. I love seeing fearful/prone to rage NPCs fly off the handle then flee in terror once the "adrenaline" wears off.
>>
>>151041163
I was considering a very minor mod to add in D&D style goblin variants: ordinary goblins, which would just be normal DF gobbos except always have minimum height and broadness; hobgoblins, which would be normal DF gobbos with natural discipline of 10 or 20 to keep them from fleeing continuously (and maybe a few tweaks like a high likes fighting, high confidence and high martial prowess), and bugbears, which would be DF gobbos with max height and broadness and the rage token like hippos and badgers.

So one has a nice range of gobbos, can get multiple gob civs sieging at once, and 2/3rds of them aren't prone to running away.
>>
>>151040985
Then I have no clue, sorry.
>>
Kudos to whoever pointed out the storytelling thing, its MUCH more cozy and convenient of a way to inform NPCs about monster kills, and about the ones they'll like (they're not thrilled about killing, say, goblins that aren't bandits) in particular. The storytelling thing hits all in earshot, and it easily lists just the kills, while the normal rumor thing gets quickly clogged with total nonsense.
>>
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>>151044969
You're welcome sweetheart.
>>
How do you reliably preserve eggs for breeding? Does forbidding the nest box itself work?
>>
>>151040985
If I remember now without the game at my disposal, there are regular item conditions, reagents conditions and product conditions. Are you sure you are using the right ones?
>>
>>151049115
yes, that is how you breed egg-laying creatures. just forbid the nest box so that dwarfs cannot pick up the eggs before they hatch
>>
>>151049115

1. isolate the nest box and lock the door
2. disable eggs or the eggs you want to breed from stockpiles
>>
>>151049396
I was using product condition. To my understanding, this should mean that it checks the amount of the products in my fort that fit the description and aren't forbidden or in use.

The UI told me that the setup was correct. According to the presented check, the system correctly identified the threshold and responds with "satisfies" or "doesn't satisfy", at correct values. However, the jobs in the workshops do not care. They are marked with "order" and keep going.
>>
>>151052330
I'm pretty sure it's a bug. I set up conditions on a lot of jobs as well, and it seems like it ignores all of them. For example, I set up a job to only make lye when tallow was available (for soap), but I ended up with 100+ buckets of lye with no tallow before I canceled the job.
>>
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>still not finished with the artifact update
>probably at least six months until he even starts the magic update
>probably wont be released for 2 years after starting it

Strap in for the long haul...
>>
Second Goblin siege in this fort. Lets see how much my military , what include large part of non dorfs will handle it.
>>
>>151054346
That's ok, DF is gonna be amazing when the magic hits.
>>
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>>151054346
He's not doing 2 year releases again, the artifacts are going to be setting the groundwork for the myth/magic stuff.
>>
>>151054486
It was less than 10 goblin crossbowmen. Disappointing.
>>
>>151058583
goblins are a meme anyway
>>
>>151003823
I saw somewhere that future battle mode will allow for all organs to be severed and taken
and yeah, when the fantasy slider is installed, and more randomization ensues, I can see a world where random creatures have random common organs
>>
>The Forgotten Beast Rushan Sacathsothi has come! A gigantic three-eyed swift. It has a broad shell and it squirms and fidgets. Its jade feathers are downy. Beware its deadly spittle!
>axed by a wrestler with no other kills
Shameful display, Rushan.

Before its ignoble demise some of its spit landed on a water buffalo calf. At least we'll get to observe Rushan's Syndrome in action.
>>
>>151058572

What makes you think he will manage to do it in under 2 years? He typically doesn't release "in-progress" builds and tries to get everything in the arc done at least roughly.
>>
>>151059526
Wgat did the spit do?
>>
>>151060213
It left me more disappointed.
The horn the spit originally hit rotted into miasma and the rest of the calf became bruised.
>>
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>>150928307
>>
>>150984627
Is there a way to take over a completely abandoned forest retreat or other defunct site?
>>
>>151059526
Is there a way to tell beforehand if a titan/fell beast/etc. is particularly difficult? My fort got attacked by a titan and a fell beast a few days apart. The titan took out 9/10 trained dwarfs before going down and the fell beast got taken out by the replacement recruits without any deaths. Maybe just good/bad luck?
>>
>>151062537
Simply look at the beast. It is a size 10,000,000 version of the creature it is described as being similar to, with high combat skills, sometimes a weird composition, nopain/nostun/nonausea/etc, and sometimes a special ability.
>>
>>151062537

Look at the material, body structure, special abilities. Always assume the worst with special abilities' poisons.You don't need to worry as much about spitting, but gas, dust, fire, webs are the most dangerous.
>>
>>151063395

dust is a two fold problem because it can not only cover your dwarfs in necrosis inducing anthrax but also knocks them back
>>
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>>151062537
>>151063395

Probably the most dangerous would be a steel FB with 6 legs (to absorb more attacks) and insta-kill gas.

>>151063742

Dust also tends to impair the FB itself as well though. If the poison is insta-kill, then I think gas is more of a threat.
>>
i can't play without the rapist guys, wat do?
>>
>>151062537
Check wiki for specifics.

Could you describe that tittan?
>>
>>151063949
learn to play without the rapist
>>
>>151063938
The titan/FB/demon generator spits out stuff above copper grade only very rarely, its gotta be less common than 1 in 50,000.
>>
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>>151063949
Stop being a minmaxing autist and start playing for fun. If you do that, you'll do just fine changing labours with v-p-l.
>>
>>151053879

Are you setting the condition "Amount of items"?
>>
>>151063949
git gud

You don't need to micromanage everything. Think in buildings. Do you have enough dwarves to operate it? Stop thinking about it.

Leftover scum can always be drafted into military, haulers or cleaners.
>>
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>>151060208
Because he specifically said he's splitting it up, releasing the artifact stuff first, and then doing the myth/magic push?

>>151061561
Site has to have certain positions in the entity ruling it.
>>
>>151062537
just be careful with stupid compositions (like metals) and abilities (like webs, poison)

I wish some forgotten beasts wouldn't be complete trash I'm tired of named dralthas
>>
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>>151066657
So I threw off an occupation by elves, some roaming elf squads were after me when I found the first weremoose, and one thing led to another...
>>
>>151064790
>>151040985

ok I think I see your problem, are you setting the amount in the work order to infinite? if you do this the work order is supposed to run forever and the conditions are basically just when it will turn on, since it's an infinite work order there's no way for it to end
>>
>>151067438
AHHHHHHHHHHHHHHHHH
>>
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Fuck. Apparently my plump helmets got stuck in a barrel and the stills didn't produce anything for months. The well project is behind schedule yet again so many dwarves ran to the caverns to drink water from the underground lake.
Then a cave croc showed up.
1 dead from broken spine, 1 missing a foot, 6 others dragged to the hospital, including the doctor. Also, someone seems to have misplaced their dwarven baby.
>>
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Any way for this to heal up? Tried retiring but didn't help much
>>
Any reason why my butcher would not butcher caged animals? He butchers dogs and cats fine, but the animals I've caught in my perimeter cages he just won't grab. Not forbidden, no stockpile fuckery.
>>
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>>
>>151068323
No idea why it wouldn't heal up. Maybe there is cartilage in your fingers that isn't healing and it needs RAW editing?
>>
>>151068642
did he die?
>>
>>151068360
did you try taking them out of the cages
>>
>>151069147
not yet but he ran across the map to go fight an army of undead alone, and the drawbridges are now up, so give it time
>>
>>151068360
You may need to tame live creatures first. Assign a trainer through z-animals-t.
>>
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>>151069321
You gotta save that fucker for the beardliness.
>>
>>151069748
if he followed squad orders he wouldn't be in this mess. he's got miles of beautiful battlements to patrol and fire on the unwashed horde from above, but he just had to run straight in and make his last stand over his fallen comrade there. I should check and see what the relationship was there actually.
>>
>>151067438
thank you. this probably will resolve everything
>>
>>151068642
that dodge tho, martial trance is powerful
>>
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>decide to finally play with magma and start pumping it around for science and fun
>there's a regular underground sea just 1z above the magma sea
>>
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Uristはつよい
UristはFIGHT
>>
>>151069748
>the hook-nosed merchant
>>
I just noticed that particularly notorious zombies get names of their own, even if the name of the person who's body they are is known. that's kind of neat, except for the number of them assaulting my fortress right now.
>>
>>151071061
ニガ 何?
>>
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>>151069748
>>151071072
SHUT IT DOWN!
>>
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I do not have a squad called the symmetric scoops.
>>
>>151063938
My dream is steel flying fire breathing spider.
>>
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>>151072227
now this is interesting. when I opened my photoprogram to cut that screenshot, I found one I had taken earlier and forgotten about, that happened to relate to the very same lady. so she was a member of my fortress and claimed a seat elsewhere, and was assigned a squad position there as well? or is this assignment left over from migrancy? she's a human by the way. I don't recall approving her citizenship but she has one, though I have approved a few and don't always look at the names.
>>
>>151072227
yeah, we usually get invaded by /fit/izens, sice most of the are manlets and autists, the game atracts them
no big deal
>A woman
Now that's interesting
>>
So, what program can I use to know the ammount of living entities in a freshly-created world?
>>
>>151073451

dwarf fortress
>>
>>151072717
I think I got a flying marble spider or tetrapod with deadly dust once.

It spawned in a sealed off area and got stuck on a mushroom tree above the cavern lakes. It eventually died after being spammed with bolts from a purpose-built fortification for what was probably hours.
>>
>dwarf gets bitten by werecamel, severely wounded
>can't even drag himself to the deathpit
>decide to just wall him in
>every moron who tries to finish walling him in walls themselves in with him

fucking stupid dwarves
>>
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>tfw can't find my dump zone
>>
>>151073451
Ignore this fag>>151073761
Use legendsViewer
>>
>>151073451
dwarf fortress
ignore this fag>>151074585
>>
Finally reached caverns.

It was when digging staircase and up/down reached roof of cave. So now stairs reach to hole in above underground lake, do I need to worry about anybody falling there?
>>
>>151076092

yeah if they get into combat on the stairs they'll happily "dodge" off
>>
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Haven't seen this in years, didn't know it was still a thing.

>>151076092
If one of your dwarves falls down the stairs they'll keep going until they hit a floor or a hatchcover. Even if you're not concerned about that you should put a hatchcover over it anyway, to prevent things like >>151059526 from welcoming themselves into your fort.
>>
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>>151070305
At the very least, yeah.
>>
>>151074452
Try using the [R] screen. I've been playing for a year or two and never noticed it until a few days ago.
>>
>>151076340
So I will try replace cover it it up,

>>151076528
I actually prepared for this and each staircase is only for few levels and I made new one. So nothing with easy go up.
>>
Hah, my vampire human bard killed somebody and now is trying to acuse everybody else for murder.
>>
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>The Forgotten Beast Ungngo Ölasmunxaz has come! A great hairy dimetrodon. It has two short horns and it has a bloated body. Its eggplant hair is short and even. Beware its fire!

So I'm not entirely sure what happened in the middle of all that smoke and fire, but one axedwarf rushed in, somehow avoiding the initial breath of fire, and then hacked several of the beast's limbs and arteries open before it breathed again.

The dwarf disappeared from the interface, but the beast was showing as deceased moments later. It may have died from its wounds. The fire keeps spreading and is generating lots of smoke. I should probably call everyone to the burrows if it gets close to the stairs.
>>
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>>151076667
Yeah I know. I was just scanning for it in i and kept on passing huge piles of boulders that weren't dump zones. I thought it was funny.
It really isn't, though.
Stone management is a goddamn nightmare with this many boulders.
>>
>>151076667
>he only just discovered the screen that tells you the intimate details of every altercation
I don't know how you would even maintain an interest in this game for so long without it. more importantly, where did you think the report screens frequently posted here were coming from? did you never get curious?
>>
>>151011415
<3
>>
>can't load anvils into catapults
how am I supposed to realize the clear destiny of the fortress of Stormanvils
>>
>>151079152
He's refering to the [R]ooms list, not combat [r]eports. What the fuck would combat reports have to do with activity zones?
>>
>>151079152
Of course I knew about reports screen, I was talking about the "View Rooms/Buildings" screen.
>>
>>151079681
>>151079747

wew lad I didn't know about that either. I thought there was something impossible about not knowing about reports. I never followed the conversation, just noticed that post
>>
One of the ascii stories involves a dwarf fighting his way past elf captors with a strange-mood artifact axe he made from the bars of his cage.
>>
>>151079047
I just make a minecart stockpile and forget about it. It amazes me how quickly three dwarfs with wheelbarrows can make a fuckton of rock vanish.
>>
>>151079302
Anvil minecart shotgun
>>
>>151080471
of course.
>game crashes mid-siege
I now have a season to prepare the glory of stormanvils
>>
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>>151013326
>You obviously should build underground farms, as farms above the ground can be a real pain in the aztec with different seed requirements and all.

Is it worth learning how to irrigate then? I would like for my farm plots to be closer to my kitchens and underground, but I don't know how to irrigate properly without flooding. (Also, I picked a site with no aquifers.

Also, random question, but what do I do if my flux stone layer is inaccessible or difficult to mine or something? I've got tons of iron and coal, but my flux layer is a bit odd, pic related.

Do I just wait and buy flux?

Please forgive me for kind of cheating, it's my first real time, as my last few embarks turned out to have no iron or other issues
>>
>>151080435
That works fine with a lot of forts, but with 13.6k stones you're looking at 27k+ jobs to pile all of that up, not counting dwarf maintenance and future production. It's not impossible, but it's extremely impractical and generally not worth the literal years of dwarf labor it would take.
>>
I know the hardcore DF fans will tell me to fuck off but, is there a version of DF type of game with good graphics? Like, DF with Rimworld Graphics?

I wanna start from somewhere
>>
>>151081425
It's not hard to irrigate. The simplest and least dangerous method is the bucket brigade.
>>
>>151082853
Use a different tileset, like phoebus.
>>
>>151081425
There's nothing odd about it, just dig to it.

Not having an ideal embark doesn't mean that it doesn't count, and isn't a good reason to abandon it. Search for ideal embarks after you know how to play well, nothing is more instructive than clawing out success despite unfavorable conditions.
Also, it's not kind of cheating. It's just cheating.
>forgive me
No.
>>
>>151082853
>is there a version of DF with good graphics?
No one will tell you to fuck off for that
>like, DF with Rimworld Graphics?
fuck off.
>>
>>151082853
Why do you think you need graphics to start from? You'll have to look at everything and read to descriptions to know what things are no matter what the game looks like.
>>
>>151083078
Oh! So I just get urist and friends to splash up any area I want to designate as farm plot, and I'll be good? I was thinking I would have to use a corkscrew or something.

>>151083131
>forgive me
>No

After this I never plan to reveal again!

If my next embark is on an evil glacier, will you love me again?
>>
>>151082853
All you can really do is try a different tileset.
There are some pretty decent, larget-scale ones out there.
Graphically, the game will still look like a complete clusterfuck though, especially given that a lot of tiles are re-used for multiple things, so you'll end up with a lot of ASCII here and there still, theres pretty much no way of avoiding that, you gotta learn to become one with the dorf visuals.

>>151083276
Hey man, DF with Rimworld graphics would be p cute.
>>
>>151082527
Tru, but it will only tie up three or four dwarfs at a time. Surely they're not all doing something important. Since you have 13000 stones lying around I assume you're probably going to keep the fort for long enough for them to get it done.
When deciding whether or not it's worth it consider the satisfaction of have a boulder-free fortress.
>>
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>>151082853
fuck off
>>
>>151083506
What you need to do is dig one level above where you want to farm, channel a hole, and then designate the area as a pond.
Eventually Urist and Friends will start bringing buckets of water down and trying to fill the pit. You don't even need to let them fill the room for very long. Once the floor is muddy, you're good to go.
What's next could potentially be difficult. If the room gets filled up too much, the water won't be able to evaporate and you'll have to find a way to drain it. So make sure you don't let the room fill up too much.
>>
>>150895381
>using cage traps
>making wooden spike balls

yeah the game's not hard, but you're still somehow shit
>>
>>151083506
>If my next embark is on an evil glacier, will you love me again?
Evil glaciers are a meme. They play one of three ways:

>Dig in immediately, wall off, and play just like any other fort.

>Don't dig in immediately, find mundane wildlife and/or innocuous evil weather, play just like any other fort.

>Don't dig in immediately and lose before the end of the first season to undead and/or dangerous evil weather.

I guess when you're new and still struggle with the basics it's another story, but anyone who knows how to get a sustainable fort can survive just fine on an evil glacier.
>>
>>151084567
If evil glaciers are meme, what is hands down the MOST difficult place to embark at?
>>
>>151084714
evil glaciers. "this game is hard" is a meme
>>
>>151084714
A fort in a non-evil badlands with aquifers, but with several towers as neighbours.
>>
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I am sorry, newbies, I think my werefetish is infecting your games and leading to the early wereslaughter of your forts.
>>
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>>151082853
git gud
>>
>>151084714
This >>151085161 maybe, so long as it's scorching enough to melt dwarves. Evil weather and reanimating biome(s) optional. Even then once you know the game survival isn't difficult without self-imposed conducts to encourage loss.

>>151084941 is right, DF isn't a hard game, it's just very information dense. Once you can parse that information effectively you need a better reason to play than the challenge.
>>
>>151084714
easy, just gotta gen a world where two goblin pits are so close, your embark zone touches both of them
I already did it desu
>>
>>151084714
Evil lands with lots of wierd irregular terrain.
>>
>>151085890
The armor and joint update made towers much deadlier. The necros, like the dorfs, have access to steel, and unlike the dorfs, they get to have steel without necessarily having access to the needed components.

Sure, you CAN just raise a drawbridge and wait it out, but if actually fight your enemies, it will get a bit tough.
>>
>>151086441
>>151085940
>>151085890
>>151085161
>>151084941

Ok, without self-imposed challenges, what are some things today could do to make the game more realistically challenging?

Like, will goblins ever get access to explosives, ala Helm's Deep?
>>
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>>151087109
>today
>>
>>151087109
Your only hope to that is tha future's alchemists create some kind of explosive mixture, that or magic, because Toady wants to keep the game medieval
But don't worry, against the tradition of other games, DF tends to be harder the more updates it happens. And seing what awaits us with the starting scenarios update, aswell as the magic/myth update, everything is gonna get messy enough to handle
Heck, I would even say that we have grown accostumed to buffed mechanics to survive
If only Toady made realistic crops and egg laying, and made nutrition more realistic, half the fanbase wouldn't be able to keep a fort
>>
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Hey dudes.
Had my first !!CIRCUS!! today. I felt cocky and sent my sqaud filled with legendary axedwarves to fight a demon. They all died, then all my citizens thought their shoes were more important than their lives. Guess how that went?
AWFUL

(but it was !!FUN!!)
>>
>>151087109
He could implement more things to attack your fort, that aren't sieges or megabeasts.
Imagine, instead of 1 - 3 kobold thiefs with large copper daggers showing up and panicking as soon as a cat sees them, they appear as a band of 5 - 10 with spears and bows, aggressively attacking your civilians.
>>
>>151087109
Its a game where you can A) dig B) clear cut C) build walls D) build traps.

If you're expecting this formula to be ZOMG UBER HARD MODE I LOVE TO JERK OFF ABOUT HOW COOL I AM you're barking up the wrong tree. If you really want a hard mode though you could set migrants to 1, kill off 5-7 of your starting dorfs and have a 1-2 man fort with the rest being SPOOKY GHOSTS.

Perhaps the ultimate THIS GROUND IS TOO SOFT for DF would be to even retire and kill off some of vampire necromancers, so that your fort is haunted by a permanent necromancer infestation that also sucks people's blood.
>>
>>151087959
that wouldn't be very cute of them

why don't I get kobold visitors
>>
>>151087795
>>151087959
It would also be cool if sieges were like actual sieges, where the attackers would actually try to bust down or break into your fort.

I'd love to see trebuchets, ladders, and seige towers. Or dwarven spies willing to sell out your fort for cash?
>>
>>151088381
Well, digging and wall destroying are already to be imolemented evebtually
*DFG's anuses contract*
Abd I always thought that, unless they had spies, invaders shouldn't have perfetc pathfinding in your fort
>>
>>151088318
Cause they can't talk good

>>151088381
>dwarven spies
That would be interesting. Diplomats already warn siegers about any traps they see while visiting.
>>
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>>151087959
>panicking as soon as a cat sees them
Betrayed! Betrayed by the cats!
>>
>>151088381
yeah it always seemed a little funny to me that all the siege weaponry in any given battle is held by the side being besieged, and not the ones doing the besieging. having them tow building destroyer ballistae and catapults using livestock to the front would add some Fun dimensions where sending out advance forces would actually be somewhat important rather than just playing turtle fortress. does building destroyer work on built stone walls, fortifications etc? in this case it would or should to really spice things up.
>>
>>151088704
>That would be interesting. Diplomats already warn siegers about any traps they see while visiting.
>>
>>151089601
Yeah, uh... that's what I said
>>
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How the fuck do I kill a Bronze colossus in Adventure mode? I have an iron sword, but I've killed colossi before with maces and hammers. Is it possible?
>>
Ok so I wasn't really paying attention and now there's about thirty or so human entertainers sitting in my tavern eating my food and distracting my dwarves. Can I evict them or something?
>>
>A platinum splint artifact worth 97,200

Well, someone's gonna feel great about themselves.
>>
>>151087959
They'll already do that if they successfully steal enough from you.
>>
>>151090454
Yes, apply military until they leave.
>>
>>151090408
No idea. I've had legendary swordsdorfs kill them in fort mode, but legendary fort mode soldiers are far stronger than most adventurers.
>>
>>151087109
Wait for dfhack to update, then embark on a vault and try to clear it
>>
>>151090454
You can set all locations to only allow citizens to visit.
>>
What's up with trances? I haven't seen a single martial trance in 43.03 onward.

>>151090901
What? Really? I'd have thought it the other way around.
>>
>>151090408
Break its hands and feet, hold the arrow key on it until you become tired, back up and repeat.
>>
>>151091198
Even if you start as a demigod and minmax your starting stats, you'll fall short of the fortress militia. See, sparring is ridiculously effective as a training method, and two years of it will make a blind peasant able to take on an army by himself.
>>
>>151090454
>western governments and imigration
>>
>>151091418
I can't wrestle it, even though my wrestling is legendary +20
>>
>>151091418
>>151090901
Never mind, I killed it by bisecting it with my large copper dagger.
>>
So like, why are so many players unable to function without the the therapist mod? Is preventing tantrums really that hard?
>>
>>151087109
The thing is that every threat in the game has a counter, and skilled players will know those counters and be able to apply them. The only way that's going to change is if Toady adds unsolvable problems or arbitrary loss mechanics to the game. It's not very likely, and most hardcore DF players (i.e. those of us who keep his pantry stocked with cheetohs and his fridge full of mountain dew) wouldn't appreciate it if he did. If his core playerbase was playing because it's hard he wouldn't have a core playerbase anymore.
>>
Hey, suddenly these bearded faggots will not cut trees in 0.43.05. I am only on my second wave of migrants so far...

Here's what I did so far to try and get them to cut trees:

>set priority to 1 in the designation menu
>turned off all hauling jobs to ensure there is no conflict in labor
>ensured the trees aren't set to forbidden or some stupid shit like that
>dwarves continue to mill around
>yes, I still have the starter (copper axe)

What am I missing? I mean the trees are literally right in front of them and they just mll about doing nothing.
>>
>>151092081
It makes it possible to micromanage large numbers of dwarfs. If that's how you learned to play then it's hard to do without.
>>
>>151091559
Do post-legendary skill levels still exist? I ask because in adventure mode it no longer displays levels past legendary.
>>
>>151092081
>Is preventing tantrums really that hard?
Quite the contrary. Tantrums are rarer than amethyst men in recent versions, even players thqt are trying to get them have trouble with it. The rapist doesn't do anything to prevent tantrums anyway.
>>
>>151090012
Forgot to say, 'rly?' after the greentext
>>
>>151092367
Find the axe, you'll find your problem.
>>
>>151090454

If they've been there long enough you can make military squads out of them and then send them at the first werebeast that comes knocking.
>>
>>151092852

It's in my weapons stockpile and it's not forbidden.
>>
>>151090454
wow racist
>>
>>151092367
If you play with the "Play now" option, the lumberjack will also be your herbalist. Make sure he isn't off picking berries or something. If that fails, just try giving the woodcutting labour to another dorf.
>>
>>151093067
and you ensured some dwarves actually have the woodcutting labor, correct?
>>
>>151093067
Do you have a military?
>>
>>151093312

Yes, I disabled ALL other labors on a couple of farmers and nothing. I made ONE iron battle axe (like I said I still have the copper battle axe from embarking) out of curiosity and suddenly someone decided they can cut trees now...
>>
>>151090454
>Not making a tavern called 'The funny Humans' with gorund made out of bridges
>Not retracting the bridges so the humans fall
>Not making a tavern 20 tiles under the first tavern, called 'The dead Humans'

It's like you want to be culturally enriched desu senpai
>>
>>151093329

Hmmm yeah, just two miners to take care of a yeti who was wrecking my workshops earlier. I'll try disbanding the squad.
>>
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>>151093708
>le real dorfs r evil n edgy meme
Look up their raws, anon. Of all the races in the game, the dorfs would be the LAST ones to do what you described.
>>
>>151093901
If they're set to choose their own weapon then one of them probably chose the axe, so it can't be used for anything else. Never let them choose.
>>
Have an artifact yeti thong.
>>
>>151094065
You are the only one memeing here m8, I wasn't saying anything about that, the sadism is mine, not theirs
>>
>>151094285

Yeah, I was hasty in setting them up as all I wanted was the two miners to kill a yeti and I forgot about the uniform assignments.
>>
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Fucking elves sold me a geriatric giant leopard. It was assigned to the duchess. She will not be pleased.
>>
>>151092785
oh, ok.
That's just what I read on the wiki, so I wouldn't be surprised if it was bullshit.
>>
>>151094696
No, it's true. If a human lawgiver or elf diplomat walks through a trap hall on a visit then any attackers from their civs will be able to waltz right through without triggering them. Not that the humans would, mind.
>>
>third werebeast this year appears
>rushes past two dozen dwarves to get my legendary cook out of his kitchen
>bites him and only him, then turns back into a goblin

fuck off
>>
I wonder if, whenever Toady finally does more work on mounts, there'll be chariots and stuff like the small towers people would put on war elephants.

>LOTR-style towers on Giant Elephants
>goblin scythed chariot
>dwarven battle-wagon with firing ports on the cart (I imagine such a thing would work much the same way fortifications currently do)
>>
>>151094615
Used car salesman only he's selling exotic animals
>>
In the current version, are silver or iron warhammers better vs goblin armor? Still silver?
>>
>>151094615
Yeah, she was mad.
>>
what are or what where the fortresses with the highest population number? are there any player fortresses anywhere with 400+ dwarves?
>>
>>151097190
Really mad. At least he had a nice view when he died horribly.

On another note, this is a great way to celebrate the 10th anniversary of the founding of Relicwebs. I guess technically it's still two weeks away. Hopefully the elven caravan will arrive before then.
>>
>>151094615
>>151097190
>>151097465
lmao
>>
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Hah, saw an npc do the teleport-through-walls-while-dodging glitch.
>>
>>151101835
I wonder, does that only happen to npcs or can adventures do it too?
>>
Worth mentioning, tree cap diplomacy or whatever its called will make elves come into conflict with others even without the ethic_kill_plant thing. All races in my world have ethic_kill_plant:neutral, but the elves still cite treatment of plants as one of the many reasons they're fighting the goblins.
>>
>The Pulson-9000 seared the sky trailing ion-energized purple lightning. The XZ-Trollmech Mk7 didn't stand a chance. Another contract, another payment. Rogar was the last dwarf of his village, and after many hardships had fallen into the tough life of a mercenary warrior. He had stolen his first fighting bot, but after three years he had enough money to build and repair his own. He spent his offtime tinkering, which soothed his still-dwarven heart.
For now though, he was in enemy territory. True, the contract was complete, but he had fought his way deep into the personal citadel of the vile cyber-modded troll Vanquidor in order to blow his Mk7 body to pieces, and now he had to laze through the bodyguards and sentry droids he hadn't already obliterated. The dwarf had very little ordinance remaining. Rogar put on his shades. Things were about to get hot, but he was cool as a sonic-fan. Time to fire it up! Yeah!

I don't think this ascii story is as likely to be made possible as the others.
>>
What's the best trap type against zombies? These unkillable heads are getting fucking stupid
>>
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>>151011415
Love that schizo
>>
>>151102463
Never done it myself, but the bug report says people have done it with their adventurers.

>>151106182
Magma drop trap!
>>
>>151106628

What trap is best that I can make easily and lazily
>>
These being off was why my dwarves didnt put anything in the custom stockpile. Feels good to have that fixed finally.
>>
>>151107363
cage trap
if anyone on /dfg/ calls you out on it, you were just trying to catch a mating pair of giant elephants
>>
>>151107363
A drawbridge crusher trap might also be pretty easy.
>>
>>151108703
Ah yes, the old "giant mating elephants" gambit.
>>
>>151110887
this, a dozen one tile drawbridges with pressure plates scattered through the field is both effective and entertaining
>>
>>151111959

how 2 pressure plate
>>
>>151113115
go to your kitchen cabinet and tell the contents that you have extremely high expectations
>>
>>151113115
it's under [T]raps
build plate
link with mechanisms same as you would with a lever
difference is foreigners stepping on it is the trigger
>>
Alright, I've only ever played Fortress Mode for the past 3-4 years. TODAY is the day I try Adventure Mode for the first time.

Question: is the learning curve for Adv. Mode as high as the curve for Fortress Mode? Or will it be relatively easy to learn?
>>
>>151115203
Relatively easy to learn, far moreso than fort mode.

You'll probably want to pick demigod, get max strength, and at least above average in agility, toughness, endurance, willpower, kinesthetic sense and spatial sense.

Debatably, above average in focus and intuition.

This will allow you to get superhuman or superdwarven in all of the above.

Starting skills, well I prefer starting with bard skills and at least 1 point into writing, but you probably would like to put them into either combat skills (which are EASY AS HELL to get), specifically one weapon skill as defensive ones can be gained via crabs or stump zombies, or hard to train skills like climbing.

You'll wanna be VERY cautious until you get full metal armor, in old versions a crab to wrestle (hit 'C' to change combat preferences to close combat, remember to change it back) can let you get superhuman stats fast. In new versions I like to remove the limbs from a zombie and run back and forth until all my defensive skills, fighting, and observer are legendary, and all the aforementioned stats but focus and intuition are superhuman. (You can train those up too but it takes awhile)

Finally, you can get iron armor very easily from mead halls (big lonely yellow blocks in human towns), castles, or for elves/derfs/gobbos, NPC forts.
>>
>>151115203
about as steep but much shorter, I think, if that makes sense. it's easy to fuck yourself up, but there are fewer things to memorize/get used to.
I'd recommend keeping this page
http://dwarffortresswiki.org/index.php/DF2014:Adventure_mode_quick_reference
open at all time

if you're a casual like me, try generating a world with no bogeymen. I suppose having them is an added challenge, but I just find they don't make sense and are too annoying to be worthwhile
>>
>>151115203

Adding onto what >>151115778 said, I recommend always taking at least novice in reading skill. Otherwise you can't read, and I don't know if it's possible to learn to read or how much a hassle it is to teach yourself to read.

Not being able to read can stop you from being able to do things like read books or become a necromancer.
>>
>>151115778
>>151115946

Thanks for the in-depth advice, lads.
I'm going to get a tea and settle in for some hopefully comfy adventure mode.
Although I appreciate your advice >>151115778 on stats and race, I'm going to go with peasant magpie man so i can fly away from danger, and so I can appreciate how hard life is for ordinary folk of my world
>>
I'm thinking of making a megafortress out of rosegold and placing it somewhere in the middle of a place with no trees. I will have a waterfall coming out of it. Anybody have any ideas of what I should add to it before I adventure mode it?
>>
>>151116874
Thanks for the advice
>>
>>151116975

Suit yourself.
>>
>>151116983
>Anybody have any ideas of what I should add to it before I adventure mode it?

You'll have PLENTY Of time to think about it.
>>
>>151113779
booooo
>>
>Building shit for a year to export wealth
>Dorfvan finally arrives
>Liason talks to my baron
>actual carts/wagons never show up

the fuck? Why would they just up and leave the map? I wasn't under attack or anything
>>
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new bread when, you lazy fucks?

We're all drowning in this fucking fortress and you're just sipping beer.
>>
>>151119518
Sorry, mate, too busy hauling
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