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/dfg/ - Dwarf Fortress General

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No edition edition.

Last thread: >>153698703
>Download the basic game here. Current version is Dwarf Fortress 0.43.05
http://www.bay12games.com/dwarves/

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

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

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

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

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Dwarf Therapist (Out of Date):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

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DFHack (Out of Date):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

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Starter Pack (Out of Date):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

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

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

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

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

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

>This pasta:
http://pastebin.com/iAduXzjn
Strike the earth!
>>
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Explain this shit.

Why does this guy want cut gems when I have a whole stockpile of varied kinds right next to him?
>>
>>154115610
Are you sure that he doesn't want anything else?
>>
>>154115610
He may want a specific type of gem. Check his preferences in the thoughts screen.
>>
>>154115867

He does, but I assumed that the only requests displayed were the outstanding ones.

I guess I have to somehow get some yarn cloth from fucking somewhere then, despite having no grown animals and no upcoming traders

fuck
>>
can i deconstruct dwarf clothes somehow to reclaim the cloth theyre made of?
>>
>>154116589
No.
>>
Is dwarf therapist still out of date?

how the fuck am i supposed to play
>>
>>154117387

dwarf therapist will be updated in october at the lastest apparently

but the new update is v small, you definitely dont need it and its fine if you play the slightly out of date game for the moment
>>
>>154117493
>>154117387
Or you could just not play with Dwarf The rapist.
>>
>>154115918
That's a fey mood. If they want a specific material they say exactly what material they want.
>>
Anyone got that image of /dfg/ in a nutshell? The one with the neckbeard whispering about kobolds. One (1) imaginary artifact bone boot to whosoever posts it.
>>
I just almost lost my best fort. A Marsh Titan attacked, swam through my moat, climbed the walls, and started killing people. I lost 12 dorfs, with dozens more permanently injured before he finally got beaten to death.

So I'm left with a few questions:
Will I ever get a new Baron? The Marsh Titan killed my first.

Is there any way to see what the titan's poison sting did? No one who was stung survived long enough for me to see what the poison was.
>>
>>154119739
>Will I ever get a new Baron?
Unless they changed it I believe you can promote a new baron through the nobility menu (n is the hotkey)
>Is there any way to see what the titan's poison sting did?
Try checking the combat logs, other then that I don't think so.
>>
>>154118225
>Or you could just not play with Dwarf The rapist

I'm not that Masochistic, anon.
>>
>>154120296
well bait'd my friend
>>
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>>154118628
This isn't the right one huh?
>>
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Guys, what does this mean?
>>
I KNOW on the wiki there's a chart for cheating returns on metal bars for crafting then melting certain things like bolts, but I can't fuckin find it. Help me /dfg/
>>
>>154126073
Should just be under melting, but it has had changes in different versions so I have no clue if there is a fully up to date one or not.

>>154125286
Seems bad for your civ.
>>
>>154125286
is your civ is extinct?
>>
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>>154126191
Thanks senpai it was under melting.
On an unrelated note, I just got this from a mood without save-scumming, and I think it might be one of my favorite artifacts I've ever gotten
>>
>>154128000
>Steel studded steel scepter

kek
>>
Do dorfs ever recover from infections?
>>
>>154128579
It depends on where they get the infection. If they get a broken nose and get an infection, at least in previous versions, it's a death sentence. But that's only because cartilage didn't (doesn't?) regenerate. But an infection of the arm or something can be fixed up with a little soap and time
>>
>>154115163
Please use the updated OP next thread kthnx
>>
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>>154118628

here you go
>>
>>154052235
Wow, /dfg/ is a lot more welcoming to new suggestions than the actual forums, what the fuck

If I had suggested the negative level stuff in the forums I would probably only have randomdragon answer me, and he wouldn't even talk about it (maybe misunderstand it), he would just rant about toady not fixing anything

but here, I say something>Somebody answers with some clarifications>we both agree
>>
>>154131263
Not a whole lot of us, and those of us that are here tend to be pretty chill.

I mean, when 0.40 came out everyone shat their pants and we got a flood of shitters, but things have calmed back down since then.
>>
>>154126191
Yeah it kinda is, also weird considering an outpost came.

>>154126227
It might be. I created it on a pocket world to try some stuff out, and my expedition leader instantly turned into a king. So it might just be that my fortress doesn't have a mother civ.
>>
>>154131481
I know, but I have been testing this for some time, in both platforms, and this is definitively the place where I can get some thoughful responses on the suggestions I ask
Heck, most of the info I use to inspire myself to write suggestions to the forums are screencaps from this general, made by myself
>>
>>154120557
I wish there was option to have such trade agreement that Elves trade cheap wood to us so cuting it is not necessary instead just "accept quota or we will invade you with shitty armies"

Also how effective is Elf method to farm wood anyway?

Captcha - images of trees
>>
>>154132306
I would like it better if your broker, or other noble, could negotiate with the elves the number of trees you could chop
Oh well, I guess I must wait until the law/ss arc
>>
>>154132690
Thing I wish to see is personalities of other civilisation rulers/diplomats affecting this.
As some Elf rules would just push for war out of hatred for dorfs, treefucking fanaticism or just warmongers, while some others would prefer establish some better long term agreements to limit wood choping in long run or build better trade relationship with both civilization so Elves can profit too, or some Elf rulers would be just dorffags.
>>
>>154133050
>negotiating with the enemy
Elves are for exploding into gore, anon.
>>
Does Dwarf Fortress have any lewd content, and if not, are there mods with lewd content?
>>
>>154133398

fuck off
this is not a game that needs this shit

toady is giving you his lifes work for free, why do you insist on taking a crap all over it?
>>
>>154133108
Screw that, they are best source of exotic pets in world and hardly FUN as invaders or good source of invader reasorces (if there was at least option to burn wooden items into coal)
>>
>>154133398
I mean you can mod in some kind of penis monster I'm sure...
>>
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>>154133050
Yeah, generally speaking, personalities don't show up much in adventure mode
And this is something I await strongly, because personalities should affect each facet of the game
This is, ultimately, a game to tell tales, and tales' protagonists are humans(itc dorfs), human lives are governed by their personalities and their circumstances. We bother a lot telling Toady how he should change the circumstances the dorfs experiment, but we don't ask him to better the other aspect, which is as vital as making roles, entities or status
>>154133398
look up pic related
There is a mod that adds genitals and secondary sexual characters, but no snu snu for now, although some people have some very interesting ideas regarding flirting, romance and sex.
I am talking about myself
>>
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>Start generating large world with very long history
>Leave computer for a few hours
>Come back to the world only 5 years out from being done
>World finishes generating
>Crashes immediately after generating
Well fuck you too.
>>
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>>154118628
>>
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What did he mean by this?
>>
>>154135647
wtf I hate 4chan now
>>
>>154135647
He can't stop lurking trap threads on /b/.
>>
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I did it /dfg/, I flooded my fortress for the first time. Turns out there was a cavern river one layer above my fortress. Losing is fun I guess.
>>
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>>154138432
>cancels give water
>>
>>154138432
>Zan Lenndakrul, Peasant cancels Give Water: too much water.
>>
>>154128000
If I started an adventurer and came to my fort and nabbed the scepter how effective would it be for cudgeling things to death?
>>
>>154138432
My favourite aspect of fortress floods are the dwarfs that get stuck in their rooms.
>>
>>154134103
I've had similar too. I've stuck with small 'n' long now.
>>
>>154141882
S A D

A

D
>>
>>154120557
>Osnun
It's a goblin name
wtf
>>
>>154142225
wtf indeed
>>
>>154134315
10/10
>>
>>154135647
Well, obviously you and >>154136660 just triggered my... dare I say it... trap card?
>>
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>>154133398
>lewd content
If you think repeatedly stabbing into someone's lower body with a weapon while they are grappled into submission is lewd, then sure.
Sometimes the random generation of names and books is pretty great
>>
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>>154143302
>Moistenedpass
>>
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>>154143302
>>
I haven't played the latest version, is armor wear and tear as cancer inducing as it sounds?
>>
>>154144901
Does the idea of having a fort with nothing else to do anymore besides pick your nose while your fully geared and trained soldiers tear apart everything sound fun or boring?
>>
>>154144901
In adventurer it doesn't seem that bad. I haven't noticed my weapons being worn and if you block or dodge your shit won't break. I've occasionally had enemies break their shitty weapons (like knives and shit) on my shield and it's nice to be able to cleave apart the enemy's armor when it's too risky to grab and rip off armor chunks.

The only negative I've had is when I accidentally bashed some guy in the head with my crutch. The wooden crutch just shattered against the iron helm and I had to crawl everywhere.

The whole adjacent body part damage is a different story though.
>>
>>154144901
it's a nerf and a buff, since it affects both you and your enemies.
something nice is that intelligent npcs now try to remove armour from unconscious people if they're having trouble doing damage through it. so people exhausting themselves from ineffectually attacking someone's head is less common.
>>
>>154145612
>The wooden crutch just shattered against the iron helm and I had to crawl everywhere.
kek
>>
Is there a way to make dwarves prefer one meeting area over another? I have a massive legendary dining room that I would like to be my main meeting hall but all my dwarves just want to putter around in my shitty little library
>>
>>154146113
That is actually rather hilarious when you picture it, huh?

>eat shit jerkass
>no, you know what
>EAT CRUTCH!
>*smash*
>oh, well shit
>*thud*
>>
>>154146163
try making it into a tavern, so they go there to socialise. dwarves seem to only go to generic meeting areas if they are completely idle, as in 'no job'. which doesn't really happen any more once they have the option to fulfil their needs and stuff.
>>
>>154146163
Definitely these days Dwarves vastly (VASTLY) prefer Tavern / Temple / Library over the alternatives. Super easy to make the necessary changes though to make it a good tavern, just need a nice dance floor.
Careful about Tavern visitors though, vampires can get in...
>>
Help /dfg/ I have 60 dogs (including puppies) and am too lazy to geld and don't want to butcher them because I will cry what do
>>
>>154147317
Send them out to battle
Give them a warrior's death
>>
>>154147317
Get 51 more and accept the invite from an older human performer chick then kill them and blame her for it.
>>
>>154147317
TO THE CAVERNS
>>
Godamnit, first a vault with no way to the slab room and now a dark fortress with no way to the throne room. Is there any way to fix this?
>>
>>154147317
Train them for war then assign them all to one soldier
>>
>>154147536
Jump and Climb?
>>
>>154147536
It's totally disconnected? You sure you didn't miss a staircase somewhere? Otherwise you are out of luck without dfhack.
>>
>>154147317
train them to be war-dogs and prepare defense cage-explosions
>>154147460
lel

Talking about her, has toady said anything about dwarves having obsessions, like getting a dream goal, and actively trying to obtain it no matter why, like a mood?
>>
>>154147606
>>154147683
I climbed to the top of the tower and there was nothing, I've checked every room for a way to climb up, nothing again. Talking about the fortress here, I figured I didn't really need the slab that much.

I'm double and triple checking everything here and there just doesn't seem to be a path there. Godamnit.
>>
>>154133398
There's a personality trait that is tracked for all creatures that is essentially Libido, which results in such quotes-of-the-moment as "I'm feeling randy today!"
Sex is just idling together in a bedroom, though, with no mechanics or remarks from the game.
>>
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>>154148283
>I'm feeling Randy today!

C-calm yourself Urist!
>>
>>154148496
That's good for Randy's focus levels right?
>>
>>154148693
>Urist cancels feeling Randy: seeking towel.
>>
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>>154148496
>>
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>>154148496
>I'm eating Randy today!
>>
Mounts in fortress mode FUCKING WHEN
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what do you think of this bedroom level

the middle rooms are going to be like

fucking dining halls and shit
>>
>>154149221
Instead of 3x3 cancer you could go with distributed stairways around the area?
>>
>>154149509
I'm planning on making u/d stairs in the middle of the dining halls, yes.

3x3 main stairways are just aesthetic though
>>
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>>154147536
>>154147791
N-never mind, one of the down stairs I thought was a dead-end was actually an up/down stair. Silly me.

At least this guy ain't so tough.
>>
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>>154149947
godamnit
>>
>>154149221
I dislike that it has different symmetry schemes on the east/west and north/south axes.
>>
>>154150478
I'd like for it to be perfectly symmetrical on all axes too but honestly redesigning it is too much work for my tiny brain and I've been procrastinating about this fort for way too long

it's a compromise I had to make
>>
>>154150602
But you could at least make the north and south branches mirror each other the way the east and west branches do.
>>
>>154150745
oh my god i see what you fucking mean

that's legit disgusting

thanks for spotting that before it was too late anon
>>
>>154149221
Rooms should be minimum 3x3 for the sake of your hard working dwarfs.
>>
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>>154150865
Just doing my part, anon.
>>
any way to disable flying undead? any undead bird just ends your fort instantly and they always show up within the first year
>>
>>154152158
Add [CANNOT_UNDEAD] to every flying creature.
>>
>>154140034
>>154128000
re-asking this because I'm curious and don't play adventure mode
>>
>>154155208
They're awful, sadly.
>>
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Okay, I might actually be fucked here. Trying to reach hell through the dark fortress, except it dead ends here with no further doors or stairways at all. I've let trolls and shit path all around the place and they just run back and forth between the two areas in pic related. Fuck.
>>
Why is every domestic animal on the map suddenly distracted? I was thinking maybe it was buzzards since I've been getting them frequently but they're not here right now
>>
>>154155208
You can attack with anything you want in adv mode. Scepters aren't weapons and don't have an associated skill, so they would use the misc. object skill. They're also very small and light, so the damage they would do wouldn't be very good, but you could certainly get kills with one. Steel is on the denser end of the spectrum for possible materials, so you could do worse. A platinum one, or a slade one if you don't mind using exploits, would be more effective.
>>
>>154156190
They enjoy music and poetry and socializing. Not even joking.
>>
>>154156542
So what you're telling me is some Animal Farm type shit is about to happen?
>>
jesus christ the new manager screen is driving me nuts
>>
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>>154156742
You learn to love it.
>>
>>154155304
Not every dark fortress has a hell portal. ACTUAL SPOILERS: Only one per goblin civ does, the one with the slade spire that was thrust up from the depths to release the civ's original demon master.
>>
>>154156854
Sometimes they're glitched though.
>>
>>154156663
No. Unless the plot of animal farm included yellow flashing arrows in perpetuity with no further effects. I haven't read it in a really long time, so maybe I'm forgetting that part.
>>
>>154156978
Page 236.
>>
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>>154156854
>walking down the underworld spire for like 20 mins (plus time spent entering the fort and finding the spire) at snail's pace framerate
>finally get down to what look like the last few rooms
>it's a dead end

I've only ever seen one underworld spire that actually leads to hell.
>>
>>154156854
I just got done killing that civ's leader though. The story interface tells me that this should indeed be where that very demon popped out of, but the layout of the spire blocks access.
>>
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So i was messing around trying to make midair bridges spanning the caverns like pic related

Is there any way to get rid of these mushroom trees that just have 1 level of trunk underwater and the rest is an uncuttable 'cap'?
>>
why is my body not healing?
>>
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>>154160885
Must not have consumed the right type of blood.
>>
>>154147317
Train them all for war and stuff then all in a cage hooked up with a pressure plate trap

Watch as there is an explosion of fun during the next invasion
>>
>>154160113
Yes, but it's not easy unless you have very convenient magma access. You'll need to obsidianize the water around the base then dig into it to chop the tree. "But won't the magma just burn the tree down?" you may wonder. No, annoyingly it will not. It will probably kill the tree, but it won't burn down, and you'll just have a dead and burnt tree that still has to be chopped. I don't recall what effect dropping a cave-in on a tree has, but it will probably destroy it. You could try that if magma is inconvenient.
>>
Anon gestures!
The thread shudders and begins to move!
>>
I have a population of 180 and created wealth of 800,000 dwarf bucks. It's late winter of year 3, and the only enemies I have yet to see are the same kobold thief about 10 times and a few were-creatures. I know for sure I have at-war goblins as neighbors. I know armies aren't just spawned in now and existing armies have to come invade, but how is it possible I haven't seen a single (semi)megabeast or ambush or siege? Medium world short history
>>
>>154167826
Shit takes time. 3 years isn't all that long.
>>
>>154167826
800k isn't much. Keep producing wealth and you'll start getting sieges, assuming the gobs have sufficient forces to attack you. Also, goblin ambushes haven't been in the game for a couple of years now.
>>
>>154170031
>>154170854
A bit after posting I got attacked by a "siege" of about 6 gobbos. Feels bad man. took 3 dwarves to wipe them and nobody even got injured. I just want some !!!FUN!!! man
>>
>>154171413
Get used to that. Gobbos are pansies.

However on (rare) occasions they could bring something a little more formidable with them, but don't expect them to make it past any actual defenses.
>>
>>154148496
>feeling randy
>not feeling miasa
>>
>>154160113
Use one or more pumps to temporarily drain the part of the lake where the trees are.
>>
>>154171413
>I just want some !!!FUN!!! man
If you're even a little competent at military management and/or defensive design then goblins aren't ever going to provide that. They never have.
If it assuages your concerns any, that's pretty standard for your first attack. They send a small exploratory force to gauge your strength, and amp up the numbers (sometimes very slowly) in successive years.
>>
>>154172397
Yeah I know they're never gonna bring me to my knees or anything, but it's a lot more fun to watch my military fight vast numbers than it is to watch them swat down a squad like flies. If that was functioning as an exploratory force, hell yes dude that's awesome. Bring on the horde. I remember the first competent military I ever had without danger rooms fucking gobbos up just as if I HAD used danger rooms. I long for the days where I had no idea how to do military at all and my entire fort would get perforated by elves
>>
>>154172734
Just in case you don't already know, .42 introduced some new d_init settings to control the cap of invaders. The default isn't low by any means, but I've seen people post screenshots of 600+ invading armies that weren't achievable before the setting. If you can manage to entice a force that large you might just get the fun you're after. It would require a huge amount of wealth and a perfect storm of worldgen conditions, though.
>>
Most successful adventurer with the weakest base stats?

>create hero ratman who spawns in my fortress
>grabs specially made steel armour and masterwork spear
>finds some companions and clears the area around my fortress of monsters, bandits and elves for many leagues
>meets ratwoman bard and "marries" her (becomes companion)
>retire once more in my fortress to live a happy, simple life as guard and bard

They ended up succumbing to a fuck ton of demons from the depths but the rat man actually managed to kill a bunch of salt demons before getting blasted to gore by a fire demon explosion.
>>
>>154174761
my elephant man took down a demon basically alone, no weapons or armor
>>
>>154176102
What kind of demon? If its a powdery demon like ash or snow, that's not so impressive. If it was something else though..
>>
>>154177142
a giant (butchered for 320 meat pieces) tortoise demon at the top of a tower in a dark fortress
>>
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Crossing frozen oceans is terrifying, but it becomes slightly easier when you become a vamp, since it lets you keep a high standardised speed and sync with the upshoots.

Btw, a tip for anyone who wants to explore the caves formed by the ice: change the outdoor open space tile to look the same as the indoor ditto, that way you'll be able to tell the open space and the ice apart.
>>
Rimworld is better
>>
>>154177513
>playing 2d games
>>
>>154177770
>implying Dwarf Fortress wasn't once 2D
>>
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>>154177513
>>
>>154156841
what the hell is a bara body?
>>
>>154178321
google it
>>
>>154171606
>tfw I hadn't prepared my militia
>tfw I forgot goblins now bring armor
>tfw they killed 70% of my dorfs
>tfw they also took my face
>>
>>154178407
dawos gay nigga
>>
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>>154178463
Excuse me sir, this is meme police. In this instance, it would be expected of you to write "mfw" instead of "tfw".

I'm gonna have to give you a ticket.
>>
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I have a strange obsession with drawing hostile gangs.
>>
>>154179626
Your art reminds me of Sunday comics.
It is very pleasant.
>>
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>>154179753
Thank you.
>>
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>>154180560
>>
>>154133683
That picture is full of total bullshit statements though that don't even come off as embellishment, just blatant misinformation.
>>
>>154181130
I feel so much pride when I ruin the entire countryside, with the vulgar constructions that are seen for miles.
>>
>>154182382
that one has a real good sense of scale i feel
>>
What happens when you take the [MEANDERER] tag off of an animal? Will it just no longer move around after spawning?
>>
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>>154182382
10/10 drew
>>
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>>154115163
I'm posting boat until we get boats and fishing in DF
>>
>>154182382
Fuck you timbuk. I love your art in stalker general, mountain blade general and now here. You are getting me into drawing again. You cheeky bastard
>>
>>154183285
Thanks man! You should draw something and post it here. Love to see it.
>>154182683
>>154182467
Thanks! Tryin' my best.
>>
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>>154184192
>>
>>154182683
Do you think we'll ever get real mountains like that on the pic
I'm tired of the ones we already have, that are only twelve tiles of weight, I want truly astounishing monsters of nature like the everest in the game
>>
>>154184974
In terms of height I usually have quite decent mountains in my worlds actually.
What could be better is the erosion mechanics though, and we really need plate tectonics (or another way to produce more realistic mountain ranges and valleys). There just aren't really any interesting formations right now.
>>
>>154115610
burrows?
>>
>>154183202
What about sewer systems and poop simulation?
>>
helm is plump?
>>
>>154133603
Don't be so prudish please. The internet exists outside the US too.
>>
>>154188983
>tfw you'll never be able to put your dungeon underneath the fortresses' outhouses
>>
Are beards really simulated in the game?

>>154188983
>>154191342
look up farming rebooted in the forums suggestions, talks about implementing compost and waste
>>154191151
how would you include it?
>>
>>154177478
You're still going to get fucked by it at some point.

>>154192758
You can't have them burn off due to alcohol soaking into it atm, or grab someone by it yet.
>>
>>154179626

If you're going for the "scratchy 70's cartoon" look, you've nailed it. Great art, dude
>>
>>154191151
Uh, Al Gore invented it guys, super seriously, but prudishness has nothing to do with it.

Think for a second how combat logs and sex would interact, when you get done with the cringe lemme know if you still thing it's a good idea.

>you thrust your dwarven meatstick deep into the elf queen's sap covered slit
>the force twists the ovaries, severing the right fallopian tube, and the right ovary is torn away by the force
>elf queen: n-n-not so hard... dorf-senpai
>elf queen has bled to death
>>
>>154194498
>fugging elves
have fun picking wood splinters out of your dick, anon
>>
>>154133398
Google "Obok Meatgod" and then you'll know why most modders don't make those kinds of mods.
>>
Finally I managed to use Legend Viewer and make it working.

But is it normal that it describe alot of stuff as UNKNOWN (like object created or characters in fortress) or sieges describing only 1 goblin attacking my fort?
>>
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>>154133398
>inb4 goblin fortress
>>
>In 81, early summer, (Hematite, 22) the dwarf Shem Furnacedrilled was struck down by the demon Matchedplayed the Wealth of Luxury in Bloodcrystals.
>In 81, early summer, (Hematite, 23) the dwarf Bembul Lashsinew was struck down by the demon Matchedplayed the Wealth of Luxury in Bloodcrystals.
>In 81, early summer, (Hematite, 24) the dwarf Sakzul Dreamabbeys was struck down by the demon Matchedplayed the Wealth of Luxury in Bloodcrystals.
>In 81, early summer, (Hematite, 24) the dwarf Thikut Ivorystandards settled in Bloodcrystals.
>In 81, early summer, (Hematite, 24) the dwarf Tun Torchhailed settled in Bloodcrystals.
>In 81, early summer, (Hematite, 24) the dwarf Ducim Leaderboard settled in Bloodcrystals.
>In 81, early summer, (Hematite, 24) the dwarf Degel Testcudgel settled in Bloodcrystals.
>In 81, early summer, (Hematite, 24) the dwarf Rith Channelfortress was struck down by the demon Pukedreamed the Infinite Blade in Bloodcrystals.
>In 81, early summer, (Hematite, 25) the dwarf Thikut Ivorystandards was struck down by the demon Matchedplayed the Wealth of Luxury in Bloodcrystals.

Migrants arriving near end of demon invasion makes me laugh all every time.
>>
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>can write books about every conceivable invention
>can't actually make any of them
>>
>>154196890
...yet
>>
I know you can mod your own civs in, but I'd still love to be able to play as goblins or something in vanilla df. I know masterwork exists but I just cant bring myself to enjoy the bloat or visuals.

Toady pls :c
>>
>>154196890
I've seen dwarves discover screws, differential gears, scraping, bandaging, alloys, diplomacy, and animal reproductive behavior. Those all have associated objects or activities in the game. The other discoveries I've seen them make have been things like migratory patterns or weather systems; things for which an invention wouldn't have any sensible in game effect.
Can you give an example of something dwarves can invent but not make? I can't think of anything.
>>
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>>154198123
Camera obscura for one.
>>
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Post some gaelic tavern music, old timey scot songs and some mournful pipes and violin sounds that could possibly fit a df playthrough
>>
>>154198123
Most chemistry, dozens in engineering.
Others wouldn't be possible without tools that currently don't exist in DF (I'd assume some astronomical topics certainly require a telescope for example).


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


In either case, it's obviously an ongoing process, and it happened to be a good opportunity to add books first and the things in the books later.
>>
>>154198753
nothing like the Dubliners in that department

the mining themed ones are most fitting, of course:

https://www.youtube.com/watch?v=Ok0I1mZg1wk

https://www.youtube.com/watch?v=F-QzI_qoa1A

https://www.youtube.com/watch?v=EvFqVgz1AGo

https://www.youtube.com/watch?v=2wQYdmqK6Tk
>>
>>154198396
Yeah, didn't think of that. I knew dwarves could invent it but I've never seen it happen yet. I don't know what they would actually use it for, though, at least until painting becomes a thing.
>>
>>154199091
Excellent thanks anon
>>
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>>154198978
I remember being amazed at the coincidence of a huge crowd of dwarven astronomers and scholars and mathematicians standing outside on a hill near a fort at night.

My first thought was "wait, are they actually making observations?" before I remembered that there isn't a skybox like that, and it was probably just a pathing glitch since they started to wander back into the fort bit by bit, but damn if it wasn't interesting to see. They even had soldier "escorts" along with them for safety.

So much shit like that in the game which takes place by accident or deliberately which is easy to miss, but damn cool when you come across it.
>>
>>154198978
Well, we're meant to infer that dwarves have whatever tools are necessary for them to perform their labors. We don't have most of the necessary tools for most of the work done in a fort, and yet stoneworkers and cooks and farmers and smiths all get along with their work just fine.
Looking at that list, most of the engineering topic (and a few of the chemistry topics) that we don't concrete analogues for in the game either have to do with time keeping or astronomy, which I think falls into the category of "no sensible in game effect", or can be presumed to exist as components of existing workshops/buildings.
You're right about chemistry, though. Those topics are barely represented at all in the game.
>>
>>154200495
>most [...] topics [have] "no sensible in game effect", or can be presumed to exist as components of existing workshops/buildings.
Fair enough.


Tangentially related I think it would be nice to have workshops as zones that can be further modified to specialize them for a specific subtask. So you wouldn't have a metalsmith's workshop, a furnace and so on, but instead one or several zones designated as metalworking workshop, with as many furnaces, general workbenches (i.e. a table), etc as you need.

With that, it would be nice to have to manufacture tools in some way. Not every screwdriver on its own, but maybe a "universal toolset" that can have a quality level. So you could give your workshop as many toolsets as you want.

Though in general, it's dubious as to whether there's really an advantage to that process. It's nice for make-believe, designing your fortress more detailed, and it would be in line with hospitals and taverns. You might be able to create custom workshops for special fortresses or have a general workshop with a small woodworking and a small stoneworking area for when you just start out.

On the other hand, it would mean a lot more to learn for beginners (though maybe there can be a default workshop for new players).

With this, I think it really becomes apparent how much the different timescale between adventurer and fortress mode affects these things.
It seems nice to create tools and workshop furniture one by one as adventurer, slowly progressing what you can do, but fortress mode just feels too abstract for that.
>>
>>154133398
Check out the succubi mod.
>>
>>154201436
Similar workshop schemes have been floated in suggestions and FotFs throughout the years, and I really like the idea of moving away from workshops-as-buildings to a more generalized activity zone system. I wouldn't mind needing to make more specialized tools and having more specialized zones, either. Different kinds of crucibles and smelters for bronze vs steel, for example. Hell, maybe even different zones entirely for bronzeworking vs steelworking, etc. Or at least I wouldn't mind trying something like that, it might end up being a huge pain in the ass.

I think timekeeping, optics and astronomy could all have interesting uses in game with future updates. Off the top of my head, I could imagine a noble position for the dwarf in charge with keeping track of the time of year. Master of hours, or Calendwarf, something like that. Appointing one lets you see the exact date, how long until the next scheduled caravan, organize planting and harvesting days, inform the fort when holidays and festivals are approaching, things like that. Maybe at high skill levels they could give weather forecasts or improve harvests. It would give a use for things like telescopes, armillary spheres, sundials and wind vanes.
>>
I've had like 5-6 "thief! Protect the hoard from skulking filth!" events, and each time all that happens is the little grey "k" walks a little toward my fortress and then leaves the map before getting within 60 tiles of it.

whats going on?
>>
>>154203516
The little grey "k"s are kobolds. They come to your fort and try to steal your stuff, but they run away as soon as they're spotted.
>>
Does patience affect anything?
>>
>>154203508
More noble - or rather administrative - positions in general could be used to abstract details away from the player, if he wishes to do so.

Just like the manager does, there could be a noble (guildmaster?) that automatically plans workshops after a zone has been designated based on a hardcoded plan.

Or a defense minister that organizes the training of new recruits, building of new armor, and so on.
I think the rapist functionality could ( and should!) be implemented in the same way.

That would have the advantage of feeling in line with how DF currently works, and work on a opt-in basis: if you don't like having control taking away from you, it's easy to just deal with it yourself. And if it's too much micromanagement for you, you appoint a noble, build him an office, and let him deal with it.
>>
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How important is the number of weapons in a trap?

I'm trying to fill a huge pit with upright spears, but I can't fathom making enough spears to fill the entire thing with traps of 10 spears each, but I'm worried if making it with maybe 4 spears each would make it worthless.
>>
>>154204048
I feel like kobolds are literally useless right now

They're only a threat to new fortresses, which always have people outside. They can never get into fortresses unless you have multiple entrances that aren't guarded, which nobody ever does, and as soon as they're discovered they either run away without hurting anything or instantly get killed by literally anything in your fort.

It's pretty much just an annoyance that serves no purpose. You can't even catch them in cages to use as gladiators.
>>
>>154204518
For repeating spears, the number of attacks the trap makes is equal to the number of spears in the trap. I've never used them passively to do damage at the bottom of a pit, but I assume it works the same way.
>>
>>154204518
Each weapon is an attack, so it really depends on if you want things wounded, dead, or super dead.
>>
>>154204756
Yeah I agree. The fact they run away as soon as they're spotted invalidates their threat.

I wish they'd do something like, make a mad dash to the closest item they can path to when they're discovered, to at least try and loot something before fleeing.
>>
>>154205082
Every once in awhile I get a fisherdwarf that gets stabbed by once, but they're so weak it usually doesn't do anything besides bruise them.
>>
Playing adventure mode
Is there any way to get rid of the lag-spike that occurs after every few steps?
>>
>>154207791
You mean when the map is loaded? That should occur far more rarely than "after every few steps".
>>
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>>154188983
>tfw toady will never add popooo and sex because americans are retarded
>>
>>154209887
At least he will add boats.
>>
>>154205887
>Get stabbed
>walk away with a bruise

ebin
>>
>>154209887
Why do you even want sex in this game? If you want porn just go on the internet and jack off to whatever? What would its purpose even be in this game apart from amping up the realism to hitherto untapped sources of pointlessness.
>>
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>>154210957
>>
I'm pretty new to adventure mode, made a jumping spider man. I thought this meant I was man sized, but I just got to a dwarven trading post, and dwarf sized gear is listed as large for me and I can't equip it. With that being said, is there no way for me to find armor my size? I don't know of anything smaller than dwarf gear.
>>
>>154210957
Some people can't fully enjoy a game unless they can mod their deviant fetishes into it.
>>
>>154213104
Kobolds. Ask around about skulking vermin, someone will point you in the right direction.
>>
>>154213104
Did you start the game as an "intelligent wilderness creature", or did "jumping spider man" show up along with the major races? If the latter, there should be a jumping spider man population in your home civ, and then, you should be able to buy some gear from a fellow jumping spider man there.
>>
>>154213297
That's a good question. I made this file a month ago, got his fighting and wrestling to legendary fighting random critters, then saved for later. I know I specifically picked jumping spider man from a list, so if intelligent wilderness creature is an option that gives you a random one, it wouldn't be that.

>>154213290
Awesome, thanks.
>>
>>154210957
Not sex. But a improved reproduction system. Currently it's bettter than magical world-crossing spores of 34. but still pretty lame. I mean like a pseudo genetic trait and genealogy and shit. But If he adds that disgusting furries and ponyfags will go rampant.
>>
>>154213290
>Find someone with a skulking vermin problem
>Tells me the region
>Its not in my region map
>Ask him for directions
>He tells me the name of someone who might know
>Ask him where that person is
>Tells me he wouldn't know

I hope this sort of thing doesn't happen as often, but I feel like it probably does.
>>
>>154215730
If you can manage to find a noble or a soldier they might be better informed.
>>
>>154213448
I think you'd have to be using mods for there to be a jumping spider man civilization, and choosing to be an intelligent wilderness creature gives you a list of all potential such creatures, so that's probably what you did.

>>154215730
It's pretty common.
>>
>>154131263
>we both agree
did 4chan turn gay
>>
>>154204075
mostly the survivability of the new players of /dfg/
>>
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What do you guys usually do for food in the early stages of the fortress if there's nothing to hunt or fish?
>>
>>154218773
plant and fruit gathering?
should be enough until you start farming shrooms underground, if the biome allows it
>>
>>154210957
>Why do you want to have military, strategy and battles? just go play AoE

When will they learn that DF aims to be the most detailed story creator that has ever existed?
If something is important at making tales, it's gonna be part of a game like this
Sex and love are some of the most powerul reasons to do anything in the world, so they should play a vital role in the game
>>
>>154218000
>I think you'd have to be using mods for there to be a jumping spider man civilization
He wasn't talking about there being a jumping spider man civ, he was talking about there being a civilized population of jumping spider men. As of .42 animal men can join civs during worldgen (and maybe after). If you have animal men visit your tavern/temple/library they came from such a population. Usually only a handful of animal man species will civilize in a world, and most of those will be in elven civs. Those will appear in the same list as other civilized races instead of the intelligent animal man list.
>>
>>154218773
Bring extra food, eat pack animals, egg farming, plant gathering.
>>
>>154218449
a long time ago, yes
Luckily, it's not as bad as the bay12 forums, that's what I meant with the other post
>>
>>154214451
there already is a partial trait-selection feature in the game. mostly for hair and eye color, and the system goes a bit wierd when there are different castes that have different sets of traits available.
>>
>>154208085
Seomwhere around 7-10 steps
>>
>>154220419
Everything related to biology(aging, genetics, the health system) could use a lot more thoughts, and it worries me that Toady never adresses this
>>
>>154207791
There is a map loading when you cross about 48 tiles but it's a pretty brief pause unless there is a ton of shit in the next embark tile.

Are you in a huge town or dwarf fort? World-gen forts are horrible lagfucks now that all the dwarves down in the lower levels want to come upstairs to visit the tavern/library and vice versa.

>>154215730
You want to find someone with a flashing tile, whether a soldier or noble or regular schmoe like a farmer or mechanic or something, it is generally the "this is an important histfig" cue, and they will usually be better informed.

If you're out wandering around and see an * moving across the map in a single direction, particularly ones which don't trigger an ambush, drop out and see if it is a soldier or bard or whatnot, soldiers traveling like this will almost always be treasure troves of info, performers and such are still usually well informed.

If you can find a town or whatnot with a tavern, tavern keepers are always super well informed, and if they don't know specifically where things are, they'll probably give you the name of one of the soldiers in the tavern who will be well informed.
>>
>>154218773
Gather a bunch of plants
Dwarves will eat them and give you a ton of above ground seeds
If you have a huge rock layer just farm above ground for awhile to get your food reserves up (Assuming you have soil)

Other then that start digging my friends
>>
>>154220419
The fact that in all these years he never made liquids moddable or added more kinds of liquid worries me that he doesn't give a shit to
>boats
>sewers and disease
>biology, farming and irrigation
>>
>>154222594
Can I sustain my dwarves on purely plump helmets?
>>
>>154222974
Of course
it's the main source of a dwarfs diet
with high amounts of testosterone it's the perfect bulwark of your fortress' nutritional needs
>>
>>154222752
>boats
He definitly cares about boats. He used to be a member on the forums of Pirates of the Western Seas, a 90's graphical roguelike which shows pretty well how the movements of large ships can be emulated in a tile-based game. So boats are definitly high up on the list. Remember that the final goal for adv mode is for it to become a decent, playable version of Daggerfall.
>>
>>154222974
You can, but they do complain about having a lack of variety of food/drink
>>
>>154223886
>Remember that the final goal for adv mode is for it to become a decent, playable version of Daggerfall
I haven't played daggerfall, but I don't think it's what DF is supposed to be
>>
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>>154222376
No.
Just walking through mountains and plains and such.
I'm in adventure mode.
I assumed it was normal until my patience wore out.
>>
>>154224587
I've played the shit out of daggerfall and agree with you completely. They have almost nothing in common outside of more-or-less-tolkienesque mediaeval fantasy settings.
>>
>>154225631
>climbing
>huge RNG'd cities
>justice system(adv mode doesn't have it yet, but as of the justice release, it will)
>plus, the mood
I still think the two are pretty much alike. Even more so once DF gets boats.
>>
>>154226093
I mean, we all have that game we fucking love, and that we want to be part of DF, because DF, well, aims to contain everything, but even if DF can/will be everything daggerfall is, that doesn't mean they actually look alike for shit for now
>the music
That I know I prefer daggerfall to DF
>>
The game doesn't recognize saved worlds I put in the folder, only those That I created myself
Anybody has this problem?
>>
>>154218449
"4chan makes you gay" was a fairly common sentiment around 2006 or so, maybe we've come back around to that.
>>
>>154225106
Hmmm, large outdoors areas you're probably not so much getting a lagspike as you are noticing the blips when it goes from FPS:89billion to FPS:300 briefly as it loads a new set of embark tiles.

If you want to see exactly what I mean, stand somewhere and look around you and see how far you can move the cursor, then move in a given direction until you see the screen stutter for a second and see how far the cursor goes now, if you pull up the construction screen you can also see how the 3x3 block you are in originally changes as you move far enough until you're over in a different 3x3 block and so forth.
>>
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>>154222974
Yes, for at least a few years.
>>154227052
I've had that happen when I try to use saves from an incompatible version, but not otherwise.
>>
>>154219473
If they play a role in dwarf fortress, it would only be as motivators to do something, sort of in the same way as people's (currently useless) life goals. They should either remain as background flavour to spur people to kill or betray people, or form allegiances through love. If it was included in the visceral sense some imagine, it should be kept as a way to procreate and pass on genes, and remain as difficult to control or uninspiring as forcing two dwarves to be friends.
>>
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>>154223227
Those plump gainz
>>
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These farms are 2 tiles away from each other

the top one has shitty crop options, the bottom has TONS

whassup?
>>
>>154229914
Top tier mate.
>>
>>154229914
>elf girls
>useful for anything other than being turned into charcoal and used to fuel my metal industry

when will this meme die
>>
>>154230137
Maybe different biomes, has one been exposed to the surface?
>>
>>154230137
It's partially above ground, and so can grow above ground plants. I bet there's a hole in the roof(even if you sealed the hole, the tile will keep its above ground status).
>>
>>154230137

one farm is on fertile soil,

the other is shitty clay.

this ain't rocket science, dingo.
>>
>>154230409
>this ain't rocket science, dingo.
You're right about this part, which makes it even more ironic how extremely bad you fucked up in the rest of the post.
>>
>>154230137
The bottom one counts as being on the surface, the top one counts as being underground.

>>154230409
I hope you're trolling.

>>154230242
>Look at how edgy I am! I can talk about imaginary people like I imagine the Nazis would!

When will this meme die?
>>
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>>154230907
>defending Elves in /dfg/
>>
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>>154230907
>>
>>154231436
If you look at my post again, you might notice that I didn't say anything about elves, only about the behavior demonstrated in one of the posts I was replying to.

>>154231473
I entirely agree with the text in that image.
>>
>>154232071
kys retard
>>
>>154229892
I agree completely with you, There is no much need to show anything but two dwarves flashing a heart while sharing the same bed
I don't want a sex report page like the combat one, I want sex to exist and become something real in dwarf fortress
A fantasy world where you can shag the queen, and have armies sent before you when your king discovers the adultery is really appealing to a lot of people

Really, no need to have sputters of cum in the walls or anything, but allow for consensual and non consensual sex to exist for the sole purpose of realism and catharsis into the game

It would add soooo much, in terms of inmersion, though I agree several psychology updates will be needed to make it not look like a trainwreck of a system
>>
>>154232071
>>154230907
https://www.youtube.com/watch?v=zYPhXA2zHCU
>>
>>154232071
Come on man, it's all in the spirit of fun to emulate how the dwarves might see those pesky tree-huggers. I imagine it gets tiresome but eh, its part of the fun in playing df, using your imagination to bring life to the little smiley faces standing next to a blood soaked trade depot.
>>
>>154232351
In fortress mode it sounds fun, but i have no idea how it would work in adventure mode without having to read some cringy shit in the text, and the major hassle of unequipping everything and reaquipping for a hasty exit out the royal window.
>>
FUCK

lads im COMPLETELY out of beer and beermakign materials, and my animal well just ran dry

how do i make some emergency alcohol?
>>
>>154232959
Gather above ground plants
Dig for the caverns and pray for water
Hope a caravan shows up?
>>
>>154204518
>>154204762
>>154204876
also remember that the quality of mechanism and weapon still count towards accuracy and effectiveness.

a set of 10 masterpiece serrated discs in a masterpiece mechanism weapon trap is about as good a weapon trap as you can get...
untill it gets jammed with a body part; then it's completely useless until cleaned. (1 trap with 10 parts vs 10 traps with 1 part)
>>
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>>154232839
well, some anon has already tried imagine a satisfactory system for flirting an relationships in general
You judge
>>
>>154233179

based human traders just brought it in

bought 275 units of beer from them, which saved me from a tantrum spiral

phew
>>
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>>154233316
>trading on equal terms with literal mudhut-dwellers
fuck oomans, you should jst have seized their stuff
>>
>>154233569
Humans are bro-tier in the df universe, keep your bigotry out of this thread you devil.
>>
>>154233295
Ok nah, this just convinced me I definitely don't want to see this in adventure mode.
>>
>>154233295
The dialogue in that image actually isn't flirting though, its straight up dirty talk/sex stuff. You can have tasteful/romantic flirting too.
>>
>>154233896
>Humans are bro-tier in the df universe

> values can be between +30 and -30
> slavery is "acceptable"
> no steel, rarely iron

bronze-age human culture ain't "based" ya shitter
>>
>>154232605
I don't object to a little good natured joking about aboveground wooden fortresses being too elf-like or whatnot; as that is in line with what I imagine dwarves might think of it. But it does indeed get tiresome if every time anyone mentions elves or anything remotely related to them in any way other than some form of "I hate them so much, I wish I could disembowel them all, but without getting any filthy elf blood on me, since it, along with everything else about elves, is so inherently abhorrent to all right thinking people, unlike the blood of every other living creature, which I also enjoy spilling in gratuitous quantities" someone has to post some similarly edgetastic version of such, along with insulting the person who failed to do so in the first place. And that's not the way I imagine the dwarves being, nor do I think it's the way Toady does, as evidenced by the fact that they don't kill elves on sight and in fact are happy to engage in trade and diplomacy with them. I'm sure it is the way some people like to imagine the dwarves, but they don't have to be so annoying about it, just like I don't have to be annoying about projecting my version all the time. It really does feel like half the people who do this are kiddies who would be on /pol/ talking about gassing kikes if they were allowed to go to the 18+ boards by their parents and the other half is doing it for no particular reason except to fit in.
>>
>>154234028
>>154234185
well, it was just some try from my part, gee
I'm genuinely ineterested in other anon's flirting system
was it that bad, what did/didn't you like
>>
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>>154235000
I agree, we need to talk about how to disembowel and burn goblins in the best fashion more often.
>>
>>154235000
I can't believe you're such a butthurt little autist you just wrote all that because memes make you screech like a little piggy
>>
>>154234028
i dunno why it has to be presented in a combat text type style necessarily. is there much point in establishing a romantic tone anyway? when at any time you could just stand up over your partner and jump kick them into a wall.

i feel like it could be made as vague as 'You spend some time with [waifu]' and skip some time via fast-travel map. ideally some kinda middle ground could be struck to allow for some interactivity. without being embarrassing to play.
>>
>>154235163
Oh I don't think its bad in itself, I just feel it isn't "flirting." It's pretty plainly dirty talk. And as such it ain't bad, I just feel it isn't really flirting. Like, that's the stuff you say after you're in a relationship, not when you're trying to woo someone in a tavern.
>>
>>154235376
Yeah, on second thought, when I imagined the situation that I was 'describing', Im pretty sure they were already a couple

I actually wrote that screencap long ago to experimentate a little bit with non verbal communication, and some rather primitive real communication system, so yeah, I kinda misused it earlier, you're right
>>
>>154235338
That would be sufficient for adventurer dynasties.
>>
When is toadying going to bring sparring back?

It's like he loves to mock us by making this super complex medical system, only to remove the one thing that prevents your doctors from getting rusty.

Normal military training is so boring right now.
>>
>>154235285
Wow, you're right, I really should be ashamed of myself for typing more than 140 characters at one time, and even more so for having any actual opinions about anything. I shall go hang my head in shame as I eat my dinner now. Hopefully that will appease you and I will be allowed to take part in your cool kids club again when I get back.
>>
>>154236113
???
>>
>>154235338
I'm now imagine a sex game that's as complex as combat, with stuff like arousal meters and sexy talk dialogue options.

This is incredibly amusing to me.
>>
>>154236113
Dwarves spar now. You mean sparring injuries? Hopefully never.

You can assign your doctors to scholar positions, and not only will their skills not rust, they'll improve. Works for mechanics too, if you can't keep them busy.
>>
>>154235338
>>154236345
I mean, in a story, some things are explicitely shown, and some of them are not, an are fast-forwaded, but that should be left entirely to the player
although the great fun of adventure mode is achieving things yourself, no just hitting a button and going forward to the point where you marry the girl after having slain the dragon.
Although, similarly to a book, you can retire the adventurer to the time being after his story is over, the things you do in adventure mode should be done by yourself, and that includes knowing and having relationships with people
>>
I wish there was more info on topics on the wiki. I mean what effects each form of research unlocks.
>>
>>154236256
>>154236367
Fuck I've been away for so long

Sorry I guess I've been hanging around with Elves too much
>>
What days are the three different events toady is gonna visit this month?
>>
So what kind of shit do you do for your nobles, dfg?

I'm planning on filling my future noble's tomb with statues of my militia, a la terracota army, so he's always protected from evil.

inb4 a lever in his room
>>
>>154245767
I do an egyptian thing and fill their tombs with gems, coins, gold and silver, weapons, etc.
>>
>>154245767
Schedule them for some naked wrestling with some angry cave ogres then dump their bodies in magma.
>>
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>>154229914
>>
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>>
Tell me about gremlins
>>
>>154255980
You shouldn't have fed it after midnight. Keep it away from water.
>>
Any good lets plays to watch? Just something worthwhile before I go to bed at night.
>>
>>154258647
Before you go to bed you should shut off monitors and tv's and probably just read a book
>>
>>154256893
What about gorlaks?
>>
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Well, it is doable to build submerged volcano homes without them being drained via glitch, was even able to make a cavern access staircase (the lower of the two) by caving in a floor through a section where there was magma right underneath.

I can't drain water into the magma layer sadly, all the lakes in this camp are too far above the magma, but there's a magma pool I was going to use as a backup entrance if I couldn't find a closer one.

The whole area here was submerged and bit by bit I cleared it with water dropping via minecart reactions (and a macro cause fuck doing it that many times manually) and in several cases literally swimming on the lava flows while dropping water as it destroys magma just fine down there that way.

Used caveins from above to get cleared out space, ice floor drops to alter the shapes some, happy enough with how it is, but I wish I could find a spot where I could punch through into hell. There's a candycane right under one of the cavern lakes but I don't see any spots I could get a collapse set up to try and breach it.

>>154250292
You the same anon who did the plump gains?
>>
>>154236113
>When is toadying going to bring sparring back?
What did he mean by ths?
>>
>>154261283
You can feed them whenever you want. They enjoy soapy baths.
>>
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>the bay12 modding subforum
>>
>>154235338
While I agree too much interactivity would be cringey to play, I'm not convinced the classic fade to black is fitting in this game. I guess wooing someone could use similar methods to debating, and that would be fine for gaining a mate and stuff. The problem comes comes when the game has to let you know the two ascii characters have just fugged, without it being crass. Maybe the solution is just copying what happens when you dance or sing. The two characters find a bed, flash on it, and the text says "you conclude your performance".
>>
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post 'em
>>
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>>154265415
>cropping the name out
>not showing the description
nice job

I'm really 'mirin' that price tag
>>
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>>154265415
this was worth like 1,300,000 dorf bucks
>>
>>154265352
>I engaged in satisfying coitus with Urist Thunderbone, how exciting!

>>154265415
>accidentally kill one of my dorfs digging out a cistern
>didn't see they were dead, just wounded
>couldn't find them
>used dfhack to locate them but they wouldn't move
>healed them up
>find their body later
>wut
>get curious about it
>trigger a fell mood
>nish gets turned into a bone crossbow
>resurrect her again
>hmmm
>another fell mood
>nish gets turned into a weapon rack or armor stand, forget which
>hmmm...
>bring her back again
>assign her a crossbow made of her own bones to train with
>have her squad assigned at another artifact made of her bones
>she must be really tired of all this by now
>>
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>>154267028
>Oh... uh, hey there Nish, I didn't know you were... uh, around.
>Wait, isn't that your coffin?
>Oh it is? I thought we put someone in there though.
>We did!?!? Who, how did we get the wrong... wait, say that again?
>That's your body?
>O-oh... I'm gonna uh... go puke for another reason now.
>>
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>>154267179
>>154267028
>squares
>>
>>154267303
I WAS NEW OK, I DIDN'T KNOW BETTER
>>
>>154267672
>was
sure thing buddy
>>
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>>154267303
>>
>>154267795
but... but... ok.
>>
Dwarf recieves succ from elf

>mfw
>>
>>154268949
So, were are half-dwarves half-elves gonna be in-game?
>>
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>superior strength and superior toughness
>night creature knocks me unconscious with a single punch to the head anyway
>THREE THOUSAND (3000) ANNOUNCEMENTS OF HER TRYING TO BITE MY HEAD OFF
TOADY FIX THIS SHIT GAME I JUST WANT TO BE A CUTE GIRL AND SLAY MONSTERS
>>
>>154269465
hey man you try punching a cute girl in the head see how she takes it
>>
>>154267303
what's wrong with squares?
>>
>>154269465
-4 strength is real
>>
>>154270569
Wait is that actually a thing in game? Does the gender affect stats?
>>
>>154270767
not for now, could easily mod it thou
>>
ITT: ACTUAL rectangular tileset users
>>
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>>154271217
Someone light the NonSquare Signal?
>>
>>154270886
Im a retard, I forgot about that -4 strength outrage from that DnD patch.
>>
>>154250292
Upper body on the right guy is too big. The perspective is a bit fucked. I still saved it though.
>>
>>154272749
>The perspective is a bit fucked
Nah, they're just smiling to the camera. Too bad they're wearing helmets.
>>
>>154272416
And who would answer the call? The Bizarrely Proportioned Avenger? A Knight of the Oval Table?
>>
Is the 3x3 stairway being bad just a meme or does it actually cause problems?
>>
>>154273995
complete and utter meme
Temperature causes a thousand times more lag, and as you know, temp isn't that bad
>>
>>154273995
>does it actually cause problems

it looks awful and my visual space is ruined
>>
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>>154273706
>implying squat little squares are somehow superior
I feel the need to laugh haughtily now.
>>
What is the optimal staircase?
>>
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>>154275092
A pretty rampcase.
>>
https://www.youtube.com/watch?v=uR1zsvZGrl8
>>
>>154275398
not this again
>>
>>154275092
optimal for what?
>>
>>154275092
Anything more than 3x1 is unnecessary, but I say just go with whatever you think looks cooler.
>>
This board might be slow, and dead, and filled with autistic dwarf fortress players, but honestly, you guys are pretty cool. Thanks for being less shit than I expected.
>>
>>154277397
A/S/L?

Please respond
>>
>embark
>fantastic area, loads of coal, iron, trees etc
>play for a while
>my three designated creatures are fucking garbage monkeys, badgers or someother worthless rodent

Why the fuck is there only 3 types of animals allowed per map its so fucking stupid, literally had to embark 7 times in a fucking row in a jungle just to get an actually interesting animal like a tiger and the area was total dogshit
>>
>>154277425

196
Male
Matul Remrit
>>
>>154277397
dfg's honestly one of the least shit generals I've seen. Probably helps that the nature of the game itself keeps the majority of the retards away while also having nothing for waifufags.
>>
>>154277829
Cutebolds
>>
>>154278007
Haven't seen any in the past 3 threads. Basically a non-issue.
>>
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Hi guys,
I've made a little game about conquering a dwarf fortress with the army of cats during past LD (you never guess what was my inspiration for it).
Now I've finished polishing it and you can embark on the conquest from here (it's free of course): https://noro.itch.io/cat-o-pult
>>
>>154277397
no problem bro, glad to be
If you like this general, you could try to contribute some OC, be it suggestions, drawfagging , etc.
That way you can give something valuable to the general
>>
whats the best animal man for adventurer mode?
>>
>>154279289
In terms of kicking ass? By far the Elephant Man. Shit can kill most things just by looking their way with a scowl.
>>
>2016
>wax and honey still have a base value of 1

Literal meme industry
>>
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what a fucking """artifact""" lad
>>
>>154282148
schist?

more like

schist
>>
how difficult is it to play adventure mode in caverns?
>>
>>154283530
BoredomuntilrektbyaGCS/10
>>
>>154277829
I've said it before, the only reason this general doesn't have waifus is because the romance/beauty/fuggyfuggy/whatever update hasn't seen the light
The moment Toady adds those, we will be flooded with waifuposters and furries modding unicons to have intelligence
>>
>>154278860
>those Ursula's boobs
Work on that instead
you better add a lot of lewds, or I'll be pissed at you
>>
>>154283530

Besides the likelyhood of giant cave spiders, not really difficult at all, since there's usually plenty of cave creatures to butcher and water to drink. You might even find some sentient creatures to use as to be followers.

And I dunno if you can make sites underground, but if you can, you can perhaps build shelter there too.

Other than that, unless you have alot of imagination, I can imagine it to become tedious and boring after a while.
>>
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>be vampire swordsman human
>slaughter everything
>kill rocs by myselfs and murder dozens of trolls and beak dogs at dark pits
>go up against first web spitting enemy in the form of a quadruped titan
>get head caved in not knowing about webs in combat
>>
>>154284795
me on the left
>>
>>154285203
cave spider pls go
>>
>>154285615
fuck no. my clothing industry is totally dependant on cave spiders. whenever a cat kills one, that's a slaughterin'
>>
>>154285797
Honestly though there is nothing better than capturing a Giant Cave Spider and using it for it's sweet, sweet silk. When I accomplished that with two of them it was such a glorious moment. I think one got out at some point and had to be put down after slaughtering all my weavers, leaving the other one jobless. It was a good fortress.
>>
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When is toady going to add ninjitsu into the game?
>>
>>154277639
I'm dead certain that there's no "3 types of wild animals per map" limit. I'm fairly sure there's not even a "3 types of wild animal per biome" limit. My current main fortress spans two biomes and I can recall off the top of my head seeing wild mountain goats, ravens, kestrels, kangaroos, wombats, and turkeys.
>>
>>154287282
At the same time that he adds katanas and the ability to whisper "nothin personnel".
>>
Does knowledge/topic add anything to a fort yet? I'm holding off until researching stuff has gameplay value, no matter how minor and trifiling (like unable to see the date until calendar or whatever related to is gets written) becomes a thing
>>
>>154288517
Your doctors and mechanics who ponder, discuss or write about relevant topics will train their skills. It's a very small amount, but enough to keep some skills from rusting. Of course, if your proficient surgeon is into bird migrations for some reason that's not going to help, but they seem to prefer studying topics that are related to skills they already have.
>>
>>154288517
Some needs get fulfilled by reading etc. in a library. That's a gameplay benefit.
>>
nob here

What do I do with all the stone laying around after digging? I made huge stockpile but it got filled very quickly and there's still tons left.

Should I make blocks out of them? I don't want to cheat with quantum thing.
>>
>>154290247
leave them
make rock crafts
make rock furniture
build walls and shit
make blocks and build walls and shit from the blocks
>>
>>154290247
d-b-d
>>
>>154290247
Stockpiling stone is a newb trap. You should stockpile ores near your smelters, and stockpile individual stone types that you have a specific project for. Otherwise just leave it where it is. Hide it if it bothers you to see it everywhere.
>>
>>154290319
>>154290475
>>154291142
Alright.

Next Q.

Do war dogs breed normally like dogs? Can I just make all dogs war dogs?
>>
>>154291449
Yes. Yes.
>>
How can I get water if there are no aboveground water sources, I havent found the caverns yet and my well has just dried up?
>>
>>154278860
>be on toaster because mobo crash
>"uh oh! your computer is too shitty for this game"
maybe next month, once I've got things sorted out
>>
>>154292574
search for the caverns
>>
>>154292574
How did you fill your well in the first place? Any way, so far as I know, here's a complete list of possible water sources: oceans, lakes, rivers, brooks, aquifers, murky pools, watery caverns, all of which have various limitations and issues.
>>
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So I'm in my first siege ever. The warning was "The dead rise!", but it seems to be mostly goblins.

Lukily, I have a massive tavern and so I had a ton of guests run out and slaughter a good few dozen goblins.

I assume they didnt wipe out the whole seige though, because it still says "SEIGE" in the top left. So my question is, is there some "highlight enemies on map" options? Maybe I'm shit at reading ASCII but I can't seem to find any alive enemy combatants to send my small military after.
>>
>>154296270
Look up on the (u)nits screen. If it is a necromancer attack then they are in hiding (snek mode) and you have to find them to end it.
>>
Okay, my food+wood industry is going fine, this is my first time playing.

What the FUCK should I focus on crafting or what workshops as a new player in the first fort?
>>
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>>154296397

oh FUCK

i thought that the massive amounts of dwarf and goblin corpses meant that my guests had killed a bunch of the enemy before dying, but THEYRE ALL ZOMBIES

I have 6 soldiers vs 64 undead, oh my fucking god.

looks like it might be FUN time for my first fort...
>>
>>154284278
Ewww! But she is just a child!
>>
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>>154296586
Have fun anon. And Necros keep reviving shit in their range while sneaking.
>>
>>154296554
build one of everything just in case you get a mood, but focus on making a masonry workshop, use that to make tables and chair for your dwarfs, make lots of beds for them as well, you should also consider setting up a furnace to melt ore and a forge to make that ore into weapons and armor
>>
>>154296554

build metal, cloth, soap, masonry and kitchen industries
>>
>>154272448
What? Where?

Sounds hilarious.

I found some article about DND next but idk if that's what you meant.

But like. Couldn't the GM just change those himself if they didn't include it in the "official" stats?
>>
Holy fuck I had no idea the combat in this game was so good

>zombie rounds the corner
>speardwarf attacks and misses
>speardwarf then screams in rage and punches the zombie in the head, knocking off its helmet
>axedwarf steps in and beheads zombie in one clean stroke

fuck combat in games is so much better when you've been interacting with the combatants for the last few hours and actually care about them
>>
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>>154296650
excuses
>>
>>154298612

related: are there any utilities i can use to get a better idea of how combat is going? i keep missing vast swathes of alerts and i dont really know if my dwarves are winning or not lmao

so far we've killed 23 undead without taking any casualties, but they just keep rezzing and the constituent parts attack over and over again
>>
>>154270569
wtf i hate toady now
>>
>>154290247
Fuck off ork.
>>
So I became a werebeast by toppling a statue which I needed to do because I'm missing a arm and leg, will my 7 companions attack me when I transform?
>>
>>154300423
ye lol
>>
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I've seen things you people wouldn't believe.

Bards singing on the tables of The Defended Cinnamon.
I watched amesthests glitter in the dark near the Tannhäuser Gate.
I've seen the legendary sceptre Shimmergoaded the Haunts Of Weeping rest enshrined in Goden Gurcatten's stately tomb.

All those moments will be lost in time, like... tears, in the rain.

Time... to die.
>>
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>>154301463
>>
Can Turkeys just roam around the meeting place freely? I read they don't need to eat. So I'm just gonna wait for them to fuck and kill them for meat.
Also will they use nest boxes like chickins?
>>
>>154301672
Yea, but its alot smarter to pen them in a room with nestboxes.
I think they also attract vermin around them.
>>
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>>154301463

;_;

RIP Pulledbolts, you were a good fort
>>
>>154301790
Can I pen turkeys and chicken and geese in the same room with nest boxes?
>>
>>154301672
>>154301992
sure
do't let the dwarves steal the eggs though, or else they won't hatch
>>
>>154302080
I guess I will keep the doors closed until the room explodes with poultry?
>>
Do anybody else mod in headbutts and flicks in game, just to have more variety when atacking?
>>
>>154302321
Yup, or just forbid the eggs that are layed.
>>154301964
Loosing is fun
>>
>>154279289
Jumping or Brown Recluse Spider Man: [NOFEAR]

Peregrine Falcon Man: Spd 6.2

>>154283530
Well, I like to use the fact that I'm magma safe to build silly shit inside and under caverns, if you can swim through magma then it is totally possible to set up entrance/exit links at volcano tubes, even ones which can be used by other races which aren't magma safe (this one being an example, the upper stairs there are dropped down through the magma with a wall around it, the lower one comes up through a cleared region of magma to a hole I punched in the floor) but make sure you have an axe before you go into them.

You can glitch out of a cavern by climbing on to, then laying down and standing back up on the little pentagon tiles of a tunnel tube and cutting the tree down from there.
>>
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>>154303361
Whoops, forgot the picture.
>>
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>>154298971
Hey! She is still under 100yo! I can't possibly show underage girl's boobs in a game, do I?
>>
>>154301790
>I think they also attract vermin around them.
Only happens on soil, and the vermin disappear immediately.
>>
Was world gen changed recently, I find that there are a lot less deserts than there used to be, anyone else noticed this?
>>
>>154305491
No.
>>
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What seems to be wrong here? I have ruff gems in stockpile but my gem cutter says there are none. Stockpile is accessible, he went and took other type of gem instead.
>>
>>154307261
Don't use bins.
>>
>>154307367
If I set bins to 0 will they take the gems out and put into stockpile?
>>
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>>
>>154307950
Noice.
That some OC?
>>
>>154290247
Make a stone stockpile near an area where you plan lots of stone constructions.
>>
>>154307950
That... fits pretty damn well.

>>154308204
Never seen it before, I'd say yes.
>>
Is there any benefit to wearing multiple pieces of the same clothing/armor?
>>
>>154307761
No, you'll need to dump them. Set a 1-tile dump zone in the stockpile, the d b d on the bin. Then loo(k) at the bin itself and undump it. That will cause them to remove the gems, and then you can reclaim them. Dump the bin elsewhere once it's empty.
>>
>>154301463
That's my third count of that quote adapted to DF in these threads.
>>
>>154309627
If they fit and cover you fully, then yeah it is handy to have them as additional layers if you feel like dealing with them.
>>
>>154304328
No, you can't
you must
>>
>>154310527
Instructions unclear. Undump? You mean claim?

Care to explain step by step?
>>
The military system is so fucking confusing to me
>>
>>154312970
No, he means to designate the bin holding the gems for dumping in [k], then press enter on the bin in loo[k] and it'll bring up the description for it, then just press [d]ump to remove the dump designation on it. Your dwarves will take the gems to your dump zone for you to reclaim. Then just dump the bin somewhere else by deactivating that dump zone and making a new one somewhere else.
>>
>>154314674
'm'
make squad
pick metal armor as uniform
fill with ppl who know how 2 fight
's'
set squad to active
build chest
turn chest into barracks
make squad train ther
>>
>>154314674
http://dwarffortresswiki.org/index.php/DF2014:Military_quickstart
>>
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>>154314908
>>154315093
thanks senpai
>>
>>154299043
The easiest way for me is to just watch your dwarves and count how many are flashing.

Red flashes mean they're dying, grey Xs mean they unconscious, blue exclamation points are fear, I forget what extreme pain is. White I think?

That's how I do it, either way.
>>
Anyone know where timbukdrew is from? He's obviously not a native English speaker.
>>
>>154317006
who
>>
>>154307950
>tfw someone reposts the OC you didn't even remember you had posted
In retrospect, I wish I had come up with a better name.
>>
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>>154317418
>he doesn't know about the 'drew
>>
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>>154316980
>>
>>154317006
Netherlands would be my guess. I forgot why I thought so.
>>
>>154317616
Who are you quoting?
>>
>>154317885
This is out of date.
>>
>>154319624
Yeah, there are a few that need to be added and some changes as I recall, but it covers the "oh shit things are going bad now" ones.
>>
>>154302652
>>154302321
I find that simply disallowing eggs from my food stockpiles and kitchen works fine.

>>154307261
Containers are largely borked. Don't use them for most things where you'll be putting things in and taking things out a lot.

>>154307761
>>154310527
I prefer setting the stockpile the bins are in to not accept any of what the bin has in it, and link it to a stockpile which does, but doesn't accept bins. The bin stockpile does still need to accept at least one item in the general class though, so if it's a gem bin and you have no crystal glass, set it to accept only crystal glass.

>>154317006
I haven't seen him communicate in words enough to get that feeling.

>>154320098
Terrified and distracted are missing.
>>
>>154321376
>I haven't seen him communicate in words enough to get that feeling
Me neither. why do you think he is a foreigner?
>>
how do I give vampires the ability to transform into wolves and bats?
>>
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This is probably my 4th adventure.
The other three were fairly short because I'm bad.

So guys, how should I proceed in this rather small world?
>>
>>154323823
Proceed to your tileset folder and delete that hideos abomination.

Alternatively, go fuck up some gobbos.
>>
>>154323095
I don't think that he is or isn't a foreigner; I have no idea where he's from. That's what I was trying to say, that I haven't seen him use words enough to tell anything about his ability in the English language.
>>
What do you think is the mineral ocurrency value of our world, /dfg/?
>>
>>154325183
By real-world definitions, it's as high as it can be. Literally all rock is full of minerals.

By videogame (especially DF) definitions, where only ores and gems count as minerals, it's pretty low. Definitly lower than the standard in DF.
>>
>>154325672
Or maybe the problem is that humans don't dig deep enough.
>>
>>154323712
Whatever anybody may think of the dark ages mod, it is an excellent resource for seeing how to do a lot of that shit, and I couldn't explain it better than saying to go look through the raws in there, it has too much stuff by default for my taste, but parts of it were very important in helping me learn how to mod towards whichever goals I intended.
>>
>>154327854
>dark ages mod
you mean, Mastershit Lite?
>>
>>154325183
>>154325672
In this line of questions, how would you place the hostility and the fanatsy sliders in our world?
from 0 to 100
>>
>>154328093
>hostility
Pretty low. We have war, but no night trolls, vaps and werebeasts. Probably around 30-40.

>fantasy
Depends. I'd say 0, but I know a lot of people actually believe in superstitions like "the market". For them, our world must seem totally intertwined with myths.
>>
>>154328093
>fantasy
0
>hostility
I dunno, 25? 50?

We don't know what the hostility scale is going be relative to, just that 0 means that nothing bad ever happens.

We know for a fact that the fantasy scale defines "mundanity" as being realistic, so real life is the 0.
>>
>>154328736
oh so it's shit for casuals

great
>>
>>154296586
kek

That happened to my first fort.

Undead wandering around. One Dwarf was sleeping through the ordeal. He finally woke up saw dead things running around and ran back to his room to just die of fright.
>>
>>154309627
Makes you more durable
>>
>>154328006
Hey, if I was gonna point someone at a big mashup modpack, it would be DA for sure, but like I said, it's more that there are so many takes on various archetypes and such that it is a great spot to crib methods from. Sparking has a lot of neat tricks too, but the coolest shit it does requires dfhack to work.
>>
>>154314674
>>154314908
Seems kinda weird to me too but if it's really that easy maybe I'll practice a few times.

There's just so much shit to figure out and have FUNâ„¢with while I'm learning I've put military on the backburner for a good while now.
>>
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>>154329821
>Chad thundercock
>>
>>154329821
Does it affect movement, dexterity, or my dorf's ability to swim, climb, or wrestle?
>>
newb here, how hard is it to deal with aquifers?

i've always avoided aquifers when starting a new fort but i guess it's time to man up
>>
>>154330865
Hit up the wiki's tutorial, it's pretty good.
>>
>>154329336
The current game isn't the maximum hostility, silly.
>>
Holy shit, my hunter just solo battled a pair of wild boars 1v2 with bone bolts and won, and now we have huge stacks of meat.
>>
>>154332192
praise the hunters
>>
thump
>>
What is a good tileset to use that has actual color and images?

The ascii isnt doing it for me.
>>
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>>154335895
>>
>>154307261
>stretching screen shots
>>
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>>154335895
Tilesets don't have color, graphics sets do, check out GemSet if you're after color and detailed but legible creatures, Spacefox if you want color and cuteness, CLA if you want to be awesome but still use graphics.

This is the text tileset for GemSet.
>>
>>154321376
>I prefer setting...
I would prefer doing that too. It doesn't work, though. That's the reason for dumping it. Once an item is in a container (not just bins, it affects barrels and pots as well) it won't be restocked, or moved for any reason other than being targetted by a job. You could delete the stockpile entirely and make a new no-bin stockpile right next to it, and your dwarves will leave the whole bin of gems sitting next to it for all enternity without stocking a single one until you either allow bins in your new stockpile or dump them out of the bin.
>>
>>154336332
Did you make sure to disallow the gems that are in the bin from the stockpile the bin is in, while leaving at least one type of gem as allowed in the bin's stockpile so as to keep the bin assigned to it? It always works just fine for me. I often do it with leather just to get all of one type of leather into the same bin, or to consolidate 9 partially full bins into 7 full bins or whatnot.
>>
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>>154277652
Name me hero.
>>
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>>154277829
/dfg/ is a force to be reckoned with
>>
is there a good way to get my derfs to spar?

My spearguys wont spar, they just do dodging demonstrations and individual combat drills all day.
>>
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>>154339925
I wonder if any of the music or poetry threads are still alive on Bay12
>>
>>154339925
What board was that screencap from?
>>
>>154339925
Well, we've got at least the one local retard, so I guess I filled the quota.

>>154342154
Stop reminding me that ksbd update is due but not up yet!
>>
>>154342674
This very general.
>>
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> keep telling myself it's time to play dwarf fortress

> play some other game instead
> do some chores instead
> shitpost on 4chan instead
>>
>>154342753
I doubt it
>>
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>>154336220
>CLA if you want to be awesome but still use graphics.
This looks retarded.
>>
>>154343435
https://foolz.fireden.net/vg/thread/95067362/#95074383
>>
>>154343829
not an argument
>>
>>154343960
Are you a total imbecile, or just trying to bump the thread?
>>
>>154343465
There is something wrong there with your save.

Get the new CLA version, delete the raw folder from your df/data/save/region# folder and paste the CLA one in there, but I prefer other tilesets with the CLA graphics myself anyways.
>>
>>154344350
>I can't notice shitposting from a mile away
>>
>tfw been playin Rimworld
>it just doesn't scratch that DF itch

I guess I'm back
>>
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>>154344353
Herp.
I see how this crap works now.

It's not bad.
>>
>>154344593
It's still option A or option B. Shitposting for its own sake is idiotic.
>>
>>154344791
Option A then.
>>
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>>154344665
You need to see the animals to appreciate it.
>>
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>>154345237
Yeah, I knew that was the main point.
The thing I dislike the most is the terrain tiles.
It's quite a bit of visual noise.
>>
How do I turn an armor or weapon stand into barracks? I looked at the wiki and it said to press q while viewing it but that's not working at all
>>
>>154345794
[q] [r]
>>
Just started.

I got Food, Bedrooms, Eating, Trade, Meeting all down.

What should I focus on as a new player at this point.

FYI I disabled invasions+aquaducts so I can learn this first fort.
>>
First time playing in like, 4 years

I forgot how long generating a world can take
>>
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>>154346642
Military.

Shit is complicated, so here's a thing to help you figure it out.
>>
>>154346642
Military, it's the most intricate thing in fortress mode besides stockpiles.
>>
>>154347770
>>154349269
Any military video that is meme free?
>>
>>154349954
Most of the military is vastly easier than people say. Just follow the wiki.
>>
>>154347087
Holy shiiiit I can't remember basic controls.

Also what the fuck I thought i chose mountains, not a flat fucking plain
>>
How do I get rid of roots?
>>
>>154352658
Chop down the tree.
>>
Here's hoping this candycane has a section I can punch a hole through with a cavein.
>>
>most of my fort is punching an unconscious elephant called Dakuzol who killed a hunter
>after half an hour a miner finally finishes it off with his pick

dang
>>
>>154356858
at least now I have like ten legendary observers. What does that skill even do?
>>
>>154357012
Mostly useful in adventure mode. Don't think it does anything in fort.
>>
>>154357012
should be useful when combat gets updated again and we actually have martial arts, hopefully then dojos will be a thing and it'll give idling dwarves who want martial practice the ability to do so without putting them in a squad.
>>
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If I wait long enough, will he leave?
>>
>>154345742
You can use the other tileset instead.
>>
>>154362060
>You can use the other tileset instead.
If by "other tileset", you mean GemSet, then I'll pass.
>>
>>154362230
The other one that comes with CLA you dumbass.
>>
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>>154362230
Should be something like this one I think?
>>
>>154362408
>>154364313
This one's not bad.
I question some of the alphabetical glyphs that capital A, just wat, but it seems maybe tolerable.
>>
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WELL THAT CAME OUT OF NOWHERE
>>
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>>154365750
Roc and roll, that's also Taffer's style, but he hasn't applied the full anti-aliasing and whatnot by hand on that one yet, I just saved a copy cause it looked nice.
>>
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I just noticed something weird.

Anyone remember how the keeps looked far better in 0.34? How they used to have multiple rooms, much like the current mead halls? I've noticed that towns lacking the lord/lady position tend to still have those keeps(albeit without the dungeons). Somehow, the "generated" positions of the human civs must be fucking up the keeps.

Pic related: I gave the humans the positions of the elves(who don't have site leaders), and they began using these multi-room keeps again. Someone should do more science on this, but so far, it's pretty obvious that it has to do with site positions.

Additionally, I've occationally stumbled upon keeps like this in vanilla, but they have all been run by bandits(who, as we all know, have their own RNG'd positions).
>>
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>>154365881
It started out so well too
>>
is there any benefit to assigning a temple to a particular deity?
>>
>>154366271
So it goes.

>>154366101
I think it's actually a thing with smaller towns, I've never seen the ones with the split entry room/upstairs in a town that had walls (# and larger) but I've seen a few towns with them that were just a +.
>>
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>>154366101
This time, I returned to the vanilla raws, but removed the [SITE_VARIABLE_POSITIONS] from the oomans. As expected, it resulted in multiroom keeps(as well as the inability to play as a hearthsperson). Note that the noble in the pic is the law-giver, not a lord/lady.
>>
>The Secret of the Humans, a human parchment scroll
well that's... weirdly fitting
>>
>>154366609
>I've never seen the ones with the split entry room/upstairs in a town that had walls (# and larger) but I've seen a few towns with them that were just a +
The thing is, even among the + towns, the vast majority has single hall keeps. When they don't, it always seems to coincide with the town being invaded or taken over by bandits.

In any case, I'll try genning a town with walls and check whether it still has the multiroom keeps.
>>
Wow I caged a giant cave spider and a cave crocodile by accident, lets set up some fucking industries
>>
>>154366762
Hmmm, now, I have seen a few that had been taken over by bandits with the multi-room keeps, but I've also seen them where bandits took over but it was just the big top floor room.

Since I added dorfs to the town making races I encounter a lot of them, of course, and their mountainous preferences means sometimes you wind up with a top floor and then like 7 or 8 or more levels below before you get to the catacombs underneath.
>>
>>154366580
I think it's just a flavour thing.
>>
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>>154366609
>>154366762
There. This is in a walled 200yo town. The only thing that can explain the multiroom keep is the removal of the [SITE_VARIABLE_POSITIONS] token.

Interestingly, there are still head priests and temples. Maybe this means that the clergy is affiliated with the civ, rather than the site?
>>
>>154367075
>Since I added dorfs to the town making races
Iactually tried giving the humans dorf positions, and I noticed that they'd still build singe hall keeps. This might be caused by the fact that dwarves still have site leader positions. Rather than the generated positions, this might be caused by the very site leader position, generated or not.
>>
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>>154367169
>>154367412
Update: I checked the legends, and there doesn't appear to be any actual "keeps" or "meadhalls" in the legends. That means that the multiroom keeps I see in the towns are actually some kind of place holder backdrops, rather than actual historical structures.

Also note that there are still catacombs(since they're connected to temples, which still exist), but not dungeons(because they'd be connected to the non-existant keeps).
>>
>>154346642
Minecart weapons and logistics.
>>
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>>154367738
Now, I tried re-adding the SITE_VARIABLE_POSITIONS, but instead of setting it to ALL, as in vanilla, I set it to LAW_MAKING.

This lead to the return of the lord/lady, as well as the ability to play as a hearthsperson. Sadly, it also lead to the return of the single hall keeps(which now show up in legends again).

I'm now 100% positive that the presence of a LAW_MAKING site noble causes the boring single hall keeps.
>>
any tips for creating a really Fun world?
>>
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>>154370480
P.S.
how's this?
>>
I'm just starting my second world after some necromancer !!fun!! destroyed my first fort.

I have a really nice embark spot, with the exception of a "Hot" temperature instead of the "warm" the wiki tells me to look for.

How big a problem is a hot environment for a fort?
>>
>>154371747
Murky pools will evaporate during the summer in hot weather. But you'll still have water if you embarked next to a river.
>>
>>154357012
When the love arc kicks in, you'll be able to know you fucked up after telling your gf that her friend is hot
>>
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so I wanted to change the default tileset
to do this, I turned on graphics, but I didn't like the example dwarf graphics included with the game
so I deleted them

now I get an "error: tileset not found: raw/graphics/example/dwarfs"

tl;dr can someone please post those example graphics and/or tell me how to get rid of them without getting the error?
>>
>>154366742
I Really hope we eventually get rid, at least partially, of the actual naming system we have.
It's sometimes funny, only when the names makes sense, like >>154307950 otherwise, specially books, don't appeal to me in the slightest
>>
>>154366580
dwarves go there to worship their god, other god, they dont go
You don't go to a mosque wearing a kippah, praying to jesus, dont you?
>>
Can I effectively mod the werebeast's speed of infection to make a zombie apocalypse
one day a month, at least
>>
So do goblins just make pits wherever they invade? Came across a huge elven retreat that shows it's houses on the map but the trees are nearly completely gone where they should be and there's pits and towers everywhere.
>>
nob here

I want to make a fancy tower for my markdwarves. I got the basics, but I have some technical questions.

What is the best height of the tower? Does height affect crossbow range? Can the layer of stairs serve as a flooring, can dwarves shoot from it?

And about fortifications, when I build the topmost wall, I need to carve it out right?
>>
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Do fisheries create flies?

I have a fly problem in this kitchen + fishery room, but there are no stockpiles there or anything else that could cause flies to appear.
>>
>>154381510
if there's no stockpile, the items are left at the workshop

hence create a food stockpile and make barrels (flys wont come if the food is in barrels)
>>
>>154381510
You need a refuse stockpile for the remains after fish cleaning.
>>
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>>154381652
And if it's something like Mussels you're cleaning, I recommend a craftsdwarf workshop too, dedicated to carving shells. I had a fort one time where it's trade economy was mostly based on shell crafts.
>>
>>154381510
>are flies spontaneously generated in meat?
>>
>>154383829
>[...]some come from putrefying earth or vegetable matter, as is the case with a number of insects[...]

Aristotle was right again
>>
>>154384131
well a lot of them do lay eggs there so he was ind of right in a way
just like hercalitus was right about fire burning inside all life, allowing it to function (in reality it's about burning calories, but pretty close)
>>
>>154384713
There's also a burning passion inside me.
>>
>>154384951
the starry sky above me and the moral law within me
>>
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>>154383829
>economically disadvantaged
>can actually afford vibrantly dyed clothing
>>
>>154386535
He's obviously a court jester, so he got the clothes from his lord. But if he's a court jester he'd probably get paid enough to not be economically disadvantaged.
>>
What the FUCK do I do with proper stockpile management?

PEOPLE SAY DONT USE BARRELS/BINS/JUGS/COFFERS

THEN THEY SAY DO USE THEM

WHICH IS IT? WHERE? HOW? WHY?

I FUCKING DEPISE THIS FUCKING "CANT GET SHIT OUT BECAUSE ITS IN A BIN" BUG.

WHAT THE FUCK DO I DO FOR STOCKPILES.
>>
>>154385894
>there's only happiness where there's serious effort an virtue, because life is not a game

Did Aristotle play DF?
>>154386743
he could be a poor lord
>>
>>154386807
In some cases containers tend to cause problems, in some cases they don't. The problem is that dwarves can have only one job at a time which interacts with a given container or any of its contents in any way and any other jobs which attempt to do so at the same time will get cancelled or otherwise interfered with. So you can use containers all you want if that's not going to be a problem or if you can put up with that problem. For example, I disallow barrels in my seed stockpiles, because if I don't then they keep putting 50 seeds into 50 bags instead of putting 50 seeds into 2 bags, since they can't find the seed bags that are in the barrel while someone else is trying deposit or withdraw seeds, which happens all the time. On the other hand, I find that bins work well for my leather stockpiles, since leather gets produced only on rare, easily controlled occasions, and gets used by only one workshop, which I also keep close control over.

It would be nice if Toady were to unfuck bins and barrels, but until he does we just have to learn how to work around it.
>>
>>154386807
The only time I forbid bins is in the cloth stockpiles. That's literally the only place where I've had any problems with them.
>>
>>154386807
Finished products use them, mats don't.
>>
I see you can build in adventure mode.

How do you mine, then?
>>
>>154386807
Don't use bins for any material that will be processed into another object. Use pots/barrels as you please unless you intend to run a barebones food operation with supply as close as possible to demand. Jugs are only used for pressed liquids, aren't a stockpile option, and neither the jug or the pressed liquid can be used for anything at all in the absence of the other. Coffers have no use at all in stockpiles and aren't a stockpile option.
>>
>>154392005
Using your fortress mode dwarves
>>
>>154379063
pls reply
>>
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Why does it say the giant went missing instead of that it died? It was killed by one of my militia dwarves after it killed a merchant's yak, whose memorial also says "went missing" instead of died. Both corpses have been recovered, though the giant is still being dragged to the corpse pile.
>>
>>154393076
They always say that when you slab non-citizens. I don't know why.
>>
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This does not bode well.


>>154392258
welb
>>
>>154394329
well that's a game message I had never seen, checked
>>
>>154392514
Best yeight is whatever height you want. Height does affect range. Stairs work as well as floors, but if one of them is stunned, KO'd, or falls they'll fall through all the stairs until they hit something solid. As for fortifications, the wiki is very specific about them. Read it.
>>
jesus christ, Im an elephant man, and my trousers weight 146 kg, what the fuck
>>
>>154394329
Oh god, if it was any other game, that would not be a frightening message.
>>
should I specialize all of my military into 2 different melee weapons, or get a lot of variety depending on their skills?
>>
>>154394884
you're a big guy
>>
>>154397595
for you
>>
>>154397172
Variety is more fun. Specially a wrestling squad.
>>
>>154398396
agree with more fun
I guess for pure efficiency a squad of axedwarves would be best
>>
>>154398396
>>154398535
I have silver and steel, so I figured I'd make some silver hammers while I was doing weapons.
>>
>>154399147
You might try a marksdwarf squad too, if you have the patience to chug bolts and care for occasional bugs (if they still happen). From what I remember, bolt damage rely on the weight of it.
>>
>>154399449
I've been using copper for bolts, since I have a mountain of them. My marksdwarves are actually really fucking good, they tore apart clowns without any problem.
>>
Can pets be assigned to pastures without problems?
>>
Is Masterwork the current definitive mod, or is there others? I remember one called Genesis that was good but i'm pretty sure it died ages ago
>>
>>154400737
Yes.

>>154400904
The definitive mod is the one you make yourself.
>>
>>154399449
Bolt damage scaling with weight was changed in .40. They scale correctly with the hardness and sharpness of the material now, so silver bolts are weaker than any other metal bolts and addy is stronger than any other bolts. Previously it was exactly opposite.
>>
>>154401976
So, the wiki is not updated? That changes a lot
http://dwarffortresswiki.org/index.php/DF2014:Bolt
>>
Can you talk to goblins and kobolds, or are they just mindless retards that fuck shit up?
>>
>>154392172
>Coffers have no use at all in stockpiles and aren't a stockpile option.
not technically a specific option.

Coffers are considered under "Boxes and Bags" in the furniture menu, but you have to set the materials to be the same as the coffers you've made and want to store there; also, names of these things change based on the material used but are otherwise identical.
>>
>>154402769
Why don't you try it?
>>
okay now my vampires can willingly (and when seriously hurt) transform into big wolves
>>
>>154403223
Because i don't feel like going through all the trouble of making a underground society of kobolds and goblins under my fortress just to find out that they are mindless retards that don't do jack shit besides murder dwarfs.
>>
>>154402820
If you reread the relevant posts you'll find that the discussion wasn't about how to store any particular furniture in a stockpile, but about how and when to use containers for storage in a stockpile. It's correct that you can't use coffers (or chests or boxes) to store items in stockpiles.
>>
>2nd migration wave
>20 new dwarves
I wasn't ready for this.
>>
>>154403356
or you take 5 minutes could pop into adventure mode, sprint to a goblin or kobold and talk to them.

anyway, the answer is yes for goblins and no for kobolds and chances are both will be hostile to your dwarves regardless
>>
how big is a werewolf?
>>
>>154403835
>Goes to google Goblins to read up on them
>Child at: 1
>Adult at: 12
>Max Age: Immortal

How is the world not overrun with goblins?
>>
>>154402724
No, the wiki is correct, and doesn't contradict what I wrote. I looked at the 34.11 wiki entry for comparison, though, and it's wrong. All bolts except adamantine and the very lightest woods were incredibly effective in 34.11, and would (obviously incorrectly) pierce any armor. The .40 fix brought them back in line with other material calculations, so lower-tier bolts are less likely to pierce armor of superior metals. Silver will punch through copper sometimes, rarely through iron, almost never through steel. As it should be.
>>
>>154404220
that often happens in longer worlds, but keep in mind they're basically always warring with everyone so their mortality rate is high
>>
>>154403897
also, can I be an elephantman, topple a statue in a temple, and become a were-elephant?

>>154404220
war
>>
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>>154403528
>>
>>154404220
Somewhere in the neighborhood of 1/3rd of all historical events at goblin sites will either be beasts killing goblins or goblins murdering each other. It does wonders for population control.
>>
What's a mod that changed the ascii art into actual icons? I want to play the vanilla game but see grass as grass not a whole bunch of periods and commas. Don't get me wrong I like the aesthetics of ascii art but I just want to make the game look different.
>>
>>154404580
Is it safe to assume that the bigger a creature is, the bigger it's his were-form?
>>
>>154404450
Oh crap I misread it. Thanks for correcting me
>>
>>154404450
So am I good for using copper bolts? They've been working fantastically so far, but I don't know how they do against armor. Worked great for shooting clowns, but do they count as armored?
>>
>>154406319
>goblins murdering each other
This should only affect hist figs though, since murders are specific historical events. I doubt it affects the abstract populations.
>>
>>154400904
The "definitive mod" is Vanilla.
If you use anything else you're a shitter.
>>
>>154369497
Well, good science doesn't always have an exciting outcome.
>>
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>topple statue
>become werebeast
>kill a vampire couple days later
>drink it's blood off my weapon just to test and become vamp
>no longer werewolf and my two dysfunctional limbs aren't healed
>>
Am I the only one that plays pure vanilla?
>>
>>154373046
Remove graphic_example.txt because it still expects them.
>>
>>154409578
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
>>
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Alright lads, I forgot to bring axes on my first embark. how fucked am I?
>>
>>154409583
Yes anon, you're the only one.
>>
>>154410037
Depends, did you pack any wood with you? The cart can also be deconstructed for +3 wood, if you're determined enough you can probably make due until you find metal ore (remember to have some of your emergency wood for the charcoal) or are visited by the traders.
>>
>>154410330
Since I'm a relatively new player to DF, I forgot to pack wood on my pre-embark setup. However, it's already autumn so hopefully I can shag an axe from some traders
>>
>>154408430
They're fine for most purposes, but if you anticipate fighting goblins or undead sieges you might consider upgrading to iron or bronze. Copper won't pierce their armor as often, but since they don't use steel (except the occasional zombies) iron or bronze will be able to pierce pretty often. Weaker bolts can still hurt, bruising and sometimes chipping bone, but since pain was nerfed that won't often remove combatants from battle. Hard inorganic beasts won't take much damage from any bolts at all, so upgrading materials will hardly matter for them.
>>
>>154408920
Histfigs are pulled from abstract pops. They're not separate pools.
>>
>>154400904
>mastershit
>definitive
Definitive to what is a shit mod with a shit modder in charge? I really wish toady could get meph's muneys
>>
>>154400904
Masterbloat is the main reason the DF modding scene is stagnant.
>>
I've got a few items I need disposed of, and my dwarves just won't do it. I have dedicated refuse haulers, and even with the items claimed and dumped with a garbage dump a few squares away they won't touch them. Is there something I'm missing, or a dfhack command to just delete them?
>>
>>154410037
>>154410859
Keep in mind the "wooden training axes cut trees" so called 'feature' was removed, so you'll never be able to turn 1 wagon wood into more wood, in the latest versions.

Trade depots also need 3 building materials, so you'll *never* be able to build one if you've only got your wagon wood with you, and end up using any of those pieces to build something like a bed or barrel.

always build a depot by the end of summer, because if you forget to build it in autumn the wagons will bypass your site; and take all their heavy stones, logs, and metal tools with them. *rarely* have i seen the pack animals carry tools or metal; the wagons carry those.

keep in mind if all the surface water freezes, and you can't get underground water, and you can't turn even 1 piece of wood into a barrel for booze brewing AND keep a trade depot active for next autumn caravan, you're fucked and it's a dead fortress. as long as your dwarves can end their thirst in the winter and you have an active depot for the next caravan, you can *eventually* get a pick or axe.
>>
>>154417861
I'd assume he brought picks at least.
>>
>>154415203
o r o
>>
>>154409776
Can you give me a hint about what to do with this?
>>
>>154419701
Being a vampire, werewolf, or cursed by a mummy are all mutually exclusive.
>>
>>154420756
>Active Interactions: DISTURBANCE_CURSE_18 and DEITY_CURSE_VAMPIRE_11
That's me.
>>
>>154420756
wait, if I'm a were-tapir I am inmune to mummys?
>>
>>154412971
I didn't say they were. You're saying that the abstract pops have an effect on which hist figs are created during history, and i don't think anyone would argue against that. However, I don't think that the fate of a hist fig would have a substantial effect on the abstract population. I doubt Toady has a mechanism in place to cull the pops according to some "abstract murder rate" or whatever.
>>
>>154421672
The fate of hundreds of histfigs, or thousands in old worlds, certainly does have an effect on site populations. It doesn't matter whether the creature is historical or not. When a goblin dies there's one less goblin in the world. When a thousand goblins die there are a thousand fewer goblins in the world.
>>
>>154422645
>When a thousand goblins die there are a thousand fewer goblins in the world.
But what difference does it make when there's ten thousand abstract goblins for every thousand hist fig goblins?
>>
>>154423601
Show me a world with 10s of millions of goblins. Please.
>>
>>154424163
Do you have a million hist fig goblins in your worlds, or did you simply misread my post?
>>
Just when I was about to dig the last tile for a little trap to catch a poisonous gas FB, this guy shows up in the same cavern. I guess it's time for another FB battle to the death.
Incidentally, this will be the second one involving a purple dimetrodon FB fighting an FB with poisonous gas in this fort. Pretty slim odds on that, I imagine.
>>
>>154424575
Yeah, I misread the post. My mistake.
So to answer
>what difference does it make?
10% exactly, in the hypothetical you gave. Which is pretty significant. But the murder rate probably isn't that high. It's probably more in the area of 3-5% of total goblin deaths throughout a world's history (likely higher in very small worlds), which is still significant. Moreso when you consider its cumulative effect on the reproductive rate as history advances.
>>
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>>154421210
Well that wound up being an amusing adventure.

I went and got myself cursed as a werekoala, tried to track down a vampire, forgot I quickly made the character with no skills and can't swim so I camped out and built a bridge across a big wide river in the way, got down to find the vampire and remembered I'd killed him with a minecart on another character, BUT it had blood on it so I licked it off.

No effect.

Also forgot to grab armor before going into a tomb to see if I had woken the mummy or not, almost died and left a trail of blood all over from a sword trap hacking me in the gut.

Storytelling about the site confirms I didn't become a vampire, no sense creature icons, and I got drowsy shortly afterwards while waiting to see if the icons popped up.
>>
>>154425424
One big affect that the gobbo murder rate has is that more invaders are drawn from the pops, instead of being hist figs. This should mean that any gobbo strong enough to take on your fort militia gets culled through murder before they even get to attack.
>>
>>154426105
Yeah, and murders don't have any check against the combat skill or social prominence of the victim. It's not terribly rare for demon masters to get murdered during worldgen.
>>
Can you engrave specific things on walls and shit or is it still up to the dwarf to decide?

I want to engrave the tombs of my fallen militiamen with noteworthy happenings from their lives
>>
>>154426997
Hit d while designating the area to be engraved.
>>
>>154424768
Happening.

The opening salvo of webs.
>>
>>154427165
fucking sick

what a great update
>>
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>>154427629
Weri is going into the fight with a severe disadvantage. I hope his gas is some serious shit.
>>
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>>154427804
Weri isn't even fighting back. Not even a single gas attack yet. Os remains uninjured.
>>
>>154428261
He has 4 pages of scars under this.
>>
>>154428612
This is interesting. Os got a title for killing Weri, but it appeared between his two names instead of at the end as normally happens. Anyone else seen this before?
>>
So guys how do design the bedrooms for your dorfs?
>>
Anyone have good tips for advanced generation? I'm trying to make harsher worlds to prevent civ sprawl, for some reason goblins love to breed like rats, and they aren't at war with dwarves? when I spawn in adventure mode most dwarf towns and forts are filled with neutral goblins, most elf places are too but the goblins (who are all workers) start attacking them randomly and it becomes a bloodbath of people getting kicked off trees

Basically I'm asking how do I get past age of myth? any tips to maximize hardship and death in worldgen?
>>
>>154429931
2x2
1 bed
1 cabinet
1 coffer

The dwarf who greeds for possessions shalt Armok slay.
>>
>>154426997
I've got two cyclops attacks, one roc attack, three gobbo sieges, shitton of artifacts produced, but my engravers on 80% of walls depict two fucking drowned dwarfs.
Militia achievments, glorious artifacts - they all not worth engraving, lets paint drowning urists all over the place, yeah!
>>
>>154429931
3x2
1 bed
1 cabinet
1 coffer
>>
>>154429931
One z level each
>>
commieblocks itt
>>
>>154430661
You spoil your dorfs.
They have to do something amazing to earn an entire Z level.
>>
what types of beast men have unique abilities?

I played a Mooseman which was fun because I was 3x the size of everyone else.
>>
>>154430661
>just one
>>
Does a civ site turning grey on worldgen mean it's destroyed?
>>
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>fresh new fucking adventurer
>spawn with a silver sword and no equipment anywhere nearby but who fucking cares
>recruit two dwarves and go wandering
>find a night troll lair
>turns out we're no match for him
>fucker slaughters us
>my right hand and right hindpaw get gored
>he then grabs me by my sword
>NOPE
>drop the fucking sword and say fuck it
>start crawling away while the last dwarf gets eaten right next to me
>get out of the lair just in time, need to crawl a bit more to leave the site
>"a battle! what is it this time..." right next to me
>no fucking way
>turns out I crawled into another lair and there's another full health night troll right next to me
>there's no way I'm leaving this one alive
>
>pull out my trusty copper knife
>we clash our weapons for ten minutes
>my entire body turns into a bloody mess but I do not give up
>with each attack the monster gets more and more careless
>eventually he exposes his neck too much as I slash him and cut his evil head off
1 down, 999 more to go
>>
>>154429931
In theory:

for common dwarves
3x3
1 bed
1 cabinet
1 container
1 door
smoothed floor

for nobles or otherwise distinguished dwarves
5x5
1 bed
1 cabinet minimum
1 container minimum
1 door
whatever other fancy stuff seems appropriate

In practice:

for common dwarves
if they're lucky
3x2
1 bed
smooth floor

if they're not lucky
unassigned bed

for nobles etc.
3x2
1 bed
up to two of:
cabinet
container
statue
weapon rack
armor stand

maybe smooth floor
>>
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Holy crackers
>>
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>>154434014
>Chubby spider
>>
>>154145427
Uh, fun?
>>
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>Stalking the halls of a fortress like Jason
>Slaughtering everyone with a copper war hammer
>Start backtracking back to stairs
>See a dwarf farmer laying on the floor, alive
>She has a flashing blue exclamation point
>Melancholy
>Curious, I approach her from behind and ask her how she is feeling
>"Death is all around us. This is horrifying..."
>This is all she says, she just lays there repeating it

I left her there
>>
Is there a way to start a fire in fortress mode that doesn't involve magma?
>>
How do you use bins in stockpiles? I have the max bins set to 7 but they just put the material(stone) on the floor
>>
>>154434783
Only items that can fit in bins go in bins.
Boulders do not fit in bins. Bricks do, however.
>>
>>154434783
not everything can go in a bin. Typically only big things, like stones, logs, and siege equipment can't be put in a bin.
>>
>>154434783
Stone cannot be stored in anything. You can store stone blocks in bins but, mass cutting stone blocks really limits the options for what the stone can be used for.
>>
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What's with this version and goblins being so benign? they more often than not immigrate and outbreed the elves than kill everyone near them like they're supposed to.

pic related. how do I turn back on goblins being at war constantly? I'm tired of goblin scholars showing up at my forts too.
>>
For someone new to DF whos watched a decent amount and attempted a first fort, HOW do I get into Adventure mode?

As in, im feely extremely overwhelmed by it but it seems amazing, what is a good easy start that I can play that will teach me some of the ropes?

Also can you do magic?

I also dont get the adventure mode/fortress mode compatability, people say you can like visit your own fort and shit, and you can visit places you adventured from Fort mode.
>>
>>154436092
Also anyway for like sounds or some shit? Its very silent and hard to tell when or if something is happening.
>>
>>154436281
Everything that could possibly be happening is always in "a" menu
>>
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>>154436092
Go to data/init and paste this at the very end. Then go to advanced world gen and make a world using template called "adventuremode".
http://pastebin.com/gQ1Q6Lcg

Use the image as a reference for how to skill your character. Choose to spawn as a locally important person. You will appear in a big building. Walk around and try to find bags/chests with equipment. Try to find yourself a full iron armor set.

Walk up to people and ask them to join you; if they don't want to, you'll have to kill a few evil monsters and then spread the rumor about it first.
Walk around the world and kill shit. Don't bother killing unarmed people. Use fast attacks and aim for the neck/head when fighting powerful creatures. Find and kill as many of them as you can. Enjoy getting killed with one hit to the head.

If you still feel like the world is too empty, go to raw/objects and replace creature_standard.txt with this one. It will make goblins and kobolds more powerful and there will be thousands of bandits around the world.
http://pastebin.com/aF3gtftD
>>
>>154437286
I mean data/init/world_gen.txt *
>>
>>154437286
Thanks, just curious, what does this pastebin do exactly? I know it generates a world but what differences or key ones at least.
>>
>>154437675
It lowers the amount of mountains and lowers savagery significantly since it doesn't do shit in adventure mode. It will also spawn about a thousand random night creatures which will lurk around the world and make lairs. They will be your most interesting enemies. There will also be a few hundred megabeasts if you manage to get through all the night creatures.
>>
>>154437943
>lowers savagery significantly since it doesn't do shit in adventure mode.
Are you retarded? high savagery makes more giant and horrifying wildlife.
>>
>>154434703
It wasn't melancholy, it was emotional shock or terror. Common reaction to seeing dead sentients.
>>
>>154437943
>>154437286
Still me. I forgot to say that you also need to replace entity_default.txt in raw/objects for bandits to work.
http://pastebin.com/f7daEZT8

>>154438391
High savagery means that half the map will be COMPLETELY EMPTY. Nobody will make hamlets there and you're NOT going to walk around there looking for evil fucking dogs. Filling the world with night creatures is much more efficient.
>>
>>154438445
thanks for the clarification, I was actually curious what it meant and looked up status symbols and thought that fortress mode symbols were the same as adventure mode.
>>
Why are people against graphic sets like Spacefox?

It honestly makes the game 1000x better, just for the sheer fact it has some actual color going on and you look like you are building an actual fort.
>>
How do people feel about the Oldgenesis mod? its actually more up to date than Masterwork and has much less bloat. I think its pretty good.
>>
>>154439020
http://dwarffortresswiki.org/index.php/DF2014:Status_icon
This page? It's not wrong but the infographic is incomplete. Some colors have been used more than once. Panic/terror/shock was added in .40 and uses the same color as melancholy. If you play fort mode and watch for wild animals to flee from dwarves you'll see them flash the blue "!", and you'll see it with new arrivals (who haven't had their first drink yet) passing by your refuse pile sometimes as well. You might also see invaders freak out sometimes, and trolls seem to be a lot more prone to it than other invaders for some reason. The weirdest place I've seen it was on a trained wolverine that I put on an artifact chain in my dining hall. He was on it for 2 years before I let him run free, flashing a blue ! the whole time with "overcome by sadness" under his name when (v)iewed. Never seen that particular message before or since, though I think it might accompany some kinds of emotional shock in sentient creatures. He was fine as soon as I released him.

Melancholy is a type of insanity, and typically takes months or years of sustained abuse to come on. I won't say it's impossible for a creature to go insane in adv mode, but it's rare enough that I haven't seen it happen in ~8 years of play, and I've never seen anyone make a report of a creature going insane in adv mode. The only way I've ever seen an insane creature in adv mode was visiting a recently abandoned fort, where some of my previous fort's dwarves remained and had gone berserk. That was back in 34.11, so I'm not sure if that even happens anymore.
>>
I haven't played dwarf fortress in a couple years. I was looking to get back into it, but I'm not really in the mood for a large sprawling fort and would instead like to keep the population around 20 or 30 dwarfs.

Has anything changed that has made these smaller forts not even worth trying?
>>
>>154439638
Which people? Most of us don't give a fuck what cosmetic choices you make regarding your game. It's single player.

Anyway, color schemes are entirely different from tilesets, and graphical tilesets are restricted to the same 16-color palette that ASCII tilesets are. I'm not aware of any graphical sets altering the colors used by tiles outside of just changing the color scheme. If what you're doing in the game doesn't look like a fort to you, that's hardly the fault of the graphics you're using.

>>154441184
I used genesis years ago and I liked it, in adventure mode at least. I didn't care for it in fort mode, with all the different dwarf castes it added it felt cheaty at times. I don't know if oldgenesis is the same as that version. Why not try it and share your impressions?
>>
>>154441792
Small forts aren't any more or less rewarding than they've ever been. Why did you feel it wasn't worth trying before? Maybe we could address that specifically.
>>
>>154442024
Oh I actually play it a lot, I was just wondering what other people think of it. I personally usually play adventure mode though, so maybe that's why I like it so much.
>>
>>154442152
No, I had done it in the past. I just haven't kept up with development and didn't want to be blindsided by something I wasn't expecting.

Thank you, anon!
>>
>>154442385
Well, you might want to have a look at the new (to you) visitor cap in d_init. I expect you'll be wanting to play around with locations (taverns/libraries/temples) and the default cap on visitors is unreasonably high, especially if you want to play a small pop fort.
>>
>>154435898
Pretty sure that isn't a goblin site by consequence of immigration. It's a goblin site because it was conquered by goblins.
>>
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>make a new embark
>all goes well, farming is handled, beer situation resolved, axes bought,etc
>random dwarf dies
>"lol no worries, I'll just make a slab!"
>no dwarf with engraver skill
>mfw
>>
>>154444325
just give engraving to a dwarf.
isn't hard.
>>
>>154444325
Man I remember my first time playing dwarf fortress
>>
>>154444494
I'm retarded, thanks for pointing that out
>>
>>154441792
I feel like small forts are going to get fucked really fast now

Between the normal shit you have to deal with, there are now necromancer sieges, werecreatures fucking everything up, wondering giants and mini-megas, brigand sieges, regular megas...

The list goes on and on. Expect the need to build walls fast and early.
>>
Testing out removing the [UTTERANCES] tag from kobolds. Hopefully this will be enough to prevent them from being killed by every civ in world gen before they can do anything.
>>
>>154445008
Literally all you need to deal with all of that is a single military dwarf (optional) and a not intentionally retard fort design.
>>
>>154445008
None of that's new, and bandit sieges aren't a thing at all. Sieges in general aren't a concern for small forts that aren't near a tower, as civs have an 80 pop progress trigger for sending sieges.
>>
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>>154445929
Bandit sieges totally need to be a thing.
>>
>>154447182
Agreed. Would be better as ambushes, IMO. A diversionary squad or two wreaking havok on the outskirts and then another to charge your entrance when you engage the first ones.
>>
>human weregilamonster shows up
>Now you know why you fear the night!
>three engravers go up to him and stomp his head in
>he turns back and starts crying
>they continue to stomp until he's dead
>kills one of the engravers from blood loss
>Engraver changes with the next full moon
>Goes fucking HAM and bites a miner
>miner goes apeshit and kills 8 dwarves in an instant
>spending the last days of my fort engraving the stories on the walls and making mass graves

holy shit night creatures can be hardcore.
>>
>>154415018
Autistic elitism is why, actually
>>
>>154447934
Pull it back from the brink, anon. You can save your fort. I believe in you.
>>
>>154447934
I had a weretortoise show up and get dumpstered by one of my hunters before it could even get close, I'm still not sure what the fuck happened
>>
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How does one change the dwarf sprites in Masterbloat
>>
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>>154451125
One does not simply ask how to use masterbloat here without being told to not use masterbloat.
>>
>>154408954
Vanilla is boring as fuck and easy. I've conquered hell and there's nothing more to do.
>>
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>>154445372
>The Kobold Forest Retreat of elvisshitwhocares
looking good
>>
>>154453850
Elvis Shit?

Why do I want Kobold Elvis Impersonators now? What have you fuckers done to me?
>>
>first 150 years of world gen
holy shit look at them go! this is awesome!
>next 400 years
literally nothing happening
>>
>>154120296
Why does everyone always say you have to play with Dwarf Therapist?

I play with no graphics or mods, and that's how I've always played it. I'm not sure what Dwarf The rapist does, but I seem to manage well enough without it.
>>
>>154454814
It makes micromanaging your Dwarves and their responsibilities way easier, it allows you to see people with certain skills/traits more easily, lets you judge dwarves based on things like size and age, and lets you know what each dwarf is doing at a certain time.

It's an extreme tedium and time saver.
>>
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>>154454814
That sign is very misleading.
>>
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>>154452554
>find a bunch of zombie bandits
>walk away and let them follow me around for laughs
>stop to check on them
>only one of them is still a zombie
>okwhatever.jpg
>check one of the mead halls nearby after the bandits stop following me briefly
>recognize a name they mention after talking to them
>it was listed in the sites and pops as having 360 animated goblins there
>sure enough it's packed
>literal fucking piles of gold and silver and copper laying around
>lucrative business apparently
>lead the bandits+1 zombie over there
>figure out why they didn't mind Ngoso's "condition"
>he died like a true zombro trying to hold off the horde
>>
>>154144901
Oh god, more micromanaging?
>>
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>>154457863
It isn't that bad unless you've got really strong foes with tough weapons hitting underskilled dodgers. Steel shrugs off inferior materials really well still.
>>
>>154272749
He skipped leg days.
>>
>>154287494
>wild mountain goats, ravens, kestrels, kangaroos, wombats, and turkeys.
So six creatures in total due to two biomes.

If the "three creatures per biome" thing is real, then Toady has to fix it. Too little variety.
>>
>>154457863
manager orders are now capable of being auto-repeated at set intervals and under certain conditions. clothes production, even dyed clothes, can basically be fully automated if you have enough dwarves to work with... which is actually pretty necessary, because clothes get damaged just as much as you'd expect from being bitten or slashed apart.

metal armor is still strong, even shitty copper.
sadly there's no way to repair armor yet (without modding) but you can always melt it down for the horrible return rate that gives... or if it was valuable enough, trade it for more raw materials; you can definitely buy several copper bars for a masterwork mail shirt even if the thing is at the second level of wear (capital x'd: "X mail shirt X")

like >>154458082 said, having dwarves be able to dodge hits will help prevent armor wear-out all together.
>>
>>154460043
For reference:
Bar value (5) made of copper (*2) = 10

Bars to make a Mail Shirt: 2

Mail shirt value: 20
Copper value multiplier: *2 ( =40 )
Masterwork value multiplier: *12 ( =480 )
Wear-out values are 'x' 75%, 'X' 50%, and 'XX' 25%

So even at the most heavilly worn out level, a masterwork can repay its material cost several times over. FYI, the value for steel is *30; a masterwork Steel Mail Shirt is 7200.

too bad i've never seen a caravan try to bring 720 copper bars with them. unless it was a siege, ya-know-what-i-mean
>>
>bunch of raven corpses stuck sitting at the top of the map not moving
>they happen to be right above the entrance to my fort
>every single dwarf is just standing outside the fort not moving or taking any jobs, just starving to death staring at the birds
evil biomes are the absolute worst.
>>
>>154460628
>>bunch of raven corpses stuck sitting at the top of the map not moving
2 years since toady made this bug. 2 years since he has not fixed. re re reeeeeeeeeeeeee
>>
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>dwarf gets possesed
>this happens
is he going to die?
what are you trying to teell me, spirits?
>>
>>154463825
coffer =/= coffin
>>
>>154151174
>>154150865
>>154150745

I don't see it lads, explain?
>>
>>154463998
oh fuck right, misread that
I was starting to design his tomb already, kinda disappointed desu
>>
>>154465313
>coffin, coffer, either way GET IN THE FUCKING BAG!
>>
Why is df worldgen so boring after 150 years?
>>
Was Toady talking about doing about how migration works? I really would prefer peasants, they feel way more expendable.
>>
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>>154468935
The only thing he has talked about lately is how he plans on attending some event in S. Korea, where he's supposedly become famous.
>>
Are Bogeymen worth having in the world? Atm they seem kinda shitty. Maybe if they eventually had lairs and only were a thing in localized regions it'd be more interesting but now I'm wondering if I should keep them in my game.
>>
Wait, so newest Dorf Fort doesn't work in Win32?
>>
>>154470914
I think there is a 32 version of .43.05. Future releases probably won't have 32 versions, however.

Get with the times, olfag.
>>
>>154470914
Okay, SDL version works for me.

>>154470806
>Are Bogeymen worth having in the world?
In older versions they murdered your shit with no problem, dunno about now.
>>
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>>154470914
>using a 32 bit version of windows still
I mean, bad enough using windows, but I assume you're on some ancient crapbox which would be much better served by pretty much any linux distribution you pick by just throwing a dart vaguely at distrowatch.com and there is no excuse for anyone who plays df (besides masterbloatfags I guess) not being able to install linux.
>>
>>154472371
Would it make a difference in performance if I instaled Linux?
>>
I'm a purist. No mods. No tilesets. No Dwarf Therapist.

I haven't played in a while, but I thought I remembered a way to do this:

Can you set it so that migrants are given a default nickname and/or profession? They seem to leave "new arrival" status way sooner than they used to, and I hate trying to nab them all as they arrive to set their labors. I just need some way to know who the new arrivals are since they jump straight to hauling these days.
>>
>>154474169
>Can you set it so that migrants are given a default nickname and/or profession?
No. I don't think there was a change in behavior.
Also: by default, DF uses a tileset.
>>
do windows prevent cave adaptation?
>>
>>154474169
I would consider myself a purist too, and yet I use a tileset (an HD version of curses 16x16 to be exact)
>>
File: KDEScreens.png (645KB, 3286x1130px) Image search: [Google]
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>>154473267
On older hardware, yeah, lord knows the old emachines shitbox we have downstairs was noticeably more responsive and stable once I stuck mint on there and left w7 on the old drive. I went with mint for the mother-in-law since she's old and used to windows, and it has a convenient xp themed skin so if I hadn't said it was linux I doubt they would have noticed. You can get lighter versions if you want, something with xcfe will tend to be nice and snappy and sip resources, but even then I'm using arch with KDE and various shit I don't need like transparent terminals and panel bars and it sits under 2 GB of ram use most of the time.

>>154474536
There was that anon who was playing ncurses mode in their terminal, who wasn't using a tileset, unlike the rest of us filthy casuals.
>>
>>154474862
Only glass floors the above tile is exposed to sunlight. Glass windows to the outside have no effect, and then only if the Dwarves walk under that ceiling, So put it somewhere with a lot of traffic.
>>
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>>154475003
This one?
>>
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>>154475341
this one
>>
>>154474169
>>154474536
>>154475003
Pedantry about tilesets aside, there's no tricks or work-arounds people have for identifying Migrants in vanilla DF without grabbing each one as it spawns?
>>
>>154475281
thanks
does it need to be clear glass, or will green be ok?
>>
>>154475952
They all behave the same.
>>
>>154475796
I just grab them as they spawn, but I can think of a few (cumbersome, impractical) ideas.
For example, you could use something in vanilla DF to which you add all your current dwarves. When you get new migrants, they aren't on that list yet, so you know which ones are migrants. Once you screened them, you can then add them to that list.
Burrows for example.
>>
>>154475796
military screen lists them in the order they came to the fort
>>
>>154475281
>>154475952
Glass constructions are as opaque as constructions of any other material. Exposing a tile to light makes it light forever, no matter what you build over. Light doesn't reverse cave adaptation, though. It only prevents it from advancing further while the dwarf is in the lit tile. A dwarf has to be in an outside tile to reverse cave adaptation, which requires no roof at all.
>>
>>154460628
Honestly just use dwarfhack to get rid of them

It's a bug and there really is no other way around it
>>
>>154476342
What about a roof made out of grates?

Or does it behave just like any other tile?
>>
>>154477106
Still makes the tiles below inside, even when the grates are opened. Same for bridges. The tile has to be exposed to the sky with no constructions or buildings interceding.
>>
Is there a trick to finding sasquatches? There's a ton around my region and I keep finding their lairs always empty.
>>
>>154478335
You could try tracking. Or nap in one of their lairs and wait for them to come home.
>>
So a child just failed a strange mood, went berserk, and was promptly terminated.
However that wasn't the end of that, as two more dwarves joined the fight and were killed as well.

Why did this happen? Were they the child's parents, or just some random bystanders?
>>
>>154478846
Can't nap in lairs anymore, but tracking is the best answer.
>>
>>154478846
Tried tracking all around and nothing, stayed a couple of days around two lairs and nothing.
>>
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Hey, got silk?

Apparently all the local spiders think the right half of the first cavern layer is a piece of shit compared to the left half. Oh, the thing you find while looking for that one corpse your dorfs can't get to the stockpile!
>>
>>154480976
>"guys maybe we shouldn't put all our webs in one spot"
>"DON'T BE SUCH A FAGGOT LARRY"
>>
>>154481191
That's pretty funny actually.
>>
>>154469479
No wonder, they're quite autistic there.
>>
How dangerous is an FB with webs if he's not made of anything crazy?

I have a webspitting crocodile FB to kill. Can 10 low-skill speardwarves with steel spears and steel armor handle him?
>>
>>154483357
Webspitters are THE worst kind of FB. Unless you can distract it with something or wall it away, you can say goodbye to your speardwarves and probably your whole fort.
>>
>>154483791
Even if it's just made of meat?

What does webbing do exactly? Does it just pin it's victim in place or does it also prevent them from fighting back?

I have a caged dragon, if I release it near the FB, will they fight each other?
>>
>>154483791
>Webspitters are THE worst kind of FB

Fire FBs literally kill your fps
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