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/dfg/ - Dwarf Fortress General

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2cat edition

>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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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!

Old thread
>>151369006
>>
lmao, 2meme
>>
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>>151723741
>>
>>151710585
>>151717064
>>151711739
Sorry, you guys don't seem to understand. They are randomly generated, but you can look at these to figure out what repeats itself.
Size for titans FBs and demons is always the same. Vampirism is always the same.

And pertinent to the convo that was responded to, everything about zombies is always the same, except for the 20%/60%/100% speed.
>>
Does swimming still raise your stats in adventure mode?
>>
>>151724292
Yes.

Its a pretty slow way to do it tho
>>
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Roughly ten years ago a were beast bit and infected a couple of people, among them a kid. I put them in this quarantine and for some reason on the first moon they started fighting among each other and only the kid and the now berserking dwarf are alive.
I've read that the berserker will attack anyone on sight and that he is now accounted as an enemy of my civ. Although he and the kid shouldn't fight while in the weremouse mode, why didn't he attack the kid in the past 10 years? Will he attack the kid once it grows up? Neither of them move around that little space at all, and it's quite possible that they haven't even seen each other since he went berserk (strange mood related).

I didn't even care about those two until I had the idea to make that kid strip mine by itself when it grows up, but the pick is next to that berserking miner, so I can\'t even guess what will happen if I enable him mining once he grows up. Should I dump him some steel armor so he can kill the berserker one day?
>>
>>151724385
>all that kaolinite
Can't see your porcelain industry, anon.
>>
>>151724462
I've dug deep, but I've lost the greedy part. I have only one magma kiln for that stuff and I use it for porcelains statues and oil jugs, nothing else. I make iffy forts, but my management of idling dwarves is atrocious.
>>
>>151724385
The wiki CLAIMS people will not attack werebeast kids and that they're neutral.
>>
>>151724591
But not even went they are berserking?
>>
>>151724354
What's a better way then?
>>
>>151724783

wrestle an armadillo
>>
>>151724845
Alright thanks
>>
>>151724783
Get full armor and a shield, cut the legs off a zombie and move side to side at minimum speed a bajillion times. Super fast and easy.
>>
>>151724385
This is some shit

>dumped in a hole for 10 years
>the ravenous man who killed everyone you knew stands in a corner
>staring at a wall
>soon, you will come of age
>soon, he will notice you
>you will have to kill him, or he will kill you
>this is the only life you have ever known
>>
>>151725020
The kid has been playing make belief since it was a baby. The only world it has ever known was the one it created. That's some tough ass shit. I wish the miner didn't go crazy, otherwise I'd have them train for all eternity.
>>
>>151723969
Wrote a shitty raw parser that read all the files and looked for certain tags.

Out of 867 randomly generated beasts:
603 (70 %) had a syndrome tag
123 (14 %) were webbers
43 (5 %) had an undirected dust attack (all of these also had a syndrome)

The most common materials were:
unspecified/flesh? 602 (69.4 %)
water 61 (7.0 %)
salt 28 (3.2 %)
mud 20 (2.3 %)
ash 19 (2.2 %)
grime 17 (2.0 %)
fire 15 (1.7 %)
vomit 13 (1.5 %)
amber 10 (1.2 %)
coral 8 (0.9 %)

Various inorganic materials including steel, brass and diamond were around 0.1%-0.2%, though this sample size is obviously not large enough to get good numbers on those.

I write UIs for telemetry monitoring and analysis tools at work. Kind of tempted to make a UI for analyzing DF now.
>>
>>151725298
>coral is a material in the game
>the animals themselves are not
>>
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>>151724591
Well, I know werebeast kids attack me, and attack others who aren't changed.

>>151725298
Check out the dfhack lua api's and c++ plugin links and see what you can hook into, AV has a lot of stuff you might find interesting too.
>>
I'm getting an itch to play DF again.
Is the starter pack/lazy newb pack up to date with a working Rapist and DFhack?
>>
>>151725298
>I write UIs for telemetry monitoring and analysis tools at work. Kind of tempted to make a UI for analyzing DF now.
I'd love this on Linux.
>>
>>151725629
The changeover to 64 bit is making dfhack take a while since a lot of it has to be reworked due to the new compiler and such on top of the actual bitness changes.
>>
>>151726065
>inb4 someone posts that shitty "64 bit graphics" comic
>>
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>>151726181
I would but don't know which one you mean, so have a little mantis I was laughing at the other day because she kept looking around, seeing my eyes, and beelining up my arm to come kick my ass I guess?
>>
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Why does this town have a problem with dwarfs named Zefon stealing their people?
How do I go about finding either Zefon?
>>
>>151729240
He's a babysnatcher.

No, you can't really bring the kids home, although you could rescue them and bring them somewhere safe without creating a shit storm.

Legends Viewer is easiest.
>>
>>151729402
Why are they both called Zefon tho
>>
>>151729547
rng
>>
>>151729240
Try checking the tell a story > site > filter > zefon and see if you can track down hints there?
>>
>>151729402
>you can't really bring the kids home
But you can, assuming you know exactly where their parents are(which can be hard if they live in a big town and aren't nobelty/clergy. thankfully, nearly all rescued children belong to either nobles or high priests, so they're easy to save).
>>
>>151730231
You can, but they go berserk.
>>
>>151730278
Since when? I remember saving lots of kiddos in the 0.40 versions. Did the tavern release fuck this up?
>>
>>151730428
Parents greet them warmly, are all happy and run towards the kids, and then the shanking starts while I wtf all over the place.
>>
>>151728585
>beelining up my arm to come kick my ass I guess?
Oh yee of little faith.
Likely you were the first Titan it saw that didn't ignore it, or try to attack it.
It saw you as a benevolent god, and came to petition for your patronage for all his kind, that they may build a better future, and erect a civilization in your honour as you protect them from the vileness of the other Titans.

You passed up your chance to be Prometheus.
>>
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Hey guys. Haven't played in a while and I just downloaded the latest build. Any one have an idea of when dwarf therapist still be working? The game is about impossibly tedious without it.
I hate
>>
>>151731483
never
>>
>>151730428
I have zero clue. I have only rescued kiddooos in the current version.

If you wanna rescue kiddoos, just bring em somewhere safe, tell them to wait somewhere safe, and cancel the agreement. Then they'll be somewhere that they won't be goblinized, and later if it gets fixed you can rescue them for reals.
>>
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>>151730875

>>151731460
Well I had picked her up the day before, this time I brought her in to show the missus, and it was damn amusing that she would look around at the room some, then make eye contact and rush up my arms. Gonna have to let her get all the way up to me I guess, see what she does.
>>
>>151731483
just in time for the next big DF update to come out and be incompatible

>The game is about impossibly tedious without it.
it's not that bad
>>
How do i get people to join my if their "duty is here"
>>
>>151731881
kill everyone else in the town
>>
>>151731792
>the lady embraces the child
>the lady draws the bronze slicing knife
Shh, no more tears. Only dreams now.
>>
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>>151732493
I got a stranger to adopt the rest of the kids, figured maaaaybe it was just THAT kid at first.
>>
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In the seven years I've been playing, I haven't really thought about it, but just now it struck me how extremely obsolete the bay12 main page looks. I kinda like it, though.
>>
I'm tempted to go back to Masterwork just because of what I read about it having weapons made of fire that can set foes ablaze.
>>
>>151732958
I'm not sure if that's a raw thing or a dfhack thing, but you should still be able to take it from mastershit and put into an otherwise clean game. There is no need to go full Dark Days Ahead with the bloat.
>>
>>151733173
The modern version of Masterwork is massively less popular than the old version precisely because it cut out most bloat, now most of the stuff is perfectly reasonable.
>>
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Rate my world
>>
>>151733883
looks nice.

of course the best worlds tend to be aesthetically displeasing globs of glaciers and volcanos touching
>>
>>151732843
I really enjoy browsing old school web sites. Modern ones are laggy, and overdesigned.
>>
>>151731839
It's just tedious and eventually I get a bunch of dwarves with a million jobs.
>>
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>>151734015
Yup.
>>
>>151735198
understandable I guess, but my MO is to limit pop to 85 or so, 30-40 of which are full-time militia members
it's mostly for FPS reasons but it means labours are easy to manage too
>>
Could the issue of Dark Fortresses being slow as fuck be partially a relative speed issue?

I've noticed if I'm moving at max speed the issue is a lot less noticeable.
>>
>>151736307
It is. Basically, the speed loss is from waiting for all other loaded npcs to make their moves. If you're faster than them, you won't notice it.
>>
>>151736307
>>151736649
Also, maybe you've noticed that the animated arrows move just as fast when the game slows down.

I personally suspect that dark fortress lag isn't really caused by performance issues, but rather by the game waiting for the visual presentation of each move every NPC makes.
>>
>>151736307
Yes, being a vampire is basically a requirement both for that and to find jack shit. Night also makes it much easier.

If Toady made wider hallways and rampways it would be fine.
>>
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>tfw you gave oomans GEN_DIVINE in order to make them even more random and exotic
I still can't believe that it actually worked, though.
>>
So... Why is there a giant elephant stuck in a tree?

Look on the right.
>>
>>151741682
probably saw a mouse
>>
>>151741682
that's a mighty strong tree
>>
Ok guys. Relatively new to fort mode, but long time fan of the game. Any particular *FUN* I should try first?
>>
>>151742262
Yes, I endorse going into inorganic_sand_soil and delete everything that doesn't have the sand or clay keywords, except for the ocean stuff, so you can play with glass, if you haven't yet. Glass is amazing
>>
>>151742361
How can I work with glass without editing anything? I prefer to keep the world intact for the time being.
>>
>>151743095
find some sand, it's not that uncommon and only really awesome if you have a magma glass workshop imo
>>
>>151743095
Well, you would use an adventurer to scout out places with sand then or whatever.
>>
>>151741879
Underrated post.
>>
How do I cage trap? I've got a kitty tied in a tunnel with a trap in front of him, yet the giant cave spider just goes by paying no mind.

I actually want crocodiles but I wouldn't mind a spider either.
>>
>>151745264

going by it or going on it?
>>
>>151734105
I agree wholeheartedly.
So does this guy: http://idlewords.com/talks/website_obesity.htm
>>
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Holy shit you can design your fortress' symbol now?

this is next gen as fuck
>>
Whoa, another Goblin siege.

Faster than I expected. I barely cleaned up armor and weapons from last battlefiend and still some stuff lying there.
>>
>>151748108

That guy's issues are kinda retarded from reading the first few paragraphs, a page with a spattering of images is going to be over 1mb even after accounting for page styling including headers and such (wouldn't really count those because they'd be cached).

I'd say the problem he's referring to there stems mostly from ads.
>>
>>151746512
It passed near it and completely ignored the kitty. Right now there are a few naked mole dogs there, I got one but apparently the others are just standing by and chilling with the kitty for some reason.
>>
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>>151748127
it's pretty neat
>>
>>151749409
I always imagine that "menacing pose" means flexing. I can't possibly imagine how a block would do that, though.
>>
>>151749565
you're right, it wasn't a totally serious attempt
if there was a "the blocks are really fucking big and impressive looking" option, I'd have gone for that
>>
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I knew this would happen and sent them in anyway. Time to abandon and resettle. I hope "Ner" invades again.
>>
>>151748108
Thanks for the read

>>151748817
He gets to that later in the article
>>
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>>151749742
>if there was a "the blocks are really fucking big and impressive looking" option, I'd have gone for that
Tell me more about the "really fucking big and impressive looking blocks" you drew in your video game, Anon.
>>
>>151750242
You didn't have any steel to fight it with?
>>
>>151750438
they're, uh, strong, and stiff
oh god
>>
>>151750527

Holy shit the guy was using silver warhammers and couldn't chink it's skin. How terrifying
>>
>>151750776
Cause steel trumps silver.
>>
>>151750776
huge monsters made of metal are no joke. even bronze or iron things can be a huge problem if your dwarves are having to deal with dust or gas or webs at the same time
>>
>>151750527
I was still importing enough steel for production. I quadruple(gold furniture for all) my wealth to obtain more goblinite but this came first. I chose not to trap it in a corner somewhere.
>>
>>151751206
You didn't have the resources to self produce steel?
>>
>>151751328
not him but about 90% of the forts I play don't have iron, it's a pretty common "problem" (and by problem I mean choice)
>>
So do you still need to do your homework with legends viewer and pick the most dumb spots to get goblin sieges or something
>>
>>151751328
No iron on the map. Plenty of Flux though. Hence the importing.
>>
>>151751784

PROTIP: Gobbos have purple pi symbols that represent dark fortresses

you can literally get sieges and ambushes on DAY FUCKING ONE if your fort is in the right spot
>>
>>151751784
not nearly as much. if you're reasonably close to a populated goblin site, you'll get attacked
if the goblin sites are empty or you embark on an island or something, you'll still be immune

but embarking RIGHT next to a dark fort now seems only necessary if you want tons and tons of sieges
>>
>>151752028
I like the idea of a fort that is positioned so that it will protect NPC sites from sieges esp since verifiably even a defeated siege doing a march of shame back to base will trigger a new siege if it stumbles upon your fort
>>
First time I see goblin recruit as invader. It feel like they running out of troops to trow at me.
>>
>>151752158
>since verifiably even a defeated siege doing a march of shame back to base will trigger a new siege if it stumbles upon your fort
neat, haven't heard of that before, although it makes sense considering I've had "siege" announcements before when necros were clearly just passing by
I guess how well that would work depends a lot on the size of your embark space
will the goblins who stumble upon you actually attack? or will they just try to walk home
>>
>>151752349
As far as I know they have normal siege AI. But then again I didn't give them the opportunity.
>>
>>151751860
>>151751660
I guess i'm a mega noob cause I can't really play without local iron sources.
>>
rimworld is fun but im disappointed that it's only 2d
>>
>>151753237
3d too complicated for casuals
>>
>>151753159
Do you just fucking abandon if you don't find iron or something

wait

you don't use that prospect shit do you
>>
Is there way to make my military hold defensive formation, without anybody wandering off and charging enemy?
>>
>>151751660
>90% of the forts I play don't have iron
I think it's silly that iron is rarer than copper. In real life it's the other way around. It took steel equipment so long to surpass bronze equipment because it is much harder to produce, smith, and maintain, not because it's rare.
>>
>>151753437
Yeah I use prospect to check ores when I embark.
Its cheesy but I'm not that good at the game.
>>
>>151753753
you're a bitch desu.

Part of the fun in the game is watching your copper-clad militia led by the commander who has slightly better equipment get shit on by gobbos

And then it doesn't even matter once your militia reaches legendary skill levels because they just go for the neck and, I don't fucking know, crush throats with their bare hands and spear shafts
>>
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>>151753931
>>
>>151753753
Watch out, >>151753931 had his feelings hurt!

Avoiding the wasting of time is a noble aspiration. As you can have an unbeatable and impregnable fort fort with stone mechanisms, wooden cages, and plump helmets, there is no use whatsoever whining at people who want more features on their embark site.
>>
>>151754160
I bet you also wall off the caverns and your fort entrance

baby back bitch

>>151754238
might as well use dfhack to give yourself a shitload of steel
>>
>>151754303
Neither of those people are me.
When I say I suck at the game I mean I usually lose by gobbo invasion even with steel.
Because I get complacent and forget to start my military then gobbo's destroy me.
>>
>>151754303
if only the game had rules governing the frequency of minerals and their appearance

if only the game had rules governing the smelting of steel into a usable form

if only E-peen size mattered in DF
>>
>>151754449
this is one of the reasons why not having iron on-site isn't such a big deal. long-term it's great, sure, but chances are you're going to want at least 5-6 militia members equipped with something and training before you get your steel industry set up. a bunch of guys wearing clothes with copper breastplates and helmets, wooden shields, and shitty spears and hammers will go a long way to fending off early attacks (werebeasts), and then will be legendary-skill warriors by the time you start cranking out yoru final steel/bronze/candy/whatever goods
>>
>>151754885
I usually end up spending too much time getting my farms, food storage, and smithing compound set up, completely neglecting defense plans and military formation.
I think I procrastinate military subconsciously because the military interface is a pain in the ass.
>>
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haha, time for snu-snu
>>
>>151755205
you could try embarking with a dwarf who has some combat skills, bringing a copper weapon and a copper helm, getting your carpenter to build an armor stand and a shield the second you have a tree cut down, putting the dwarf in a squad and having them train full-time just outside your entrance

means slower hauling but that one dwarf will handle a lot on their own if you get them training immediately
>>
Siege was stronger than last time, but even with better positioning of my troops (even if I had some screw ups), battle went much better. Without any casualties on my side.
>>
>>151755598
Don't get your hopes up, Anon. Giants might actually be the most pathetic semimegas there are. Your militia will kill her with less than 10 strikes.
>>
>>151756307
It was pretty underwhelming. A human pikeman visitor stabbed her in the legs and left her lying there for my dwarves to finish off. I wish I could have saved her and civilized her :(
>>
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>>151756307

I've had a crundle kill a giant before.
>>
>>151756307
>>151755598
is there a way to recruit befriend or calm down giants etc?
>>
>>151756670
no
you can make them crazier though
one time I caught about 4 ettins in cage traps (2 male, 2 female) and gave them a big, walled-off, open area to play around in underground. thought I might get some hilarious ettin babies out of it

they went insane and killed each other
>>
>>151756670
you can throw 2 in a pit and make them fuck
>>
>>151756809
Should have tried chaining them up next to each other instead.
>>
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post awkward/campy bay12 champions
>>
>>151757610
I imagine they'd still go insane, I guess that might keep them from killing each other though
have you tried this?
>>
Again dorf kid plays in battlefield.

She must enjoy her parents work.
>>
>>151757901
Nope. Never even had the chance.

I've heard that animals can breed when chained up next to each other, though.
>>
How do I cure my fort's obsession with Giant Peregrine Falcons
>>
First thing what my vampire dwarf queen did after released from prison is drain another unlucky dwarf.

I think my dorf civilisation have problem with it's ruler.
>>
>>151757938
>Kid runs outside with her pet puppy
>Battle of Minas Tirith going on around her
>Lolth level entity laying waste to valiant soldiers fighting to the last men
>Kid throws stick for puppy to fetch
>Stick flies into Lolth level entity's eye, critically piercing the eye, lodging in the brain and killing it

Is this possible?
If not, I'd say DF will be feature complete when Toady makes it possible.
>>
>>151758341
It could be worse.
>>
>>151758381
maybe in 2030 lad
>>
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>not killing all the noblemen

shaking my head
>>
>>151758569
>even having noblemen that need killing

Befitting a niggerposter, I bet you're also an elf
>>
>>151758381
Kid is doing it after battle, when battlefield is full for corpses and loot.
>>
>>151758680

who needs noblemen with their sensitive hands who dont do anything
>>
>>151756307
Giants are the strongest semimegas. All semimegas are weak though, so that doesn't say much. Minotaurs are by far the weakest, they're nearly 1/3rd the size of a cow.
>>
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>>151758381
>kid running outside into a siege with pet trailing behind
Totally possible

>massive beast wrecking shit
See the giant steel toad a few posts up? They actually get worse at times.

>kid throws stick, boom, headshot
The AI doesn't throw items, has to be a firing option in a weapon or an interaction for them to use ranged attacks.
>>
>>151759025
I had to read that twice.
I could have sworn you said giants are the worst smegmas.
>>
>>151759025
Giants pass out from pain, and only have one head, and are just big.

Ettins are harder to kill than anything but a Hydra.
>>
guys, am I just retarded? Every time I queue a still to extract from a plant, it says we have none. But I have plump seed spawn sitting around. I also have cave wheat too. What do I need to do in order to get this still to start producing?
>>
>>151759315
Ettins pass out from pain too, an extra head doesn't stop that. They're 1mil volume smaller than giants, which makes them objectively weaker.
Hydras aren't semimegas.
>>
>>151758569
>>151758680
>>151758864
My noblemen (duke and elf mayor) are actually useful, have reasonable demands, and actually doing some work.
Not sure about that vampire queen. She was typical civilian (minus vampire thing) and she become queen already chained in jail and I will see if she work or not, since I need every pair of hands I can to clean up mess after siege I decided to not to jail her for murder for now.
>>
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>>151759858
>elf mayor
>>
Vampire Bard just sucked someone's blood in a full tavern. 98 witnesses. What a dummy!
>>
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>>151758381
mostly unrelated, but this mountain titan killed 56 of my 60 dwarves in an old fort
this kid was the first civilian dwarf it attacked, when he was hanging around in the meeting area playing make believe
and the kid was one of the survivors
>>
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>>151760524
>>151759858

>not purging all nobles from your world

Transient guests are they
>>
>>151760524
Not my fault other choose him. And he is not doing any Elf shit so I let him stay this way.

>>151760620
Mine vampires are doing it in mass bedroom and always gets tons of witnesses.
>>
>>151760620
Its time to make him bleed into a well so you can share it
>>
>>151762317
Are there any downsides in having vampire fort?
>>
>>151759816
They've got nostun.
>>
>>151762141
You can replace the mayor with the dwarf of your choosing whenever you like.
>>
>>151763098

Everything will probably slow down from noboozelol
>>
>>151759376
send help
>>
>>151763237
Can't you use tavern keepers to force feed your vamps with booze?
>>
>>151759376
what are you trying to produce?
if it's booze you want, the job task is "brew drink from plant"

also, plump helmet spawn are seeds, not fruit. you can't brew them, you plant them
>>
>>151763446

I dunno I don't have a tavern, I like my dwarves doing shit, if you delete your taven the production loss from speed would probably balance itself out
>>
>>151763762
There is no production loss from taverns, they prioritize literally everything else above dicking around. I had a cook producing lavish meals on repeat, and he ended up getting distracted because he didn't have anytime to pray or socialize. And it was just a normal order, I didn't tell him to do it now or anything.
>>
>>151763762
b-but having a room full of 50+ visitors for Hijinx and Shenanigans...
>>
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>>151765092

I only let visitors come when there's a siege to break.
>>
>>151765214
DEVILISH
>>
>>151763706
Ah, I see, thank you anon

. After I grew some plump helmets, I was able to brew a drink. However, I apparently have a bunch of miasma in my farm area? Does this happen if no one gathers the produce? How do I guarantee the produce is gathered and used in time?
>>
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>>151765326
moms gonna freak
>>
>>151765328
>Does this happen if no one gathers the produce?
yep, any rotten food (or bodies) cause miasma if they're underground

>How do I guarantee the produce is gathered and used in time?
the issue is probably not having enough stockpile space, so check your food stockpile (maybe make a few - I like to have separate stockpiles for brewable stuff, booze, meat, cooked meals, etc.) and also make sure that you have plenty of spare barrels and pots
if that doesn't solve the problem, take a look at what your farmer is doing. if he has more labours than just farming (fields), you might want to turn them off

as a last resort, you can go to the standing [o]rders page, and turn on "all [h]arvest"
this isn't ideal as each plant harvested increases the farming skill a little bit and it's nice to concentrate all of that skill on 1 farmer, but if things are about to rot on the vine, using it temporarily it could save you
>>
>>151765819
Thank you anon, you called it! My stockpile was full and so the pump helmets rotted. Apparently they could still be used to brew though.
>>
>>151766452
>the pump helmets rotted
Feels miasa man
>>
>>151766880
>Urist felt stressed after seeing a plump helmet rot
>>
>>151763762
This:
>>151764194

Green leisure activities will be interrupted by ANY real jobs. If all your dwarves hang out in the tavern constantly, it's because you've failed to give them anything meaningful to do.
>>
>>151767130

I haven't had a tavern since they first came out because my doctor would dick around listening to stories instead of stitching people up.
>>
>>151767290
He probably didn't have all the required healthcare labours. That, or his leisure activities were just purple. That happens too.

In any case, having proper taverns, libraries and temples means that your dwarves can actually have lives of their own, rather than just being worker ants in some spartanic shithole.
>>
>>151767678
>dwarves can actually have lives of their own
Urist felt TERRIBLE after getting into and argument with someone
>>
>>151767678
I don't think I ever saw an activity that wasn't purple desu but it might be different now

They don't need lives, they need to work work work
>>
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>>151767091
I'm surprised Elfs are not having negative troughs after seeing tree fall.
>>
>>151770057
Their tribal wisdom has taught them that it was inevitable(sorry about the bay12 tier meme).
>>
>>151770348
I just find idea of each elf having "was horrified after seeing tree die" each time walkiing around wood .
>>
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>>151763762
So much production loss! I actually had three dwarves praying at the same time last month, the nerve. Fix this broken mechanic, Toady.
>>
ok, brewfag here again. My status screen says I have 3 plump helmets, but my still refuses to let me brew; the option is just red. Any ideas?
>>
>>
>>151772847

They might still be in a farm or a soldier's backpack.
>>
>>151772847
Try selecting brew drink from plant anyway, it should tell you what's missing. It's probably an empty barrel.
>>
I'm too dumb for dorf fort. Can you recommend similar but easier games please? I'm trying rimworld right now, but its still a lot to take in.
>>
https://www.youtube.com/watch?v=4OaOyxuNx0U
>>
>>151775078
have you thought about suicide?
>>
>>151775078
go away. If you can't spend a day fiddling around and having fun then why bother?
>>
>>151775078
>I'm trying rimworld right now, but its still a lot to take in.
If you have problems playing rimworld, I suggest you take that to the rimworld general.

This >>151775316
anon may also have what you're looking for.
>>
>>151763446
Yes. IN fact a boozy tavern is basically only good for vampires. That plus how vamps DONT have physical stats that don't improve contrary to what the raws claim, and can't die of alcohol poisoning, means this really is the tavern update.
>>
>>151775316
i do

>>151775618
I tried for 3 days...

>>151775665
Why are you all so hostile?
>>
>>151775715
>Why are you all so hostile?
This is /dfg/ which means dwarf fortress general

not /sorta like dwarf fortress but not dwarf fortress general/
>>
>>151775876
Who the fuck else is gonna play games similar to dorf if not dorf fags?
>>
>>151775715
>Why are you all so hostile?
They think you're trolling. We get shitposting like "OH man roblocks and minecraft so is much better then this" quite frequently.
>>
>>151776025
Why would we play inferior clones?

I admit I actually played Farms for about 15 minutes because a coworker gifted it to me on Steam when they saw me playing Dwarf Fortress but it is watered down shit in comparison.
>>
>>151776090
Well, sorry then.

>>151776283
I don't know, maybe they are fun.
>>
>>151775715
>Why are you all so hostile?

because you're shilling your merchant's wares in a 100% unrelated thread? and saying you don't have any interest in DF? so fuck off
>>
>>151776685
Shilling what?
I do have interest in DF, its just too hard for me, and lazy newb pack is outdated according to OP.
>>
>>151776685
>so fuck off
Is this a new meme I'm too old to understand, or are you just one anon who keeps telling people to fuck off for completely innocuous reasons?
>>
>>151777001

That guy is pretty autistic but I would give someone some concessions for telling someone to fuck off under these circumstances desu
>>
>>151776596
>I don't know, maybe they are fun.
then go to the threads

we don't go to /rimjob/ to beg Toady for donations

not clear why its ok to go to df to talk about how much you will never play it
>>
>tfw designing the first rooms of a fortress is always the worst part for you

what sort of fucking layout do I even want

everything in one level or one level for industry, one for dining hall etc

fuck
>>
>>151777297
>literally the only dorf like game on /vg/
>>
>>151777375

I love these for the proles

http://dwarffortresswiki.org/index.php/DF2014:Bedroom_design#Living_Pods_.28Residential_Flats.29
>>
>>151776025
People who actually play dwarf fortress have no need for inherently inferior games with less content that cost money.

The only people who actually are dumb enough to fall for those scam games are people who are so mind-mindbogglingly lazy that they can't bother sinking any time to learn the game and act like it's impossible. It's not. I've been playing dorf since I was 15 and I guarantee I'm less intelligent than half of these people who "can't get into the game." If a highschool dropout can learn this game, there is no valid reason why you cannot. It's the amount of effort you put into learning it, and if you don't want to put in the effort, you're not going to be rewarded with the ability to play the game. It's as simple as that, and it goes for most things in life. The fact that there exists games that only ride on the myth that "Dwarf Fortress is too hard for normal people to get into," is exactly the problem with video games today. People like you expect to be able to go to a game and instantly be rewarded, and because of that, developers go out of their way to gimp content and actual gameplay over accessibility. It's people like you that are literally the ruin of an entire genre, grand strategy, because "wah i can't read a fucking manual for more than 15 minutes to figure out how shit works," so you opt for the second-best which contains none of the depth or actual "game" of the original, and further encourage developers to put ZERO effort into games and charge full price for them.
>>
>>151777376
there's literally a rimworld general happening right now

I mean I don't mind there being other games discussed in here because i'm not fucking autistic (where do you le think you le are xD) but stop being intentionally obtuse
>>
>>151777148
I'm not judging, just inquiring. I keep hearing it a lot in this general, and that seems out of the ordinary. /dfg/ is normally pretty chill.
>>
>>151777616
>literally the only dorf like game on /vg/
>dorf like game
I'm saying that there are no other threads besides this and rim general, which I'm already in.
So I don't fucking know any other decent dorf like games cause noone plays them here apparently.
>>
>>151778046
>decent dorf like games

that's because there aren't any

rimworld is mediocre and that's the best out of them
>>
>>151777578
Okay, but I have no problem with actual simulators, its just that DF doesn't even have interface, its overwhelming at first.
>>
>>151778124
And now I know that.
>>
>>151777847

The other problem is the 20-50 off topic replies it generates.
>>
>>151778320
good, this is the first step. Now.

Can we help you with any dwarf fortress questions? It's not entirely hard, you just need to get past the interface and graphics and shit
>>
>>151778431
At least it keeps the thread alive
>>
>Rimworld
>one of the top selling games on steam
>thirty dollars a copy
>at least 3,545 people have bought the game
>that's at least $106,350 with the assumption that Steam doesn't take any of the money, but the people that bought and didn't review will make up for that number ten fold
>the game has been out for less than a month
>it would take Toady TWO YEARS to make that much money with his current Patreon income
>toady has been working on his game for over a decade and it has been and always will be free
>overwhelmingly postitive reviews, a lot of them saying "yeah but dwarf fortress was so hard tho :^))))"
I am FUCKING RAGE ITSELF
i think i'm going to go donate to toady now
>>
>>151778503
Alright then, what's the best way to start, if lazy newb pack is outdated?
Are the tutorials and guides in the OP still relevant?
>>
>>151778702
Not trying to discourage you from so doing but Toady is very off, he gets paid like 5k a month for following his passion
>>
>>151778883
install a nice looking tileset the good old fashioned way
ask questions, look at the wiki, and fuck around.
it worked for me
>>
>>151777847
>/dfg/ is normally pretty chill
Yeah, it's kind of become an element of /dfg/'s culture to be helpful and friendly. But occasionally we get a newfag with a little too much /b/ left in their blood, or someone just hits a veteran's trigger. Dorflite discussion seems to be one of those triggers, but for some people it can be as little as correcting them on a game mechanic. I mean, we can get bitchy when we debate esoteric or poorly researched aspects of the game, and sometimes those debates devolve into name-calling and insults, but generally we're a pretty civil bunch. It always makes me cringe a little when I see someone get this pissy over something so minor.
>>
>>151778883

Download the game
Ask questions in /dfg/ when you get stuck

Never used LNP so I don't know what it does but my guess is nothing major.

The guides should still work since I would guess they cover basic shit like getting industries working which doesn't change dramatically especially not between minor versions.
>>
>>151778883
Yes. Simply put all you have to do to survive and thrive is:

Carpenter dorf for cages and furniture

Mechanics dorf for traps and bridges and shit

one or more food dorfs for food (I like grower + herbalist)

and bring an axe, pick, and anvil

There are better guides and better setups but its very simple to make a self contained fort that uses brews for drinks, grows its own food and is protected by a tunnel of cage traps.
>>
>>151779026
>>151779072

What about additional software? Like therapist, is it mandatory? Is there anything else that helps?
>>
>>151778902
Oh I know, but it still makes me fucking mad as hell
>>
>>151779131

The rapist is useful but you should learn the game first, the stock GUI isn't that terrible to work with it's just a bit more tedious since you can't do mass designations.
>>
>>151779131
nowhere near mandatory, but it does make everything a lot easier that's for sure
legends viewer for exploring your worlds easier (not sure if it's up to date yet though)
>>
>>151778883
Start with the outdated LNP, eventually when it gets updated you just get the new one, it doesn't matter since not a lot has changed from 0.43.03 to 0.43.05

I'd say you could also just install a tileset and skip the LNP entirely but dwarf therapist is a fucking godsend and it's not updated for the latest version

Read the quickstart guide on the wiki or just fuck around with the interface if you're feeling adventurous.

Take it slow, you're gonna suck and you'll probably fuck up by piercing an aquifer the wrong way or forgetting to set up your farms but that's part of the learning experience
>>
>>151778883
>Are the tutorials and guides in the OP still relevant?
Mostly. Some of the infographics are slightly outdated, but not to any degree that will cause a fortress failure. The LNP is just a launcher and a GUI for a few text editing tasks that you're better off learning how to do anyway. The game is identical. Even so, it's only two patches out of date, so you're hardly missing anything if you must use it.
>>
>Lord consort visits during a two hundred strong Gobbo seige
what the fuck do I do
>>
>>151779557
pause the game and manually advance so you can see him get chopped to bits
>>
Thanks for advice guys, I'll hopefully get into DF.
>>
>>151779759
Good luck dude, it's an absolute blast once you learn the basics
much better than Rimshit, that's for sure
>>
>>151779759
May you have a comfy time
>>
>>151776928
If it's seriously too hard for you why are you here? That's the point. Go away.

Also being a version behind isn't going to hurt if you want to use the newb pack. A lot of people do that.
>>
>discover df
>amazed
>spend three days on reading game related material
>start first fort
>my perfectionist autismo gene kicks in
>everything is done top notch
>travel distance is minimised
>dorfs work like swiss clock
>the fort works out so great its boring
What I can do to combat my defensive and perfectionist approach? Please, give me some ideas /dfg/
>>
>>151781093
start in a dangerous area
>>
>>151781093
are you relying 100% on military for defense?

are the caverns open with military defending the escape routes?
>>
>>151781256
yeah I think I should try something like glacier or savage biome... I hope it wont get stale after managing to survive first few years

>>151781265
no, im using traps. should I handicap myself in this matter? are traps really that powerfull?

no I sealed caverns out because what I can gain from dealing with stuff down below? I just avoid it
>>
>>151781093
after playing a few forts and doing them utterly perfectly, you'll probably change
you'll realise that, although it's satisfying to get things running at 99%, they work pretty well even at 70% or 80%, and that you can run a successful, imperfect fort, and save the ultra-careful approach for the occasional situations where you need it (dangerous FB, a big megaproject, one of your starting 7 becoming king right on embark, etc.)

>>151781609
>are traps really that powerfull?
cage traps are well known for being hilariously overpowered. the other kinds of traps can be too, but then again a well-trained military makes most conflicts trivial as well
>>
>>151781609

Weapons traps are ez mode for most applications.

From the caverns you can get interesting animals with cave traps (not necessarily a 100 of them in a hallway between the caverns and the exit)
>>
FUCK OFF YOU GOBLIN CUNTS
They've been outside my gate for hours
I'm almost tempted to let some of them in so my military can finally see some real action
>>
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>>151778702
>>151778902
df would make MUCH more money if toady focused on better graphics support

game is much easier when you can tell what the fuck is going on and dont have to condition yourself to be able to read from the cryptic matrix
just look how comfy this game can look
>>
>>151782738
>df would make MUCH more money if toady focused on better graphics support

Objectively it would be worse because he'd have to spend X amount of time developing pretty pictures for you to look at instead of semi functioning features
>>
>>151782738
i'd much rather have Toady focus on why we play this game - a fucking cool simulation
>>
>>151782110
Does lives of your dorfs means so much for you? Are you that weak?

But references aside, you should let your military see action unless you have crappy armor and weapons and have no access for better reasorces so far.
>>
>>151782738
Too bad he earns way more money than he even remotely needs

and

Too bad he isn't doing it for money

There's nothing cryptic or incomprehensible about roguelike graphics.

making pritty pictures to soothe those with no imagination is not relevant to a man interested in making good gameplay. There will always be 101 DF clones churned per second out to please the graphics autist crowd.
>>
>>151783016
well I've got some really nice leather and copper
but I don't think that's going to be enough, even if my military are legends.
>>
>>151782738
The thing is, DF already occupies a niche, and has a pretty loyal playerbase. The donations are plentiful enough to allow Toady to live a comfortable middle class life, spending almost all his time doing what he loves most: making DF.

There simply isn't any need for Toady to attract more players. DF has all the players it needs, Toady gets all the donation he needs. Everyone's happy. Simple as that.
>>
>>151783454
Copper is fine. You could send 10 legendary military dwarves against a siege completely naked except a weapon and shield, and 9 of them will make it back without a scratch, if not all 10.
>>
>>151783454

Silver hammers + copper picks + copper bolts are a surprisingly effective trifecta, too bad copper armor is fucking awful.
>>
>>151783454
I guess it's not enough.
Must be playing fort with obsidian in firsts rock layers with hematite and galena ores, it warped my perception.
>>
>>151785014
Honestly dorfs in copper will still likely beat gobbos, who have a lot of problems. When the dark fortresses send invasions, they're not sending their best. They're sending size 60000 people with mauls and pikes, they're sending shrimpy guys wielding a two handed sword in one hand and a shield in another, and some, I assume, are master lashers.
>>
>>151785993
>and some, I assume, are master lashers

A simple wall will keep them out.
>>
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>>151781093
make a fortress completely above ground

make a fortress by carving hallways out of mineral veins and making circular rooms off the ends of them

hell once I made a fortress by carving out the rooms then digging away the whole mountain so the fortress was above ground but with engravable stone walls and paved streets.

also play with pump stacks and minecarts. those will keep you busy for decades. the issue you're having mainly is you're trying to min-max too hard. sometimes it's handy but do stuff for aesthetics and fun too.

Have you tried making a 100z lvl chute down to your dining room and dropping goblins down there? Or start a megaproject like pic related
>>
>>151787564
Who's gonna pay for it?
>>
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>>151782738
To be honest, those graphics look like dick. CLA or Phoebe tilesets all I need
Nowadays I just get really really drunk and stoned and watch my fortress just live out it's life like pic related. It's hypnotic.
>>
>>151789667
The... ground?
>>
>My Friend Suicides is an example of The Engraved Petal
>>
>>151784258
Copper helms have saved many dwarf lives from the wrath of Giant Cave Spiders
>>
Does anyone just [f]ollow random dorfs and just see what they get up to?
>>
>>151789667

The DARK FORTRESSES
>>
>>151789826
I mean siegewise.
>>
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>>151784258
honestly if you have copper and lots of wood you can deck your entire fortress out in full copper really quickly.
Like >>151784241 said. Best thing is to give them a good weapon and any sort of armor and get them training asap.
>>
>>151790089
You've never had a Giant Cave Spider Siege?
>>
>>151790270
Just a Fiend Spider siege.
>>
>>151790270
>GCS "seige"
>not free silk delivery
bro
>>
>>151790270
What? Are I benig trolled?
>>
>>151789668
goddamn everything about CLA is literally perfect except for the stairs
>>
>>151791282
No, Trolls are part of Goblin Sieges, we're discussing Spider Sieges.
>>
>>151791563
Are... Spider Sieges real?
>>
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>>151790723
>friend spider
We got one of those on the front porch! Argiopes Aurantia, Black and Yellow Garden Spider. We call her Valkyrie, Valk or Val for short.

Sometimes she scoots over in the morning and sets up a web across the walkway so I scoop the web (with her on it) up on a rake (so as to not risk scaring her and having her fall) and reposition her after letting her calm down a little and web up my hands while we snap some pictures.
>>
Is there any way I can remotely open an iron cage? I have a disarmed goblin inside and she's in a pit with some war dogs, I want to open the pit and have the dogs kill her, but when I try to link up the cage to a lever it doesn't show up on the "select a cage" menu. She was caught in a trap a few years back. The cage is not on a stockpile right now and is completely accessible.
>>
>>151791965
>The ultimate in fantasy world generation.
>Not including a siege for the children of the queen of misery and evil.
>>
>>151792002
Hah, just noticed you said "fiend" spider, I was like "wait, wouldn't friend spiders web up the goblins and eat them for you, spiderbro pest control and all" until I reread it.
>>
>>151792125
Gotta build the cage first.
>>
>>151792348
So... It's been stuck in an unbuilt cage for years and years? What a retard.
How might I build it? I've got plenty of empty iron cages.
>>
>>151792530
Nevermind, I got it
>>
>>151792530
Just [b]uild a ca[j]e and e[x]pand the list of options until you see goblin cage (iron) or something like that. Then link it to a lever after it is in place.
>>
Just figured out what is probably obvious to the elite modders round here: that you can simply make empty reactions that just plain give civs a bar of the material you want.

I enjoy the idea Meph suggested of making duplicate antagonist civs indistinguishable from one another except with later siege triggers and stronger materials, so even if say you wipe out the associated lv1 goblins when your fort grows in strength tougher gobbos with better gear will show up.
>>
>>151792154
Allied reinforcements arriving during a siege after sending word via magic, carrier animal, bolt/arrow/ballista triggered signal, or specialized squad of stealthed messengers when?
>>
>>151792794
In Rimworld, if a survivor of a raid gets away, he'll provide his accomplices with information wrt the lay of the land and traps and such. Imagine that in DF, progressively more attuned Goblin sieges...
>>
>>151794420
Fat load of good information about trap layouts would do when there's no other way into the fort but a narrow corridor lined with green glass buzzsaws that are activated by a lever deep inside the fort.
>>
>>151794420

That happens in Dwarf Fortress too, to a degree.
>>
>>151794756
They'll dress up as barrels of rum and infiltrate your fortress.
>>
four and a half fucking years into my new fort and literally nothing has happened, except a vampire i caught because my dwarves were telling stories about a vampire who just became the mayor, assholes

no mega beasts, no goblins, no gcs, not even a kobold thief
>>
>>151795484
did you embark near goblins or kobolds?
>>
>>151795484
Unleash the demons
>>
>>151795558
dark pits were fairly close, didnt check civs beforehand so maybe they are dead, diplomats keep mentioning places and people getting attacked by goblins

im not sure whats stopping megabeasts though, its still age of myth, should be lots of the fuckers around
>>
>>151795484
How much wealth have you made in your fort? how many dwarves have you got? Goblin sieges and megabeast attacks are partly determined by how much wealth and dwarves you have.

Took me about 4 years in a fort before any sign of goblins. First siege came after I had made +3 million wealth and exported a bunch of wealth to caravans. Most of that wealth produced was metal stuff.

Try making a bunch of expensive high quality gold shit.
>>
god I hope there's going to be magic-powered mechanical limbs
>>
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nice work doc, that's a really sanitary environment
>>
>>151790150
How old does someone have to be in order to be a candidate for dorf military?
>>
>>151796652
Potentially? 1 year old if you don't mind gimmicks (Babysnatcher rescue, iirc there are ways to recruit a fortress kiddoo into your adventurer's party, and they are then in your adventurer's squad and can be assigned gear).

I've been thinking it may be cool to keep adult size at 12, but make childhood of derfs elfs and humans last til their 18th birthday so I can have some soldiers that still play pretend etc.
>>
>>151796341
GOLD CHAINZ
>>
breeding crundles is some shit, just had like 50+ hatch within a couple frames and they immediately conquered every single nest box in the fort with hundreds of fertilized eggs
>>
>>151796645
Troll Blood has regenerative properties and makes for an excellent soothing rub for hurt dwarf children.
>>
>>151796505
Toady specifically said there would.
>>
>>151797937
So we're talking magick cyborg super soldiers here yeah? Just need to find a nice clean way to amputate those weak fleshy limbs first...
>>
>>151798160
yes, back during the night creature release we knew there'd be some sort of stitched flesh abomination possible made by necros and this will probably be somewhat related
>>
>>151798160
Among other things, yeah, magical replacement limbs, fleshy, mechanical, inorganic, all were mentioned as something he was hoping to get at least partially in place with the magic update, with room for more I would guess.

Believe it or not, instruments are actually a piece of that, setting down multi-material objects and the framework for their interactions and testing lets him and us work out different things than the current "a sword is a sharp bar of metal, a spear is a sharp bar of metal, a bolt is a sharp bar of metal" version, as is item damage.
>>
there is a magic update coming? i though it was just something to do with artifacts
>>
>>151798684
yeah, the next one is to do with artifacts. but artifacts are eventually going to be magical, within the bounds of magic and myths that exist in a given world, and that general theme is the big picture he's working towards in the medium to long term
>>
>>151798837
>medium to long term
2020?
>>
>>151798938
sounds about right
>>
>>151796946
>soldier's playing pretend
yea I just think of it like young 17yo recruits in the military that goof around and wrestle.
>>
If I flood some stone floor deep down with water, it'll become soil. If I let some animals graze there, will the soil "be used up" or would it "work" indefinitely?
>>
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>>151795484
make lots of lavish meals with a legendary cook, and make mechanisms with a legendary mechanic and encrust them and decorate with bone then sell.

just buy everything. I've sustained fortresses of up to 80 dwarves just from buying out caravans, (when a section of the roof collapsed on my farms and killed like 4 dwarves and a bunch of cats).
>>
So how hard would it be to make it so elves used obsidian and debatably for their swords, spears, and arrows instead of wood? Logic being that however primitive they are, they can still knap.

Would I be better off just making a faux-obsidian bar reaction?
>>
>>151799571
the muddy soil is eternal afaik
>>
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ideas for minecarts? I'm thinking of trying them. any tips? I heard they can be fiddly.

I want to try and incorporate them into my fortress defense, but my surface defense is already great.

Is there a way I can make a grinder to defend from monsters from the deep?
>>
Is it weird to say that I've been looking forward to the magic/artifacts/myth updates than I have most actual games?
>>
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>>151799858
or do you think launching carts full of wardogs into the abyss would work?
>>
>>151799947
dont get too excited, its years away and probably wont include half of the stuff anyway
>>
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that comfy feel when you have a pretty efficient, fun fortress that's running smoothly
>>
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>>151798938
Since 43.05 came out Toady has done 1 of 4 categories on the list for the artifact update, wrongly assuming he'll keep going through them at that pace we're looking at say, March 2017 there, figure this time next year it will be through the bugfix cycle, 64 bit version of dfhack 43.05 will finally be ready, and then I'd expect the first chunk of the myth and magic release around the same time in 2018.

Even assuming artifacts require a lot more work we'd be looking at say, early 2019 for the myths/magic initial chunk?

>>151800001
Work as in hilariously? Sure. Impulse ramps+heavy carts in a loop makes a great grinder.
>>
Another. Fucking. Werechameleon.
>>
>>151802382
Do you know why you fear the night, now?
>>
>>151802382
I look forward to the day when they show up and start to change color and actually blend in with the background tiles, and their opponents have to deal with the reduced hit chance/observability issues.
>>
>>151802382
Once again, Asen the dual-shield dwarf was at the ready, and once again he failed to kill his target before someone else showed up to do it. This time the mayor jumped in and got the kill, and a nasty bite to the foot for his trouble. One of my legendary brewers very helpfully got himself gutted as well. Since the mayor was a backup brewer I'll have to get another one training up. Now I get to play werechameleon hermit again, so there's that.
>>
Want to install DF on my Macbook, and would prefer Stonesense.

Do I go for DFHack, or the MacNewbie Pack (Lazy Newb for OSX)?
>>
>>151806207
I would go lazy newb for now.
>>
>>151803564
I always wonder when I'm going to bump into a weremoose or weremammoth and find myself compelled to start up the cycle of bites again.
>>
Does a gelding strike mean what I think it means
>>
>>151814906
Your gelders go on strike?
>>
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>>151814906
Yes
>>
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>>151814906
No
>>
If I cut out someones tongue do they lose the ability to talk?
>>
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>Go to goblin pits
>usual shitty fps
>see big pink building
>go to it
>fps drops to -1
>>
>>151816635
I think so. I remember biting a goblin's tongue out once. I didn't try to talk to him after that though because he passed out from pain.
I guess biting off all his fingers and toes beforehand was too much.
>>
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Why do they hate our way of life?
>>
>>151817432
The patriarchy.
Or technically demonarchy I guess.
>>
>>151789668
This makes me wanna reconsider using extra graphics. I have always played vanilla DF.
>>
>>151815452
Just needs some
>The severed part sails off in an arc!

and it'd be perfect
>>
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>>151814906
>>
Say you make a material, and then attach a syndrome to that material.
If you make jewelry out of that material and wear it, it will apply the syndrome to the wearer, right?
>>
>>151819168
Not yet, but Toady is aware of this and unhappy with the current implementation.
>>
An armorer made artifact brass greaves. I'm better off not using those since they aren't weapons grade material, right?
>>
>>151819238
Aw fug.
I was going to make a special snowflake material that let the wearer breathe dragonfire, but I guess I'l have to wait until the actual magic update.
>>
Should I dump all the tattered clothing I have laying around, ro use it to trade with a caravan? Most of it is masterfully woven stuff.
>>
>>151819567
Dump and atom sash it that is.
>>
>>151819286
Judging from the raws, brass looks like absolute dogshit. It's even worse than copper.
>>
>>151819342
[FIREIMMUNE_SUPER] can't be tagged with a syndrome last time I checked, gotta wait for him to rework the interactions and such.

>>151819286
Give it to a noble who likes brass, and greaves especially, and they'll enjoy it but otherwise eh, they won't break like others do but besides that?

>>151819567
Sell it to a caravan, smashing it might make the weavers sad, selling it won't.
>>
>>151819730
Wiki says that in 42.06 they get bad thoughts once the caravan with the stuff leaves the map. Did that remain in 43?
>>
>>151819802
It was fixed in 43.01
If you trade the container they're in though it will still trigger artwork defacement unless you're running 43.04
>>
>>151819940
Haha, yes, by the skin of my teeth, I am running 43.04!

Now I gotta stop dumping the so far away from the caravan, or else bringing all that stuff to it will take ages and ages.
>>
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HOW DO YOU WANT YOUR WORLD SENPAI
there are more kobolds than dwarves
>>
>>151818862
Why are you being so mean to that elf
>>
>>151773059
Is this the return of timbukdrew??

>>151815115
Excellent.

>>151819730
>won't break like the others do
Wait wait wait wait, artifacts don't get damaged?
>>
>>151822553
from the wiki
>Artifacts cannot be damaged by temperature extremes, building destroyers, or fire, although they will ignite and burn as is normal for their material type. They can be lost in pits, carried off the map by flows, stolen by thieves, atom-smashed by bridges, or melted by extreme heat. The loss of an artifact does not appear to affect the happiness of its creator.

>In Dwarf Fortress Talk #7, toady stated that even when atom smashed, or melted by extreme heat (or destroyed in any other manor) The artifacts will not be deleted but instead receive a "Hidden" flag, which causes the item to respawn in a random location on the site in which it was destroyed perfectly unharmed after reclaiming a fort or visiting it in adventure mode.
>>
>>151823202
But what about armor wear from fighting?
>>
>>151823202
In my current fort, I've had two artifacts stolen by keashits(because my haulers took too long moving them from my open-air warehouse to my sealed ditto), and they've disappeared from the list.
>>
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>>151823202
Specifically this:
>>151823373

Do artifacts get damaged by combat now?
>>
I'm trying to make soil on the stone floor by flooding it. I have two reservoirs that now have 7/7 water, but the rooms themselves have 2/7 and 3/7. Will that evaporate sometime soon?

Pic related
>>
>>151825538
From the wiki:
>Artifacts never burn away, because their artifact status locks their "wear" level at zero.

Maybe that means that they don't get damaged in combat either.
>>
>>151825595
I'm not sure, but I think only 1/7 liquids evaporate. You gotta drain that extra somewhere.
>>
>>151825892
But that was probably written before this damage update.
>>
I had killed a FB made of microcline and I brought its corpse topside somewhere and placed it on a refuse stockpile next to my pasture.

And now it's missing.

What could cause a 23867G corpse to go missing? Did some mason grab it to carve something?
>>
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When I fast traveled through this town I got the message I was feeling uneasy, then these three dudes just stood completely still in the road. I asked them what was up and they are on an "important mission".

Whats happening.
>>
>>151826441
Can FB corpse made from non flesh be still butchered?
>>
>Become a vampire necromancer
>Go to get some fodder at a local town.
>stealth in at night and killing people one by one by remembering the basics of CQC
>Decide it'll be more efficient if I use a bladed weapon instead of the mace that seems to be destroying them too much for animation
>Pull out a two hander sword I use one handed cause my left hand is fucked up
>Stab a sleeping guy in neck, it gets severed. Just the neck.
>I can still resurrect him
>It resurrects both his body and neck separately.
>The neck instantly jumps on a sleeping peasant's face and BEGINS BITING.
>>
>>151827286
It's not that strange, considering that neck implies "neck and head".
>>
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>>151827286
Usually when it says neck, it means neck and head.
You can however, sever the head from the neck and reanimate both separately, but the neck will be useless.
>>
>>151827689
>>151828042
Ah okay
>>
>>151828042
>troll necromancers
I know trolls can become important hist figs, and even lead squads of goblins into battle, but necromancers? Seriously? Can they even read?

Wait, I just noticed that it talked. This is from mastershit or something, isn't it?
>>
>>151829886
No, it's from my own personal mod because I wanted another civ to trade with in winter, and using trolls was easier than making something entirely new.
>>
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Noob here.

My dwarves are ignoring a gremlin corpse, and it's beginning to rot. I kinda need to use the tunnels in that area, but it's full of miasma now. What should I do?
>>
>>151827051
I suppose not. It was held on the refuse stockpile for over a year and no one tried to butcher it.
>>
>>151830754
Unforbid it and make a corpse stockpile?
>>
I was thinking of making the elves a more violent, hostile faction, essentially like a bunch of fanatical cave(well, tree)men.

One thing I want to add is a more lethal form of melee weapon instead of their wooden toy swords and spears. I thought that giving them clubs would do the trick.
So I've been testing vanilla wooden blunt weapons, they haven't proven to be sufficiently lethal even when made out of supposedly heavy woods like oak. Only the extreme stuff that is unavailable to elves such as blood thorn is actually decently lethal.

Is there a way to design a blunt weapon to be sufficiently dangerous when made of wood? Small contact area, high velocity multiplier?
>>
>>151832714
>Is there a way to design a blunt weapon to be sufficiently dangerous
No.
>>
>>151832714
Make featherwood into a super light super strong wood that they use for armour and weapons.
Not sure if you can restrict featherwood to be only used by elves.
>>
>>151833563
>>151834078
I'm making and testing a club weapon in the arena atm, the first iteration was actually lethal as fuck because I went way overboard trying to make it deadly (huge size, tiny contact area), so the concept of a lethal weapon out of mundane wood types actually seems very feasible. I'm trying balance the weapon now, it should be very deadly against unarmored enemies but still inferior to say, an iron mace of similar quality.

I'm also wondering what an appropriate ranged weapon to go with it would be. Perhaps a (staff) sling, or atlatl? The former would of course require stone ammunition, not sure how that could be done.
>>
>>151834680
Another weapon I think I'll make is a two-handed club. In essence a log with a handle on it, the plan is to make it effective even against armor, at the cost of being slow and cumbersome (long windup/recovery times on all attacks)
>>
>>151834949
Just tested a fight between two elves in iron armor, one with an oaken club and one with an iron mace. I forgot to give them gauntlets so they just kinda broke each others' hands, leaving them both disarmed.
Then they both burnt to death because the field they were fighting on was on fire. Good times.
>>
What's the downsides to putting my archers in metal armour?
>>
>>151835381
OK, if anyone gives a shit, here are the raws for the club. It kills things dead, but is significantly less effective against armor than a mace or warhammer without being totally useless. That way, hostile elves should be a bit more fun as opponents.

Add this to item_weapon:

[ITEM_WEAPON:ITEM_WEAPON_CLUB]
[NAME:club:clubs]
[SIZE:1200]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:12:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]


And this to entity default, under [ENTITY:FOREST]

[WEAPON:ITEM_WEAPON_CLUB]

You might as well get rid of the other melee weapons while you're at it because they're fucking useless. Also note that giving this weapon to any other civ would make is overpowered as shit as it only is balanced when you make it out of wood. A copper club would wreck shit hard.
>>
>>151837443
None, except that they'll require training to handle the armour properly. A soldier with no armour skill will get bogged down.
>>
so I decided to pour some water from the river underground to create mud for my farm
I dug shaft above the farm and then short underground for water to flow than dug staircase up to the surface 2 tiles next to river and then shafted the remaining 2 tiles allowing the water to flow
now I can't find a way to dam this up and water syphoned up flooding my fort and trapping my dorfs in their rooms luckily some new dorfs came and maybe they can help fixing this shit up
anyone have any idea how to save them?
>>
So... Will equipping my millitary with steel (heavy) armor make them stronger (as in, physical strength) compared to if i equipped them with candy (light) armor?
>>
>>151838081
get your dwarves out of there, build a new set of stairs connecting them to the surface or something if you have to. abandon that part of the fort and start over
next time, make sure you create a way to shut the water off - ideally, a bridge (doors and floodgates can be destroyed by FBs from the cavern) linked to a lever that plugs the channel/tunnel

I'm assuming you're playing the current version and your "underground river" is actually a cavern lake. if you're actually playing 2D then I have no idea what I'm talking about and please ignore me
>>
>>151837527
Update on the clubbing: I'm making a giant club now. It's humungous (size 1900), and extremely slow (most other weapons have attack and recover times of 3, these have 6). A direct hit on the head with an oaken one will basically blow it up, and still cause significant injury when armor is involved.
>>
>>151838660
river was surface it was plot that was supposed to be underground
I didn't have any mechanic
>>
>>151839930
You need to find a mermaid and marry it, create a new generation of aquatic dwarves.
>>
>>151840108
What would happen if you were to makes dwarves flying or aquatic?
I'm pretty sure they'd be able to handle flying just fine, (imagine the weird structures you could make, like a giant vertical corridor with bedrooms), but what about aquatic? I'm gonna guess that they'd just stay away from water no matter what you do with their raws.
>>
>>151838640
Not directly. They'll get attribute increases as they train their armor skill, and the kind of armor they wear doesn't effect how much armor skill they gain. But at low armor skill the adamantine armor will be considerably lighter, and thus encumber weak dwarves much less than steel armor would. This will allow them to complete tasks more quickly, which will allow them to perform more tasks in a given period of time, which will in turn increase the speed that they can train their attributes and armor skill. As their armor skill increases the gap in armor encumbrance will shrink, and disappears at legendary +5 (dwarves take no encumbrance from worn items at that level). Very strong dwarves won't be encumbered by normal armor anyway, so this is something you only have to worry about with your weaklings.
>>
>>151830754
>>
>>151826441
Items in refuse piles slowly rot away even if they're made from materials that would normally not rot. Inorganic creature corpses don't leave workable materials unless they have a death item defined that's a raw material (like amethyst men or gabbro men), and FBs/titans/demons never do. Your mason wouldn't have been able to do anything with the corpse, as all mason's shop jobs need boulders specifically.
>>
I want to brawl in adventure mode but everytime I punch someone they go lethal. How can I spar with people?
>>
>start out as a goblin in a '+' level town
>leave
>town instantly gets promoted to '*'
t-thanks, I guess
>>
>>151840108
isn't it possible to build something diagonally from level above to block the water off?
>>
>>151837527
>>151834680

This is cool. I've been thinking about how to soup up elves and generally add more style.

You can make the computer make 'bars' of stuff with matched properties to leather, wood, etc. so I've been thinking of giving elves ways to make bars of human and dwarven (or goblin for friendly ones) leather and bone, obsidian, and denser woods like ebony and lignum vitae.
>>
>>151816635
No. Tongues have no relevant tags. You can talk, do poetry, etc. just fine.
>>
>>151820731
Bandits.

>>151825993
I haven't had dfhack to test an artifake yet, but when you retire an adventurer and make a new one you often get masterwork gear that seems to lose quality, but actually becomes artifact quality, and I couldn't damage any.
>>
>>151844643
>I haven't had dfhack to test an artifake yet, but when you retire an adventurer and make a new one you often get masterwork gear that seems to lose quality, but actually becomes artifact quality, and I couldn't damage any.

WAIT
WHAT?

I've noticed there has to be something VERY strange at work with retired adventurer gear.

1. Dropping all your old gear and equipping new gear before you retire has not, in my experience, EVER resulted in the freshly equipped gear getting upgraded.
2. I made a char get a rep of Legendary Hero very quickly just by killing a handful of night trolls and semimegas, but very little fighting whatsoever other than that. No gear upgrade.
3. I have seen "outcast" characters get the gear upgrade as well.

So I think, but am not sure, gear has some sort of hidden "experience" value of its own that stems from use.
>>
Hi anons, first time ever playing df (actually second time, I just created a new world)

I got sieged by eleves, they killed 13 of my dwarves, now my militia commander is experiencing a emotional shock and isn't moving, how can I deal with this ?
>>
>>151846196
With what this? Emotional shock? It will pass eventually.
>>
>>151844484
I've decided that I'll make a proper mod out of this, the working title is "coherent weapons".
The plan is basically to design more weapons for all entities that add more variety and flavour without adding any redundant content (weapons that are statistically very close to other ones, varying only in name). I also plan on existing ones to make differences more significant.

Here's what I've thought of so far:

1. Elf weapons
Basically, a bunch of weapons that are exclusive to elves, designed to be useful when made of wood. The two clubs I've created are done, I still need to figure out how I can create an acceptable ranged weapon. My idea is to make elves overall get a more primitive appearance in terms of weaponry.
Included in the mod will be an option to make the elves inherently hostile to all other races, because why not.

2. Swords
I'll add additional sword types and change some of the existing ones.
Chiefly, I'll add arming swords for the humans and dwarves. These will be very slightly smaller than current longswords, and intended for 1 handed use only. The longsword will be increased in size to be more historically accurate. I'll try to hit a size sweetspot where dwarves will be able to use them in two hands and humans in either one or two, and I'll obviously make them available to dwarves.
Scimitars also will receive a buff to their cutting ability. In vanilla they have the same cutting stats as short swords, which is frankly shit.
Also on the list are falchions, intended for humans, dwarves and gobbos. They'll be short, have powerful cuts and no thrusting ability whatsoever.

3. Two-handers for dorfs
When you look at how many different weapons humans have, it feels kinda shitty that dwarven weapon choice is so limited. The plan is to create/modify some large weapons so they're dwarf-compatible.
It would be neat to have elite squads armed with great axes.
>>
>>151846262
Okay... What about the corpses, they are rotting and I can't build a coffin
>>
>>151846492
How can you not build a coffin? Also, if you want the miasma to go away you should make a corpse stockpile outside.
>>
>>151846771
Nevermind, somehow no one want to work at mason's workshop so I'm making wooden coffin
>>
>>151846923
Did you enable mason labors? Did you do something with your burrows?
>>
>>151846964
Yeah I enabled mason labor with dwarf therapist, and I don't know anything about burrows
>>
>>151847107
I know I sound patronizing now, but did you remember to apply the changes you made in the therapist?
>>
>>151847262
Yes I did, still no one is working as a mason, that's weird
>>
>>151847262
>changes in therapist needs to be "applied"
Wow, that's more work than just changing labours via v-p-l.
>>
>>151846365
Nice. I'd like to see macuahuitls, bokkens (the closest I can think of to DF's idea of an "elven wooden sword"), atl-atls, perhaps staff-slings with knapped stones (I say staff slings and not normal slings, because a staff sling is a semi functional weapon).
>>
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>vpl
literally disgusting
>>
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>>151847683
>literally disgusting
I don't know why you'd say that, it seems like great inspiration for the design of your aboveground house of scholarship and knowledge
>>
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>>151817064
>I remember biting a goblin's tongue out once
thats lewd
>>
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>>151845478
Hard to tell, weapons rarely get the upgrade effect, but with armor, yeah, you get it with stuff like flasks and backpacks too occasionally.

This should say "Masterful blahblah created by Vabok Blahblah" and I didn't decorate it, my only decoration reactions use bones, teeth, and horns.

>>151847557
If you want, make some of them tools with appropriate weapon skills.

An atlatl with spears set up for use in melee AND weaponry would be nice too.
>>
>>151847557
Macuahuitls are actually in dwarf fortress already, represented by the obsidian shortswords you can make in the craftsdwarf's workshop. The arming and long swords will also get the option of being made of obsidian. Spears too.
Bokken are basically wooden training swords. Elves will have no more wooden swords and spears as they fucking suck, they've been replaced by the far more effective (and barbaric) clubs.
Atlatls and/or staff slings are my go-to option for elven ranged weapons to replace the crumminess that is the bow with wooden arrowheads. The staff sling will take priority, although the challenge there will be ensuring that they use stone projectiles instead of shitty wooden ones. If that fails, I'll give them atlatls and see if I can make their ammo sufficiently pointy.
>>
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>>151848043
>>
>>151847332
You could remove all other labors but masonry if you want to be sure. He/she could still be drinking, eating, sleeping, partying or generally fucking around.
>>
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>>151848228
Add a good biome wood with better properties, elves end up using it for gear. I was lopping heads off with a no quality featherwood battle axe with ease since I made featherwood have properties like lighter steel.

>>151848109
See, here's the first one I made and equipped, which didn't get the upgrade for some reason.
>>
>>151848228
Also I'm not sure if this is a good idea, so I'll ask you guys first:
How about a half-sworded thrust for some of the swords? I could give them an additional attack type which is a thrust with greater penetration and a smaller contact area at the cost of attack speed. This could potentially increase usefulness against armor without being too powerful.
Shortswords on the other hand could get a buff to their regular thrusts, putting them nearly on par with spears in the poking department, kinda like a gladius.

>>151848619
I don't wanna do that though. The clubs I've made are effective weapons even with mundane woods.
In terms of armor, I'm considering adding padded cloth, which would be a good choice for elves.
>>
Is it possible to make an armor that is great against blunt trauma, perhaps even blocking whips (unlikely), but isn't that great against cutting attacks?
>>
>>151849638
If that's possible it would become OP as fuck the moment it is combined with other armor
>>
>>151848228
>Bokken are basically wooden training swords.

That's true, but DF wood is usually closest to cork or whatever while I could see normal elf weapons made of the woods people would make real weapons out of as being much stronger.
>>
>>151849850
If you wanted it to be balanced, it could take up too much space to be worn with anything else.
>>
>>151849946
Appalachian hickory comes to mind.

http://kingfisherwoodworks.com/mm5/merchant.mvc?Screen=CTGY&Store_Code=kf&Category_Code=hickinfo

>>151849198
It makes them significantly less laughable because they also use the superior wood for armor, but not for all armor, so you still get the flimsy footsoldier gear, but then one of them has a featherwood helmet, holy oak breastplate, plus highwood greaves/gauntlets, and all of a sudden shit gets real.
>>
>>151846365
This sounds like a really interesting idea. Will you be releasing it over on the DF forums when you get done?
>>
>>151850115
Perhaps.
I'm thinking of adding gambesons to my mod, which entails allowing you to wear other armor. What I already have done however is increase the whip's contact area to more reasonable levels.

>>151850407
I'm not well versed in material properties, is it possible to give some wood types metal-esque defensive properties while making sure that the clubs made from the same wood don't become unreasonably powerful?
>>
>>151850691
I will. I just made my account but it's still "awaiting admin approval"

Should I make a thread ASAP and release the content I've already gotten to work? (elven clubs, arming sword, half-swording and hostile-to-all elves)
>>
>>151850778
Yeah, by just making it so the weapon properties are designed for something like silver, being workable with steel, and adequate with copper.

If you REALLY want to control it well, do the featherwood thing where it is hard and good for helms and other plate armor pieces, but light and crap for blunt weapons, you can limit the max edge if you want, I didn't because I like them being scary enough to take seriously instead of mooktrash.
>>
>>151851165
Neat, having good edge properties on some woods would make for some seriously deadly atltl javenlins.

By the way does anyone know if it's possible to have the elves make sling ammo out of stone, and not wood?
>>
why won't my retards harvest plump helmets?
>>
>>151851583
Essentially your options for NPCs are:

1. Make gear out of bars.
2. Make gear out of wood (with the elven wood tag).

You can give them a reaction that produces bars of "metal" with identical names and properties to dwarf leather, dwarf bone, obsidian, or whatever else you want.

You'd want to turn off their wood_weapons and perhaps wood_armor tokens, but you can give them a reaction for bars that create bars of "wood" of various sorts.

I trust you don't mind if I scavenge some elf weapons from your mod, do you?
>>
>>151851995
Are your orders set to allow farmers or everyone to harvest?
If only farmers are allowed to farm, do you have farmers?
Do they have anywhere to take them?
Can they reach both the farm and the stockpile?
>>
>>151852230
everyone
yes
yes
yes
>>
>>151852323
Guess they're just being retards then.
>>
>>151852323
is there space in your food stockpile? check that it accepts from everywhere and isn't linked to another stockpile, that you didn't disable it from accepting plants, etc.
there is no associated bug here, at least in recent versions, so if it's not working, either you're missing something or your dwarves are really busy
>>
>>151851583
I am not sure how to ensure they use stone for sling stones.
>>
>>151852136
I'm not sure how far I wanna go down the that "wooden bar" route, but using the same principle it would be possible to create cloth "bars" to create material for gambesons, right?

Also, here are the current raws for the elven clubs, because I can't post them on the forum yet. Some of the stats are pretty retarded, that's the workaround I used to make them effective when made of wood. Note that any material with metal-like properties will make them absurdly powerful. Also, I buffed the giant club's speed because it was so slow that in testing the wielders failed miserably against swordsmen and stuff.


[ITEM_WEAPON:ITEM_WEAPON_CLUB]
[NAME:club:clubs]
[SIZE:1200]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_CLUB_2H]
[NAME:club:clubs]
[ADJECTIVE:giant]
[SIZE:2000]
[SKILL:MACE]
[TWO_HANDED:77500]
[MINIMUM_SIZE:57500]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:4:5]
>>
>>151852450
>>151852565
looks like I solved the problem but my plump helmets withered
can I do anything with withered plants?
>>
>>151846262
I was wondering why that shocked dwarf didn't move for months, fucking dude has motor nerve damage, he was starving will standing up, what can I do for him ?
>>
>>151853180
>I've been rained on. I'm annoyed.
Wow he has a cool head
>>
>>151853024
don't think so
>>
How the fuck do I fix fag animals?

Both cave crocs I got are fucked up, the female is sterile and the male likes crococock.
>>
>haulers stretched to capacity cleaning up 89 dead goblins and all their shit
>dwarven caravan arrives
>caravan guard chooses to give my haulers more work by exploding a bunch of crundles with his warhammer
cheers bud. enjoy your miasma
>>
>>151852848
>but using the same principle it would be possible to create cloth "bars" to create material for gambesons, right?

Yup.

My current plan for my mod, kind of shades of fortress defense but more of a vanilla feel, is to make 5 tiers of gobbo and elf civs, so that new antagonist civs come online at 20, 50, 80, 110, and 140 (or basically use the siege tokens for 1, 2, 3, 4, and 5). So they might have natural combat skills of twice their level (2, 4, 6, 8, 10) and for elves might have something like:

1: humanoid leather and bone, basic stone, basic wood
2: obsidian weaponry, fancy high tier woods culled from real life, adulthood age 100
3: copper*, age 250
4: ironwood**, age 500
5: steeloak**, age 1000

*supposedly there's a way to forge copper using dung based heating pits rather than fire

**uncreative and might do something else

The idea being the later, high tier type elves would be overpowered, sure, but overpowered on purpose as late game threads. I imagine a steeloak club would be the equivalent of the candy battleaxe players might have at that point, not sure.

Alternately, it might be something like
3: ironwood (HAR HAR double meaning)
4: featherwood-as-quasi-demi-wooden-adamantine
5: glumprong-as-quasi-demi-wooden-slade

The high tier elfs could be made slightly askew in size so dorfs can't use their armor, and with tweaked sizes so dorfs couldn't use their weapons.

It could be very high novelty if elven cloth armor was worked so that it had supreme blunt protection and meh sharpness protection, to make them defensively the anti-goblins.
>>
>>151854441
open their raws word replace [CASTE:FEMALE] with [CASTE:FEMALE]

[ORIENTATION:MALE:0:0:100]
[ORIENTATION:FEMALE:100:0:0]
andthe reverse for male

do that for all critters you want completely straight
>>
>>151852848
Update:
-The new long sword is pretty much finished. It's now more along the lines of what they call a bastard sword in fantasy terms. Size and and stats have been modified to reflect that. I've also added the tag that lets them be made out of obsidian.

-The arming sword also is implemented too, representing a fairly big dedicated one-hander. Like the long sword, it is capable of half-sword thrusts (described as "grabs the sword by the blade and stabs" in the combat log. It's slow, but powerful). An obsidian version can be made too.

-The short sword has a superior thrust now to make it more gladius-like, and the scimitar's size has been increased and now nearly has the cutting ability of a two-handed sword to make it a viable weapon. Scimitars will stay as human and goblin weapons.

-Falchions are in now. These will be given to all races but elves. They are small, powerful cutting weapons, with no thrusting point whatsoever.

-Spears can now be made out of obsidian too, allowing you to truly go full-Aztec.
>>
is there any point in creating rooms taller than one level?
>>
>>151856138

Wait, what do you mean? I don't think room DESIGNATIONS, at any rate, can extend up a Z level.
>>
>>151855627
In addition, I'm thinking of creating different types of steel:
-Dwarven steel, the current sort.
-Human steel, which slightly is less effective overall, but lighter to reflect thinner overall shapes. The idea is to represent humans as preferring lighter weapons and armor, while the dwarves have stockier because they're strong 'n' shit. Alternatively, it could be more like the springy steel often seen in historical weapons.
-Goblin steel, intended to be steel with more impurities, making it somewhat weaker. Could be melted down and used as a substitute for pig iron, giving goblinite a whole new meaning.

I've always found it strange that only dwarves have steel, what do you guys think?

>>151855374
That sounds cool as fuck. Feel free to use any of my shit if you have a use for it.
>>
>>151855608
Does this fix animals I already have or only the next to spawn?

I'd love to do both.
>>
>>151857170

Definitely not ones you already have, probably not the next to spawn until you generate a new world.
>>
>>151857491
Alright, thanks, I'll use that from now on.

I'll try to catch a normal croco for now.
>>
>>151857135

I love the idea of literal goblinite that works as pig iron, though one of the elements of human flavor in the game is their use of bronze. I somewhat think making them visibly more similar may be a mistake; perhaps just give them a superior bronze? Bronze techniques can result in something nearly identical to steel.

Personally, I think its important to keep or exaggerate the visible differences in terms of their gear.
>>
>>151856442
I wanted dining hall to have cathedral style ceiling
>>
>>151858690
You can do that just fine. However, the dorfs only react to the designations, so it would have no point.
>>
>>151857135
I like the idea. I'd lean towards "Tool Steel" and "Spring Steel" for dorf/humie respectively.

Tool steel being the stuff you use for chisels, bulldozers, and whatnot. Very hard, heavy, and a pain to work with.

Spring steel being the higher silicon stuff like 9260 that you can literally stick the end of a sword into a block of wood and just bend the sword over 90 degrees and it will go back to true immediately.

For goblins I'd suggest "Wrought Iron" or "Mild Steel" as both can be used to forge better steel but are better than ordinary iron (though wrought iron is often what is meant when people say iron) and could be used plausibly enough for this.

You could also try "Carbon Steel" or "High Steel" for dwarves if you prefer, it is more commonly used for weaponry than tool steel because it is easier to temper and has very good properties.

More reading for ideas, if you need some help with the material properties I can help out there, but generally you could just look at the difference between iron and steel side-by-side and split the difference on the yield/shear/tension stuff, vary the density appropriately, screw with the max edge and it'll play out interestingly.

>>151856442
You can assign multiple zones to the same location to make multi-level taverns with individual bedroom areas.
>>
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>>151854818
congrats
you did it
>>
>>151859114
Ah but I mean you can't have multi level bedrooms and dining halls afaik.
>>
>>151859287
Oh, no, can't expand them vertically I don't think.
>>
>>151858275
>>151859114
Thanks for the input guys.
How's this:
Dwarves can make high steel (the vanilla sort) and spring steel, humans can only make spring steel but can make superior forms of both bronze and brass (I need good names), the latter being usable for armor only.
The big question is, do I name the goblin steel mild steel, wrought iron or simply goblinite? And how the fuck will I figure out the appropriate stats for all these materials?
>>
>>151859909
Perhaps wrought iron and welded bronze? Not sure.
>>
>>151859212
>miasafeelstunnels.gif
>>
>>151859827
Maybe not bedrooms, but you could make "multi-level" dining halls by just creating multiple dining halls on each level.
Obviously the game would treat them as seperate dining halls (because they are) and only one could be designated a meeting area, but it would technically be a multi-level dining hall.
The same wouldn't work for bedrooms, since IIRC dwarves can only own one bedroom at a time. I guess it could work for dorms and barracks, though.
>>
>>151816635
I believe you need a tongue to talk, I have chopped off people's tongues before and attempting to talk to them they won't respond.

>>151857170
If you make the edit to the raws only in df/raws/objects it won't effect your world at all, if it's made in df/data/save/WORLD/raw/objects it will effect your world however I don't imagine there's a check when you load a save for orientation otherwise everyone would constantly be changing orientation - it should affect new spawns though.
>>
>>151860110
I might settle on crude steel because it's presumably made without the intermediate pig iron state.
>>
>>151860489
I can talk and do poetry just fine without a tongue, in game.
>>
>>151860327
You can have as many meeting areas as you want. Dwarves can have as many rooms as you want to give them.
>>
>>151860856
I poked around the raws and couldn't find anything related to speaking so I could be wrong
>>
>>151860489
>>151860856
http://bay12games.com/dwarves/mantisbt/view.php?id=7240
>>
>>151860489
>it should affect new spawns though

Nice. I'll change some more. Thank god the jabberer that just spawned was a normal one.
>>
>>151859909
I'd probably go with high steel, spring steel, mild steel, welded bronze, and wrought iron.

Here's an example of properties for the modified iron/steel, just rename pig iron reactions to mild steel, that's literally what it is for our purposes, and rename steel as high steel.

http://pastebin.com/YaWtTfSN

I modified the values such that they should be interestingly varied, with a well defined progression, forgot the bronzes though.
>>
>>151862378
Also forgot to change the names on a couple of them, so make sure you double check those, you're totally free to use/modify it as you see fit, compare the changes I did and keep in mind that I went about it with the idea of making high steel like tool steel, dense, difficult to work with (requiring dwarven methods), hard to damage, not flexible, spring steel being really bendy but not easy to fracture, lighter, but still good and sharp, and mild steel being pig iron with a bit better properties, while wrought iron is a bit better than regular iron while also heavier, so it might work better for welded bronze?
>>
>>151862378
Weapon mod fag here, my Bay12 account works now, I can make a thread. I'm wondering if I should mention that this mod basically spawned from /dfg/ at the moment, I'm very inclined not to.
>>
>>151863121
don't tell those autist about /dfg/
>>
Been thinking about Dwarf Fortress as a game recently. We can all agree it's the most sublime simulation of dwarf life, but as a game I think it could use a bit of a brush up. RimWorld has an interesting idea of AI Directors which challenge you based on how far you've proceeded. Maybe if there was an extra biome attribute which was like "Luck" in the region, and unlucky means raids by local miscreants, rabid animals...
>>
>>151863278
They're totally a bunch of fags, especially that max guy.
>>
>>151863810
sorry I don't know specific autists

>>151863656
why r u teling us
>>
>>151863656
Scaling difficulty will be a long way off. You can already scale difficulty somewhat with siege triggers and the demon invasion when you strike adamantine is also scaled.
>>
>>151863905
I just know the one. ;)
>>
>>151863656
What you described is basically the savagery attribute. It would probably would be easy to mod the furries in savage regions to be more hostile, for example.
>>
>>151864145
Oh god... they kinda are furries aren't they... I think I'm gonna be sick.
>>
>>151864145
Savagery just makes "Urist McEroge cancelled job: Interrupted by Giant Horned Owl" more common
>>
>>151864935
In my case it makes shitloads of giant polar bears and polar bear men show up
>>
>>151865217
Maybe I should start an Ice Fortress then...
>>
>>151865410

I like to set the world up so that there are evil glaciers touching jungles all over the place, and with 99.999% max savagery regions so the habitations are typically very close together.
>>
>>151864935
It wouldn't. You're talking about GREAT horned owls, and they have nothing to do with the giant variants or with savagery settings.
>>
>>151866956
what's so great about them
>>
>>151866956
>Anon felt terrified after being fact checked
>Anon is feeling unfocused recently
>>
If a layer has a type of ore in it already, does that mean it can't have any other type of ore in it? For example my Sandstone has Native Copper. Does that mean I won't find iron in this layer?
>>
>>151868534
no but ores will only appear in certain layers
>>
Weapon mod faggot here again, made the thread:
http://www.bay12forums.com/smf/index.php?topic=160026.msg7135547#msg7135547

I completed some placeholder metals and reactions (spring steel and wrought iron, functionally identical to regular steel and pig iron except wrought can be weaponised)
>>
So what happens if you just flat out ignore everything your nobles say? I've been doing that so far and nothing terrible has happened
>>
>>151868693
They get bad thoughts. And if you have a justice system dwarves get jailed for the violation of the production order.
>>
>>151868679
that's a good idea, I def like the idea of gobbos essentially using pig iron
>>
>>151868693
http://dwarffortresswiki.org/index.php/DF2014:Demand
http://dwarffortresswiki.org/index.php/DF2014:Mandate
>>
>>151868679
>If you have any suggestions, take them to >>>/vg/dfg
god why
>>
>>151868587
Alright, thanks. Yeah I knew that sedimentary layers, for example, were the best chance for iron, but I wasn't sure if two different ores could occur on the same z-level. This is my first time embarking with shallow/deep metals, as in the plural, so I wasn't sure how that would work and couldn't find it on the wiki.
>>
>>151869630
you're probably just gonna get a bunch of shit sadly m8
>>
>>151868679
I just had to play as an elven adventurer to test my mod. I feel horrible. The upshot is I got to club other elves to death.

Now it's time to make a god damn atlatl. Think the throwing skill will work for it, or should I use archery?
>>
What's your favourite ore?
What's your least favourite ore?
>>
>>151870782
>Goblinite

>Elfite
>>
>>151870782
cassiterite
garnierite
>>
>>151870645
Pretty sure you can use the throwing skill for it, archer itself specifically is trained up like fighter by any aimed ranged attack.
>>
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>4 way river with this weird shit going on
>elf forest retreat right beside it
Dick move, elves.
>>
>>151871239
I mean the bow skill, not archer. Whoops.
Anyway, my first experiment in making wooden atlatl darts lethal has been a rousing success, I say this as I watch an elf bleed out with a giant wooden dart lodged in his throat.
>>
>>151871614
Side effect: Elves are now stabbing each other to death with 16 giant darts somehow held in one hand.
I'm gonna try to limit the range of this weapon by reducing the maxvel. We'll see what happens.
>>
>>151869772
Don't worry, I have very little confidence in the game giving me iron. This time around though I'll at least know to buy out the caravan's iron to melt down if I don't find any.
>>
>>151871892
Don't think that helps the max range. Not sure what does actually.
>>
>>151872407
Tested it now. It does reduce the range, too bad the AI doesn't compensate for this. Put the maxvel back to crossbow levels.

In one test, I had an elf throw all 30 of hits darts at a dwarf in full iron armor. The dwarf is completely uninjured, and possibly laughing.
>>
I'm getting 17fps, and I only have 23 dwarves counting children. Its not even past the first year yet. My last fort didn't start getting slowdowns until I had 100+ dwarves. The only other thing running is my browser with a couple tabs open, and this is a computer I built not even a year ago. The hell is causing this? None of the fps issue causers listed on the wiki are a factor, this is a fledgling fortress.
>>
>>151873978
Do you have any doors that are closed tightly? There's currently a bug in pathfinding where animals will try to pathfind through tightly closed doors despite not being able to pass and destroying the shit out of fps.
>>
>>151874470
No, but the lag actually went away. It lasted about a week in game, then it jumped back to 100fps. I read another anon say a while back that firebreathers in caverns can cause large FPS drops. I don't know if they can breathe fire for a week straight, but whatever, its working fine now.
>>
>>151874875

The problem doesn't come from them breathing fire it comes from everything being on fire.
>>
>>151874875
They can chain-breathe fire for quite a long time if they encounter a Gabbro Man.
>>
>>151872863
The ironclad dwarf has now slain dozens of grand master atlatl users - I guess wooden weapons have their limits. Even increasing the SHOOT_FORCE and stuff has done jack shit for its armor piercing ability. Still, the atlatl has a great track record when it comes to unarmored targets.
Fantastical wood types will allow at least some elves to have more powerful atlatls. Now to test the throwing skill in adventurer mode.
>>
>>151875350
Do stone, bone, or obsidian javelins fare any better? I wouldn't expect so.
>>
>>151875643
While I could allow for obsidian javelins, I'm not sure if I should. I think they'd be absurdly powerful because of the way I designed the atlatl dart.
>>
>>151875946
I'm not endorsing you do for your mod, just curious in general. I just want to see how far the concept of deadly tree cavemen can be pushed.
>>
>>151875946
Fug, throwing skills don't work for adventurer mode - you end up with no atlatl or darts, I'm guessing the same applies for similar NPCs.
>>151876126
allowing them to create bone and obsidian javelins would work well. I'm not entirely sure if obsidian works well as an armor piercer, it definitely is fantastic at cutting.
>>
>>151758381
When the subsequent updates to dwarf behaviour are done, that scenario could only be done if the child was blind and deaf, pretty hilarious anyway
>The child throws the stick to the dog's face
somebody draw that, kid must be cheerfully smiling
>>
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Another quite easy FB but it almost bypassed my defenses and entered fort. Could climb up without ramp and somehow moved trough doors without destroying them.

To bad all it's meat will probably rot in butcher shop.

On other topic, I don't have any monster hunter visitors in fort, is there any reason for it or they are rare or I'm just not lucky?
>>
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>>151876556
Like this?
>>
>>151877657
>Could climb up without ramp

Did you forget that things have climbing skill now?
>>
>>151820362
seems like a comfy world T B H
>>
>>151877767
As >>151758381 I must say:
You made my day.
Thank you Anon.
>>
>>151868787
Or worse, they can be beaten up and killed.

Also my vampire queen didn't made any mandate or demand yet. Maybe because she spend her time in jail, doing some work between jail, murdering people and being back in jail for murder. She didn't even complain that her bedroom is not up to her standards.
>>
>>151878554
>She didn't even complain that her bedroom is not up to her standards.
Now that you mention it, the nobles actually get the bad thought from using a bad room, not from just having it. Maybe the trick is to prevent them from using their rooms.
>>
who /Cobalt/ here? Microline shitters need to be atom smashed
>>
>>151877767
Yep, exactly like that senpai
Hope you draw more
>>
>>151879243
Isn't that shit poisonous as hell IRL?

I prefer some comfy feldspar teebeeheitch fäm.
>>
As often as shit like this happens in my fort, it's amazing that not a single dwarf has fallen to their death.
>>
>>151879186
So she must not visit it during her free time (what wasn't short). Not that it's any issue, I'm actually trying to make bedroom better (other rooms are already fine), but stupid bitch prefer drain innocent people and be jailed again than use her royal rooms.

>>151877945
Well previous FB didn't use that so I made dumb assumption. Especially since last one was type of bug what was climbing in RL and this one was dinosaur.
>>
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>>151878071
Like this
>>
My weapons mod (elven clubs and shit) v1 has been released:
http://dffd.bay12games.com/file.php?id=12357
>>
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>>151879705
okay what the fuck is going on here
we don't have time for this shit
>>
>>151880946

funny nigga
>>
>>151880173
Nice, I'll check it out in a bit
>>
I heard whips were fucked in recent versions. True? I'm on the most recent one.
>>
>>151882971
Basically, they concentrate their blunt force onto a tiny area, which makes them pierce armor absurdly easily.
>>
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>>151822553
Yes.
>>
>>151882971
>>151883119
They had a double nerf: they were made slower than any other weapon and they have a huge multiattack penalty. As a result you can't dodge and attack with a whip at once, etc.
>>
>>151883305
>>
>>151883963
Night troll? Demon?
>>
>>151883305
Welcome back.
>>
>>151883119
>>151883614
Oh, so they're still ridiculously powerful, just balanced out now? Good. I'll still be hiring those human lashers as meat shields, then.

I bet they'd be good against mineral FBs.
>>
>>151883614
Their attack is still faster than any other weapon in the game, they just take 1 tick longer to perform an attack or recover from one.
The attack+dodge multiattack thing is an exploit anyway, that hardly counts as a nerf.
>>
>>151884778
Okay, so they suffer a +33% speed penalty and a multiattack penalty. In exchange you get what is equivalent of other weapons' blunt attacks with the "heavy" button mashed on.
>>
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>>151884115
Night troll, in all his freaky glory.

>>151884187
Thanks, Glad to be back! I tell you three months isolated from the world deep in Yellowstone has its benefits most of the time.
But you come home hearing of all the shit that goes down in your absence.

>>151880112
That is amazing!
>>
Mods are asleep post artifacts
>>
>>151885271
Now draw a night hag. Remember that night hags are CUTE monster girls.
>>
>>151885885
Not as cute as Plump Helmet Men!
>>
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>>151885460
adil kelmat was my mayor until he got his head kicked in by a webbing FB
it just so happened that the next guy they elected was also a militia dwarf, but I think if this guy meets the same fate I'll make a point of drafting whoever they elect and giving them the ceremonial hammer
>>
I wish the finding site functioned better. All I want to do is mess around with iron but embark after embark after embark contains nothing but fucking tetrahedrite.
>>
>>151886840
Out of curiosity, why do you prefer low mineral worlds? Is it just about wanting to be hardcore?
>>
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>>151885460
>>
>>151887779
Very nice.
>>
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>>151888037
There's also an image of her on the shield she uses. She hasn't killed anyone with it yet, but it's only a matter of time.
>>
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What's the best way to ensure there is a high population of dwarves in the world BUT all dwarf civs have been destroyed?
>>
>>151890905

Add tags so none of your dwarves are fags
>>
Bad day to be a crundle.
Incidentally, the werechameleon mayor here is the creator of >>151887779.
>>
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>>151891857
>>
>>151879705
Wait, you built your fort into a very, very steep cliff face? That's all I can gather right now. also what's that graphical extension you are using?
>>
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>>151892843
Yes, 96z sheer cliffs at their highest point, though it only goes up 93z now. There are some slopes along the sides, but the front is completely sheer. Pic related is the tileset.
>>
Bisexual animals reproduce just the same, right? Or are there any issues?

This game is a soup of genders.
>>
>>151893454
Thank you.
>>
>>151893615
Yes.
Bisexual dwarves are the only ones who will do anything with the same sex.
>>
>>151890905
Go to entity_default.txt under the mountain entity change [LIKES_SITE:CAVE_DETAILED] to [LIKES_SITE:CITY], and change [TOLERATES_SITE:CAVE_DETAILED] to [TOLERATES_SITE:CITY] which should encourage them to migrate to other civs without clustering in their own sites, I use a similar trick with goblins to keep dark fortress populations down sometimes.
>>
>>151886840
Are you avoiding aquifers? Because aquifers only occur in sedimentary layers, which in turn are your best bet for iron ores.
>>
>>151895406
How do I turn aquifers into a natural defense against surface-type attack vectors in non-freeze biomes without using minecarts / jugs?
>>
I used advanced worldgen and have been for over a year now but I never finds sights with cool features like >>151879705

Any tips? I havent even seen waterfalls even.
>>
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>>151896302
Besides getting really good at reading the embark elevation screen? Looking around in adventurer mode can help scouting sites if you want, and generating worlds with certain combinations of features, particularly with perfect world, is a big help.
>>
Is bronze actually worth using, or am I better off just trading it for iron to forge weapons and armor with?
>>
>>151899202
just dig deeper
>>
Bronze is good for backup until you can get better stuff, but you want to replace it with steel, it's close enough to iron to be a wash really.
>>
Can AI civs construct new sites during a fortress playthrough?
>>
>>151896302
To get that site I set Y elevation variance to max and X to half that, did the same with volcanism, drainage and rainfall, used 2x2 grids for both drainage and elevation weighted 5-0-0-0-5, increased all of the levels per layer, and turned off periodic erosion of extreme cliffs. There were a bunch of smaller tweaks as well, but they probably didn't affect the geographical outcome significantly. I probably raised the number of peaks, but I don't recall.
Then I genned 20 worlds using a batch script I found on bay12. I found this site in the second one I looked at. I was looking specifically for places where mountains met lakes or oceans. Like >>151896694 said, the elevation tab and cliff indicator tab are the tools to use. Wherever I saw blocks indicating the highest elevation corresponding with a mountain biome adjacent to the lowest elevation corresponding with a body of water, with the cliff indicator showing masterwork symbols (i.e. 20+z elevation change) in the tiles they met, I would embark and peek around, then kill the process if the site wasn't what I was looking for. I looked at four or five promising sites in the first world and then found this one right away in the second.
Probably more than you wanted to know, but that's how I find sheer cliff faces like this. I wasn't really expecting to find one this good, it's pretty much my goldilocks embark.

For waterfalls/canyons, you can find them in almost any world without any tweaking. Just look for places where rivers/streams meet. If the junction looks like blue boulders and the cliff indicator pushes towards the red end of the spectrum, then you'll have a waterfall (or two) and a canyon.
>>
>>151900080
Yes.
>>
>>151896248
You mean "how do I dig a moat?"
d h
>>
>>151900395
Like villages and towns and stuff? Ok cool. My game keeps crashing whenever I straight up generate a long world so I was thinking I could spend a few decades in fort mode to speed up time every so often.
>>
Im stuck in a tree with three fat alligators nipping my heels, I assume they are fat from eating stupid adventuring people like me.

Help me, /dfg/!
>>
>>151901194
take branches and throw them until you get legendary throwing skill. Also throw them at the gators.
>>
>>151900930
>villages and towns
Villages yes, but towns aren't founded. They grow organically out of smaller settlements. I think the progression goes village>hamlet>town>city. But population growth is tracked, so smaller settlements can grow to the next tier as you play.
>>
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>>151749565
>menacing pose
>>
>>151901194
Tell them about how mighty a warrior you are, hope they get spooked and flee. Convince them that you can't possibly lose because you have the high ground.
>>
>>151901420
Oh cool, good to know.
>>
>>151901194
Alligators will fuck off if you inflict enough pain. Go for the eyes and they'll probably leave you alone.
Also, they're slow to dodge, so quick and wild hits are usually pretty effective. If you've got a good, heavy axe and enough strength, you can usually just decapitate them right off the bat with a wild strike to the neck.

If they manage to bite you and latch on though it's GG. They WILL kill you after that.
>>
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>walk into Roc lair like "wut I got a big axe"
>capital G laying there
>the fuck?
>can't be a giant right?
>it was actually a giant
>then who was phone

>>151901476
>reeeeeeee
>>
Is there a way to just watch the game without giving input to my dorfs? I just want to watch the simulation play out.
>>
>>151902609
Theres a utility that has an AI run the fort for you
>>
>>151902609
set up enough crops, brewers, and cooks on repeat, put military on patrol routes as well

should work
>>
do necromancer towers count as civilizations in world gen?
>>
I just set up a manager, only my second time doing it. I put in a work order on my mason's workshop to infinitely make blocks, set the condition to sandstone, but he's mostly making marble blocks. What am I getting wrong?
>>
>>151904673
Yes and no. They show up on the neighbors tab like civs do, but they aren't in entity_default like civs are. They don't have any allowed buildings or reactions, and don't have any cultural qualities that are defined for other civs, but their populations are tracked. Think of them as quasi-civilizations.
>>
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>dwarf gets mood but I forget about him
>eventually goes insane
>not really alarmed as he's about five tiles away from a temporary meeting hall filled with half a dozen dwarfs and I figure they'll just beat the shit out of him in the ensuing brawl
>mfw upon closer inspection the insane dwarf has a battle axe equipped
>>
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>>151905105
Could be worse...
>>
>>151905105
>not having every workshop built
>not having every moodable material available

You deserve what you get.
>>
>>151905105
>alt-tab when a mood starts because I don't want to deal with forbidding and checking supplies of shit right now
>do something in browser for a while
>go back to DF, forget why I paused
>unpause and continue
>he collects materials before I remember
>Vabok Shitstain has created Thundersoft, a lay pewter short sword!
>>
>>151905843
Sometimes even when you have everything you could possibly need, dwarves will still refuse it because they don't want just any wool, they specifically want LLAMA wool and your stupid sheep wool does NOT cut it.
This usually happens when they decide to use a specific item for their mood, but then another dwarf moves it or uses it for another job. I've had a dwarf go insane because he wanted a specific gem, but didn't get to it in time and didn't have any replacement gems of that type, so he sat there and ignored the massive gem stockpile right next to him and then eventually went stark raving mad because he couldn't encrust his shitty mug with clear garnet.
>>
>>151906172
>not having EVERY moodable material
>>
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>>151905105
Everything went better than expected. He killed a dog, decapitated a semi useless dwarf and cut my expidition leader but then was overwhelmed and knocked over by the biting and punching of the five other dwarves before being killed by a passing woodcutter who delivered a blow to the face with his axe.
>>
>>151906523
Gotta love it.
>>
>playing pacifist elf
>axeman bandit attacks
>wrestle into chokehold
>demand they yield
>no response
>demand again
>no response
>wonder why hes not responding
>axe bandit has suffocated
>lightbulb in head goes off

i-i didnt mean to
>>
>a goblin siege spearheaded by a couple of elves
does this happen often
>>
>>151908148
yes, the elves were kidnapped as babies and turned evil, same thing can happen with dwarves and humans
>>
Is the dfhack autochop function broken? My woodcutter walks towards a tree that's on his z-level, stops for a little bit, starts walking back, repeat. Never chops the tree.
>>
>>151907750
Commit sudoku in a volcano, only option you murderhippie.
>>
A lot of times the magma forge appears in my workshop menu immediately when I embark although there's no lava. Why?
>>
>cave crocodile won't fall for trap because it's scared of the dog bait

faggot I don't need your coward genes infecting my crocos
>>
>>151904967
Did you set the trigger condition to when sandstone is available AND specify to produce blocks using sandstone only?

If you didn't, then the work order logic becomes

>If sandstone boulders are available, then make stone blocks from any stone.

and that could result in the behavior you described there.
>>
>>151911046
Are you saying that as a joke or is this an actually real thing and animals can pass on personality traits like that?
>>
>>151911327
I set the material to sandstone, which came up 'Sandstone items at least 0' as a condition. I assumed it would use 0 as representative of a repeat command, like in other situations. It was making blocks out of whatever, then I added another condition which just said 'sandstone at least 0', but its doing the same thing. I might be mentally challenged, I don't know, but I can't figure out how to set this properly.
>>
>>151911863
Those are conditions, change the details so you create sandstone blocks.
>>
>>151911863
But the work order itself, is it specifying to make sandstone blocks? Or is the sandstone just be specified as a condition? If not,

You'll have to use the [d]etails option to [f]ind sandstone from the list, then use [c]onditions and [r]eagents/materials to add the sandstone as the material you want the blocks to be made of.

After that you set up your repeating command
>>
>>151911863
>>151912417

Really fucking sleepy so I'm not sure I explained that right, but here's a pretty good guide to work orders on the DF forum:

http://www.bay12forums.com/smf/index.php?topic=158287.0
>>
>>151912016
>>151912417
Jesus, I don't know how I missed that one.
Thanks.
>>
Full adventure mode crafting when?
I want to forge a masterwork or artifact blade completely from scratch and assemble armor out of my enemies, complete with custom decorations.
We'll eventually have the ability to make scale armor right?
And dragonscale armor will actually be better than armor made from carp scales right?
>>
>>151912573
NP. The way the logic flow in the work orders takes a bit of getting used to. You basically have to create the whole statement and then back to modify bits of it, instead of being able to write it cause > effect.

But once you've got the hang of it (and I certainly haven't, not by a long shot) you can apparently do some really insane things. Like automated workflow. Real assembly-line type shit across multiple industries with no real player input past the setup and the initial resource acquisition like mining or logging.
>>
>>151912717
Scale armor is pretty easily doable now just with a little bit of raw tweaking.

And dragon scale > carp scale is just a little bit more tweaking than that.
>>
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>>151913067
It just isn't the same if I have to tweak it though.
>>
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Why arent my worlds creating towers?
>>
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Alright, I'm finally venturing forth from the safety of LNP to 43.05. I installed Taffer's but it looks like fucking ass. Everything is super blurry and super tiny. How do I fix this problem
>>
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Damn. If 50 pages of job cancellations is what you get on 'show some job cancellations' when you civ alert, I'd hate to see most or all.
>>
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Am I understanding burrows correctly? If I use those empty rooms behind the workshops as bedrooms with a table and chair + put food and liquor stockpiles inside, should the dwarves theoretically be fine to be burrowed in there and do their thing?
>>
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>>151913374
Here you go, comrade.

>>151913221
Yeah, it's better because you can make shit come out how you like.
>>
>>151911845
I don't think personality inheritance has been implemented yet. Maybe in ~2030.
>>
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>>151913793
Reminds me of usual fortress life back when farmers would grab the whole seed barrel and refuse to share.
>>
>>151915493
Oh shit dude, thanks a ton
looks much better
>>
How do I find out what workshop my moody dwarf wants? It has been quite a while since I have played DF and I can't seem to remember. I read through his thoughts and preferences but that gave no indication of what he wants.
I want to sort him out because as my hunter I fear he could do some damage should insanity arrive.
>>
is it possible to simply ask somebody's name?
>>
>>151917082
My name is Cody.
>>
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>>151915960
If you downloaded the Taffer package from his thread, check the variants folder, it has a variety of different 20x20 sets like that one, that's just the one I had saved atm, oh and his 4chan variant.

>>151917082
If they're aggressive/in combat it can be a pain to make them stop so you can greet them, you can set fires around yourself (not campfires if you're being threatened) and start telling a story, hopefully they'll listen and relax, then you can try to greet them properly.
>>
>>151916634
Highest moodable skill.
http://dwarffortresswiki.org/index.php/Strange_mood

It shouldn't be an issue, though. There's no reason not to have built every workshop by the time you've got enough dwarves for moods, and nothing stopping you from doing so if you haven't for some reason.
>>
>>151917082
Getting their translated name requires greeting them, but their untranslated names will be there if you just look at them.
>>
So LNP won't be 64 bit?
>>
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>>151918541
>>
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>>151918541
who cares
>>
I made a fort by the sea and I made a bunch of floodgates so that I can drovn or flush out invaders in case military fails. I tested the thing out and now the sea won't stop flowing... all around itself.

Now, I haven't looked at it before, but now when I use [k] it says for almost every tile, except the ones which touch the bottom, that it's open space, and only the second item is salt water [7/7].

Did I mess the sea up? Should I wait for it to freeze?
>>
I was reading an event log where 13 elves with two giant bears attacked and killed 22 goblins and 4 trolls.

I thought elves were pussies, how is this possible?
>>
>>151919489
Water is normally like that.
>>
>>151919612
What about the constant flowing? It definitely didn't do that before.
>>
>>151909593
I just stopped rellying on it in case of wood cutting. I disabled this in autlabor and set it manually.
It's like if DFhack tried to force dorfs to use training axes to do it but those are not working so they are given other task instead. But thats just my guess.
>>
>>151919607
In-game, they're weak because they only use sharpened sticks. In world-gen combat, where the weapons aren't loaded, they'll be just as strong as any other race.
>>
>>151919736
Yes it did.
>>
>>151921461
that's a little unbalanced
>>
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>dipship
>>
>>151921635
>ardent worshipper of Seme
>>
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Gee thanks.
>>
>>151921891
>dipship some seme from tickcuddled in a bold frenzy
>>
Anyone else here feel kind of sorry for Blind Cave Ogres?
>>
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What's the difference between a goblin fortress and a dark goblin fortress?

and why did one spawn one tile away from TWO human hamlets?
>>
I'm on masterwork at the moment, and I just became a cultist of the carp god, but when I use my spread word/conversion abilities I don't see any noticeable effect
>>
Is there any downside to not allowing dwarves to pray?
I'm sick of these stupid shits spending 24/7 meditating on friendship when people are fucking dying because no one will do their fucking job.
>>
>>151923046
A "goblin fortress" is just a fortress(a site built by dwarves) currently under goblin command. Dark fortresses are the ones that goblin start in. Most of the dark fortresses are built by gods and demons, but some of them are constructed by gobbos during history.
>>
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>>151923519
I'm pretty sure goblins create both fortresses and dark fortresses in world gen, separate from any inter-civ conquests.

I was under the impression that the fortresses are their towns, as the pits are their hamlets. Then dark fortresses are the origin of that gob civ, where the demon rules from.
>>
The FB was a giant winged worm with a poisonous bite. I expected my militia to make short work out of it, but two arrows in the body, a slice to the wing and then a shield bash, a damn leather shield bash kills it. Are worm things always such pushovers?
>>
>>151924750
That's wrong, though.

"Fortress" is the name of the capitals made by dwarven civs. Humans used to have a site called "fortress", but it got removed.

"Dark fortress" is the name of the capital of gobbo civs. The initial dark fortresses are built by demons in a time before time, but the goblins may build their own later on. The newer dark fortresses will, unlike the dark pits, have a large central tower, but unlike the initial dark fortress these towers won't be connected to underworld spires.
>>
>>151924992
Fair enough, I guess I am misremembering.
>>
>>151925180
If you're unsure who built the site, you can just look at the tile it uses on the map. Fortresses built by dwarves will have the statue tile, while dark fortresses built by goblins will have the cabinet tile.
>>
>>151925301
Well I was specifically remembering asking myself the same question as our friend here
>>151923046 when looking at a bunch of cabinet tiles in a big goblin controlled region, but I shall have to wait until I get home to verify.
>>
begone page 10
>>
this isn't your everyday dedthred

this is advanced dedthred
>>
bumpity nokity bump
>>
Do taverns now serve the function that meeting halls used to? I made a massive hall and a smallish tavern and 80% or so of idling dwarfs spend their time crammed into the tavern. Did I fuck up?
>>
>>151928450
>Did I fuck up?
Not really. The old meeting halls were place holders for the current taverns and temples. It's natural that dwarves chill there when there is no work.
>>
>>151928701
So I could just redesignate my big ass meeting hall as a tavern and my dwarves will be happy with that?
>>
>>151923139
Don't expect a very fast result, or one detectable at all in adventurer mode.
>>
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>tfw you gave the elves the [ETHIC:KILL_NEUTRAL:REQUIRED], the [LOCAL_BANDITRY] and the [ITEM_THIEF] they always deserved.
>>
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There's something extremely satsfying about hitting an anemy, and utterly destrying their bodies along with whatever shitty armor they're wearing.
>>
>>151930281
Eh, supreme easy mode doesn't really interest me. They need a lot of tweaking to work as a viable antagonist for adventure mode
>>
>>151930884
Making them a "viable antagonist" wasn't my intent, famalam. I just wanted some savage mooks to attack me when I travel through jungles.
>>
>>151931317
Then yeah, someone flaunting their fondness for easy mode deserves a smirk.
>>
>>151931365
I'd love it if they could be a bit more challenging, but removing their wooden weapons would also make them feel less savage.
>>
>>151931365
With the except of bogeymen and giant dingoes, the entire game is easy mode. Especially if you don't gimp yourself with a blunt weapon.
>>
>>151932703

>With the except of bogeymen and giant dingoes

Is this a meme?
>>
>>151934017
For newly created to moderately experienced adventurers, those are some easy !!FUN!! material
>>
>>151934017
Bogeymen can punch through adamantine, have so much agility that they outspeed even demigod vampires, are so tiny that they are effectively impossible to hit, don't feel pain, do not tire and can fly.
They are the definition of bullshit and are THE most dangerous thing in the game. Nothing else even comes close. Not megabeasts, not angels, not even vampires with whips.

Giant dingoes are just stupidly good at dodging and spawn in packs of fucking 20, which means unless you're a vampire you're going to pass out from overexertion before you kill them all.
They're pretty bullshit and are probably the second most dangerous thing in the game, but they're not even remotely close to bogeymen. Especially since you can run away from them.
>>
>>151934913
I don't find either remotely difficult compared to, say, ordinary goblins (unless you simply and painstakingly choke them all, or unless they flee), nearly any hit clips off a body part, and the mind boggles at how one could consider, say, gemstone angel axe lord or spear masters less dangerous than things that can bleed out, that have chunks clipped off with any hit, that don't have steel+ extremity protection and nerve destroyingly sharp weaponry, and don't have legendary skill levels.

I point out goblins because of how even with superhuman endurance one will probably get too tired to continue if you fight them all normally and a spear hit can take out a wrist tendon fairly easily.

Demons also strike me as tougher once a dark fortress frees them.

And... dingoes are probably pretty tough to an unarmored starting char without an edged weapon.
>>
>>151935437
>Demons also strike me as tougher once a dark fortress frees them.
Probably because the goblins give them super thick -troll fur robes-.
>>
>>151935932
I have never seen a demon wearing clothes since .34.xx, but I'm more referring to them having all the advantages of bogeymen, + much bigger than you and a small chance at having inorganic materials or no head, + much higher skill levels.
>>
>>151935437
Angels are wimplords and are no better than your average goblin. They just have better armor which means you have to disarm them first and then kill them with their own weapon.

Humanoids in general are the weakest enemies by far because their bodies are more fleshed out, which means you have more options to cripple them with. Also, nonhumanoids usually will not bleed out unless you sever all their limbs and leave them there for several days. Something is fucked with their tissue layers.

Also, bogeymen don't bleed to death either, and their punches can shatter bones and permanently destroy hands and feet. If they have horns, they can also sever nerves too, and they don't need to have legendary skill levels when their base stats are so obscene. They can and will hit your vampire with legendary dodger, legendary shield user and legendary armor user, and all it takes is a hit on your hands, feet or neck to kill you. It's not immediate death unless the pain knocks you out, but it cripples you enough that they'll just cave your skull in on the next round.
>>
Where do the elves get the rock blocks for their roads and bridges?

I assume that the divine instrument strings are due to a bug, but that doesn't explain the rock blocks.
>>
>>151936195
>+ much bigger
That's a bad thing. The bigger it is, the easier to hit and kill.
It does mean they hit harder, but in adventure mode a single successful hit on you usually equals certain death anyway, so it doesn't matter how hard they hit. It just matters whether they hit at all.
>>
>>151936295
>Angels are wimplords and are no better than your average goblin.

Well, entire vaults can be filled with weapon master angels, they're immune to fatigue (and theoretically pain and stunning, if pain still was a factor), and I've never seen anything bleed out as rapidly as bogeymen.

The very, absolute, most I've seen a bogeyman do to anything but a brand new character was spawn on top of a tree with me and remove my helmet while I was sleeping, and I've played Bogeyman 1000 worlds nonstop and primarily in adventure mode since .34.11.

They're just smaller, weaker, unarmed, unarmored, ability-less versions of angels, demons, night trolls and other nopain nofatigue etc. organic night creature-like types.
>>
>adventure mode
>sell varies items
>have 0 currency to offer during second trade
wat
>>
>>151936559
>but in adventure mode a single successful hit on you usually equals certain death anyway
Not anymore. The pain treshold before you pass out is far higher now, meaning that strength and size play a bigger role. Also, being hit so hard by a huge muther fiucker that you're sent flying is about the worst thing that can happen. In the best case, you just get some bruises, but the chance is pretty big that you
>a. break your neck and lose function in your entire body
>b. get your head or upper body squished and die instantly
>c. lose function in one or more limbs

Also, demons in Towers don't lose much from being easy to hit, since they have clothes that are at least a meter thick.
>>
>>151936559
>That's a bad thing. The bigger it is, the easier to hit and kill.

Er... bogeymen and demons are both usually effortless to hit except by a new character, but many, many hits on a demon, even with a legendary X superhuman using a superior divine metal piercing weapon will not even pierce a demon's scales or whatever.

>It does mean they hit harder, but in adventure mode a single successful hit on you usually equals certain death anyway, so it doesn't matter how hard they hit. It just matters whether they hit at all.

I haven't seen much in the way of one shotting since .34.11, unless you count night trolls and up biting you and not letting go. I have yet to see a bogeyman hit permanently destroy a hand or foot (except on a new char already being curb stomped by a horde of them, presumably), and I have definitely never seen a bogeyman one shot anyone.

Presumably adventurer mode demons can be generated with fire, deadly dust, or poison gas, but I have fought about five types of the nonhumanoid demon varieties that get released on the countryside by goblins and never seen one with interesting abilities.
>>
>>151936945
>The pain treshold before you pass out is far higher now, meaning that strength and size play a bigger role
Wait Toady fixed the pain system?
Nevermind, disregard everything I've said. If it was actually fixed then everything just changed and since I haven't extensively played adventure mode since the change I have no idea what it changed to.
>>
>>151937262
Then yes, bogeymen chipping ur bonez and making you pass out seems quite probable.

The only thing I've seen pass out from pain is, ironically, giant animals after being slashed for awhile. I don't know if "fixed" is the right word.
>>
>>151937395
>The only thing I've seen pass out from pain is, ironically, giant animals after being slashed for awhile. I don't know if "fixed" is the right word
Well it's loads better than dying instantly because a stray arrow chipped your pinky bone.

Do animals actually bleed out now too?
>>
>>151937262
He fixed the pain, but the joint damage somewhat broke the adv mode combat again.

Joint damage works fine as long as it's lethal combat, but in brawls, the joint damage means that even if a peasant punches one of his peers in the face, somehow all the nerves and arteries will get severed, an the poor sod will either get crippled for life or bleed out on the spot.
>>
>>151937538
I don't remember animal types not bleeding out in .34.11, but maybe that's just because even rocks would typically get chipped bones and pass out from pain.
>>
>>151937994
Sorry, meant rocs.
>>
>>151937994
They would bleed out eventually, it just took centuries.
You could cut off all their limbs and start hacking away at their upper body, and you were liable to cut them in half before they bled out.
>>
Weapon mod guy here, I want to get wrought iron (the "goblinite") sorted out. At the moment, it's just a copy pasta of pig iron, except with tags that let it be used for arms and armour. This I intend to change.
I'm still kind of debating with myself regarding the name. Mild steel, crude steel or goblinite are still possible candidates.
In terms of quality I want it to behave as an intermediate between iron and steel as a material for weapons and armor. I really lack knowledge about the various properties and what they mean atm and am reading up, any help is appreciated.
Here it is at the moment, any help would be greatly appreciated.

[INORGANIC:WROUGHT_IRON]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:wrought iron]
[STATE_NAME_ADJ:LIQUID:molten wrought iron]
[STATE_NAME_ADJ:GAS:boiling wrought iron]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:500]
[MELTING_POINT:12106]
[BOILING_POINT:13968]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:455000]
[IMPACT_FRACTURE:700000]
[IMPACT_STRAIN_AT_YIELD:268]
[COMPRESSIVE_YIELD:455000]
[COMPRESSIVE_FRACTURE:700000]
[COMPRESSIVE_STRAIN_AT_YIELD:268]
[TENSILE_YIELD:130000]
[TENSILE_FRACTURE:200000]
[TENSILE_STRAIN_AT_YIELD:62]
[TORSION_YIELD:130000]
[TORSION_FRACTURE:200000]
[TORSION_STRAIN_AT_YIELD:159]
[SHEAR_YIELD:130000]
[SHEAR_FRACTURE:200000]
[SHEAR_STRAIN_AT_YIELD:159]
[BENDING_YIELD:130000]
[BENDING_FRACTURE:200000]
[BENDING_STRAIN_AT_YIELD:62]
[MAX_EDGE:10000]
[STATE_COLOR:ALL_SOLID:TAUPE_GRAY]
>>
>>151940879
Why did you make it so two handed swords can't be half handed (I think that's the term)? Those are the ones I think of being used for it the most. Or am I mistaken?
>>
>>151936559
>The bigger it is, the easier to hit and kill.
That's wrong, body size isn't a factor in to-hit calculations. It's a skill+attribute opposed check that doesn't consider the size of creatures involved on either side.
>>
>>151942296
Correct, other than that some have noted that very very VERY small creatures can have issues being hit, attacks passing through, not registering damage properly, etc. Smaller than bogeymen tho.
>>
>>151942508
Bogeymen are smaller than kittens
>>
>>151943009
>new bogeymen are size 17k to 19k
>supposedly old bogeymen were size 1000 or so
>kittens are size 500

Wut?

And kittens are definitely big enough to kill normally.

>still feels sad over the time he was a noob and accidentally let lava into the fortress, killing a cat
>>
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>>151942116
The really big two handers weren't really designed for fully armored combat, they were actually quite cutting-oriented. From what I understand, they were often used for fighting off multiple opponents in non-battlefield scenarios, for example was a bodyguard's weapon.
Their use on the battlefield dates mostly to when full plate was on the decline.
You can imagine humans using them to take out superior numbers of elves by cleaving right through their shitty wooden armor.
Long swords in my mod are two-handed as well, and represent the type of sword most often used in armored combat.
Arming swords with blades clearly meant to be useful against armor exist too, so that's why they have that ability. Short sword thrusts got an outright buff and therefore don't need it.
>>
>>151943349
>new bogeymen are size 17k to 19k
>supposedly old bogeymen were size 1000 or so
I'm pretty sure the bogeys were always around 10000-20000 big. However, when looked at in gm-editor, the size will be divided by 10 compared to the size in the raws for some reason. That's where the whole "bogeys r tiny" meme came from.
>>
>>151943517
Update on wrought iron, I got some stats for it that are mostly just kind of intermediate between steel and iron. I basically picked what feels good so it isn't the most consistent thing ever.

Still think that I should perhaps put the word "steel" in the name. Crude steel, or mild steel.
>>
>>151944459
Decided to go for mild steel as I think it represents the qualities best.
Spring/Human's steel will be much more difficult to define with stats as it is supposed to be different rather than strictly worse.
>>
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>crundle
>crundle
>crundle

x26
>>
>>151947801
Basically underground monkeys, although they luckily don't try to take your stuff.
>>
So according to DFHack, if my guy is 2914:4317 cubic decimeters in size, how big is that in dorf units?
>>
>>151949643
>cubic decimeters

why would they mess it up even more
>>
>>151949643
That times ten.
>>
>>151949643
Also, is there any better way to check a unit's size in adventurer mode than unit-info-viewer?
>>
>you can have an impregnable fort with plump helmets and wooden cages
I don't know about this game anymore. There's no FUN going on in the last 2 real life years that i've had playing this game. FPS death is not fun. I think i'm finally done
>>
>>151951051
don't use plump helmets and wooden cages then. It's a game where you set your own challenges, man.
>>
>>151951051
Don't let the door hit you on the ass on the way out.
>>
>>151951051
>wooden cages

Until something decides to invade that has trap_avoid.
>>
>>151947801
did he died?
>>
>>151789668
>CLA
My dark skinned fellow
>>
Is there a way to prevent rivers from being generated at all?
Or at the very least make it so I can cross the damn things without having to exit fast travel, walk a mile, swim two inches and then walk another mile?
>>
>>151953484
Set rivers to 0?
>>
I am the guy at the start of the thread who had a child and a berserker walled away for eleven years. Just as the kid was gonna turn twelve so I could make him fight the berserker he gets into a strange mood. Can a were beast, even theoretically ever complete it's strange mood? Should I even try saving the kid?
>>
>>151953582
I tried that. All it does is change the minimum amount of rivers. It doesn't stop the game from covering every inch of the map with them.
I bet they'd even still generate if I made a map with no water on it at all and ensured the the entire map was scorching.
And I bet they would still freeze every single night too.
>>
>>151953935
Only one way to find out. Who knows, he may attempt to complete it as a werebeast. This'll be helpful to know, whether dorfen werebeasts are sentenced to death or not.
>>
>>151954394
Crap, they only have two months before they go crazy, and he's already been in were mode once. I don't know if he can make it. I'll try my best.
>>
>>151914323
Would someone mind giving me a quick answer on this? FPS death is creeping in now that I'm at 90 dwarves, and I don't want to go balls to the wall doing up all the rooms and making the stockpiles if its going to result in peasants just walking in and eating my burrowed dwarve's food like happened when I tried it with mining.
>>
>>151953935
If you want to try, build the workshop but with minimum 5 doors protecting it. Look up the list of transformation dates on the wiki. Let him start gathering materials, but lock him out of the workshop as close to the transformation date as you can (I don't think losing access to the shop will make him crazy immediately if he's already started grabbing materials, but it might). Try to arrange it so that he starts work on the artifact right after he transforms back into a dwarf. If everything works perfectly he should have enough time to finish the artifact before transforming again. Probably. Maybe.

He'll go crazy anyway if you don't try, so nothing to lose but time and hope.
>>
Can werecreatures die of old age?
>>
>>151956669
Second gen ones can.
First gen (cursed by God) ones can't.
>>
>>151956519

In theory it should work but you'll have to have dedicated haulers moving food and booze around which I guess isn't a huge problem but unless you have a metric shit tonne of food and booze you're going to face shortages in some of those burrows.
>>
>>151956618
>>151954394

I got to disappoint you guys, the room where they are held captive was supposed to be their watery grave. They sea thawed and waves started rolling and filling up the hole in which I built the workshop and dumped any item he might need. Draining it now might me almost impossible. In my previous fort I almost died fighting some water. I don;t care to replicate it now with 10 fps because the strange mood kid is flooding the fort with pathing calculations.
>>
>>151957058
What's the conventional way to do burrows then, dedicated dining halls per workshop level? The wiki talks about how to set burrows up, but not how to get them up to snuff. I'm mainly just trying to reduce pathfinding lag. I also only have 90 dwarf limit with the intention of 30 of them being military, so peasants are getting in short supply. I might up the pop cap if the burrows can significantly reduce my FPS loss.
>>
>>151959175

I have no idea, I only use them for invasion alerts when an FB or army arrives.

I imagine the better way to do it would be multiple farms/food storage/dining rooms scattered about near specific work areas, or a single central farm/food storage/dining room with specific workshop areas branching out from it and using overlapping burrows
>>
>>151956519
Include essential needs-fulfillment locations in each burrow (or just paints every burrow to include the same needs-fulfillment locations), and have an unburrowed corp of haulers to supply the burrows (off duty military work well for this). It'll work. However it probably won't save you much, if any, fps. If that's your main reason for doing it you'll be disappointed.
>>
Any reason why my war dogs wouldn't be fighting back against goblins? There's 3 goblin crossbowmen walking around beating my leashed scout war dogs to death with their crossbows, and the dogs are just sitting there taking it.
>>
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We may never find out how they got there.
>>
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>>151960835
>>
>>151960835
>>
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bumpalimbadoo
>>
>>151940879
If you wanted a simple method, take the lines with yield/fracture/strain, impact is hardness, as is compressive, tensile is flexibility, as is shear, and bending.

Steel is significantly ahead of iron in those values, so just a general "add 2 to the second digit" works fine, 455000 > 475000, 159 > 179, 130000 > 150000, and you get better than iron but not up to steel properties.

Give that wrought iron is what the basic iron usually meant back then I'd go with mild or crude steel, though goblinite is funny.

For spring steel what I would do is take the impact/compressive lines and reduce them a bit, then take the bending/shear/tensile lines and make them better. This will make it less useful at stopping high velocity impacts from sharp weapons with better properties, but better at deflecting blunt weapons in some cases, and less likely to just break.
>>
>>151967605
Bamparu.
>>
>>151966314
>memetite

shit taste
>>
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>>151970396
>calling an ore a meme
This is some top tier cancer if I've ever seen one
>>
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>>151970396
yeah, being able to make iron is such a fucking meme

why did we even bother with civilization
>>
>>151970806
>>151970572
Not him but for iron ores, magnetite is clearly superior. It comes in large clusters instead of veins.
>>
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>>151970572
>>151970806

>what is magnetite
>>
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>>
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>>151971480
>>151971552
>look boys, I've struck some hematite!
>hematite, yeris? toss it away and don't bother us until you've find magnetite. it's not like they'll become exactly the same thing when melted or something.
>>
>>151974051
What the hell are you on about? Nobody ever said that. You're being autistic about a 10 year old joke that was intended to bump the thread.
>>
Can you trade mechanisms? I'm trying to sell off all my non-masterwork mechanisms, but I can't find them in any of the sections. Is atom smashing the only way?
>>
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>>151974628
Someone woke up on the wrong side of the bed, it seems.
>>
>>151974956

Yes
>>
>its a memetite defense force episode
jesus fucking christ
>>
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>histories of meming and shitposting
can we just let this general die
>>
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>>151975971
>he doesn't like memes and shitposts
>>
>Elves bring me an elephant
>Force it to read The Art of War and throw it in the death cage at the end of my trap tunnel

Making armor for war animals when? I'm hard as a rock just thinking about it.
>>
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>>151976702
>animal
>dangerous
have fun when a single gobbo shanks it
>>
>>151976130
I feel you drivercat.
>>
>>151976702
just use animal men instead
>>
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>>151977065
>>
>>151976957
The Giant Grizzly Bears I was breeding at my last fort were amazing. Even war dogs are great, since they distract while your main force flanks from behind.
>>
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>>151975159
deal with it
>>
>>151967605
Followed your advice for spring steel. In testing, the spring steel proved to be superior to high steel in terms of armor penetration and managed to pierce high steel armor with ease, even cutting right through a steel high boot.
Considering that the spring steel is supposed to sacrifice hardness for flexibility, this is not quite what I'm looking for to say the least.
The problem seems to be in the shearing related stats as they are directly related to cutting power, so I'm nerfing those stats down to be equal with high steel.
>>
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>page 10
>>
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>>151980436
we've hit the bump limit

someone mkae new thred
>>
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>>151980590
didnt notice eh lad

>>151980962
>>
>>151978234
Satisfying results have been reached:
Both steel forms perform very similarly, but high steel has the upper hand in the majority of test fights, having a greater chance of piercing spring steel armor than vice versa. There are instances of spring steel weapons defeating high steel armor, but it doesn't happen nearly as often.
I also have decided to make spring steel slightly lighter, to reflect that it basically represents humans preferring more lightly built weapons and armor than the dwarves.

In a nutshell:
High steel (vanilla steel):
-Harder than spring steel, creating better edges, and providing superior protection when made nice and thick.
-Heavier weight than spring to reflect dwarves making arms and armor that suits their strength.
Spring steel:
-Relies on flexibility instead of hardness and thickness (how perverted!) to provide protection and prevent weapon breakage. This means it can be built lighter and possibly provides extra protection against blunt attacks, but it's clearly more vulnerable to getting pierced.
-Lighter weight reduces encumbrance, but it also means blunt weapons are slightly less effective. I picture a dwarven mace for example to be chunky in appearance, while a human one would look like a real life mace i.e have a surprisingly small head.

Now, should dwarves be allowed to make spring steel, or should it be a human exclusive metal, the same way mild steel is for goblins? I'm leaning towards all 3 races having their own sort of steel.
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