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/dfg/ - Dwarf Fortress General

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Thread replies: 760
Thread images: 189

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"This thread has been pruned or deleted" edition

>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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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!
>>
>>157489439
DFhack 64-bit soon friends.
>>
>>157489567
I'm still waiting on the rapist.
>>
>>157489725
rapist comes after dfhack.

dfstructures almost complete.

that's what the rapist is waiting for and actually coding it to be 64-bit too
>>
>>>157490797
I was spooped and created a thread, sorry
>>
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I will post bote until toady adds botes and we can have real fishing in the game
>>
>>157491624
It's ok anon, I forgive you.
>>
>>157491952
thanks senpai


So, does anybody know what the fuck has happened on /vg/?
>>767588
>>
>>157492378
>>>/qa/767588
>>
>>157489567
When?
>>
>>157491864
That bote doesn't even look angry. You're not losing your nerve, are you boteanon?
>>
>>157492378
A janitor went rogue. Deleted a bunch of threads before being expelled.
>>
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>>157492378
>>>/qa/767588/

Janny went nuclear
>>
>>157492495
but janitors can't delete threads, only mods can

And how the fuck does that happen?
>>
>>157492474
http://www.bay12forums.com/smf/index.php?PHPSESSID=5c0b3e1a19f4b44e4ea0f0a2ccd1f00f&topic=139553.msg7214779#msg7214779

SOON
>>
>>157492609
They can delete any posts.
I don't know, he probably had a mental breakdown or something. Lots of stress or got sad or some shit.
>>
>>157489567
>multiply everything by 2
>Hooray! You're 64-bit now
I don't understand what's taking them so long
>>
>>157492918
this triggeres the coders

a lot of stuff has to be changed for it to work, muh cpu core adaptation, muh memory adaptation

gotta code in for it to take account for increased memory limit, etc etc.
>>
Hey, the last thread is not linked
>>
>>157495138
there are no other threads, they got deleted, not archived
>>
>>157495138
The edition says it all
>>
>pre-alpha 64bit dfhack
http://dffd.bay12games.com/file.php?id=12504
>>
>>157495583
>>157495603
Luckily, I could screencap everything I wanted before they deleted them
>>
>combat/military overhauls eventually
>everyone will call archers on beak dogs overpowered
>>
>>157502135
Such is the nature of the fanbases, especially when asociated with imagebaord culture
I can't wait until we have proper/meningful relationships in adventure mode, and everybody complains fights about their waifus in the forums
>>
>>157502135
give weak archers chance to fall off when firing bow

problem solved
>>
>>157502135
>DF
>Balanced
>>
>>157502135
>>combat/military overhauls eventually
Yes, expect it around 2030 right after Toady implements more important things like fully simulated dwarven theatrical plays.
>>
>>157503879
>fully simulated dwarven theatrical plays

Do want.
>>
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>>157503879
>dwarven theatrical plays
I bet this sounded far more incredible before Toady created procedural poetric forms


Is there a reason this guy is a child in a man's body?
not actually an insult
>>
>>157504209
He's a math geek who realized he didn't like math as much as game design
>"At the end of a math problem, you have a paper and maybe you publish it, and the paper can be a building block for the edifice of mathematics, but to me that’s not so important. But working on a problem and having a game when you’re done? That’s pretty damn cool."
>>
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I want to experiment with pump stacking, but the guide on the wiki isn't helpful, is there a good resource I can check out?
>>
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>>157504209
>>157504609
He looks even cooler when compared to the other , creepier, roguelike devs
>>
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>>157506152
You mean setting up pumps several levels to work without dwarves (automated) ?

or with dwarves?

this pic from the wiki p much explains it very nicely.

if you wanna automate it you gotta put down gear assemblies (magma safe if you wanna toy with magma), as well as magma safe pumps.
>>
Begone page 10!
>>
>>157507045
I see nothing creepy in that exchange. Am I missing some context?
>>
>>157504609
>He's a math geek who realized he didn't like math as much as game design
As an accountant that hates his job I envy this ballsy move he made.
>>
>>157510293
I guess I have a fucked up mind, that's all
Come on, he's talking about the 'usb ports' of his fucking daughter
>>
>>157511874
But that's silly, her daughter cannot possibly have USB ports. She has minijack sockets
>>
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>>157512792
Isn't starting to get hot in here?
I really wish this game had sex of any kind, so I could now request some anon to post some of it
>>
>>157514882
I RECENTLY LASHED A KEA IN HALF.
>>
>Masterwork
>Haven't played in ages but decide to play Kobolds anyway
>"Blowguns suck"
>Setup blowgunbold militia to fight forest spiders destroying my doors
>The first volley cuts all of the spiders in half
>>
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Alright, this is starting to get ridiculous. That's 2 necromancer sieges and 1 goblin siege worth of captured enemies.
>>
>>157515731
Throw them in a pit and let them fight it out.

Winners get magma.
>>
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>>157515731
There's also a few random animal people thrown in there as well. 172 caged prisoners in total. The fighting pits and megabeast / titan / forgotten beast cells are almost finished, soon we will have some bloody gladiatorial games.....


Oh FFS, now this fucker shows up as I'm typing this out. Whatever, I'll just lock everything up until the megabeast enclosures are ready.
>>
the way damage works in DF is fucking crazy, my first dragon arrived and one of my marksdwarves blew its head off in a single shot
>>
>>157516072
I tried making things fight and pitting things...

it never turned out how i envisioned it.


>>157516430
Probally a very young / very small dragon
>>
>>157516257
Well nevermind, Dragons aren't trapavoid apparently, it just waltzed right into a cage trap. I guess I'll just add him to the stockpile with the rest of the prisoners.
>>
>>157516795
Can't dragons still breathe fire through the cage?
>>
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Does this bother anyone else? I thought everyone who directly interacted with the player automatically became a historical figure, but apparently of the ten goblins who attacked just now, only two of them were notable. I miss the days when all civilized beings were historical figures.
>>
>>157517408
It doesn't seem like it, a dwarf is slowly carrying the dragon cage towards my animal stockpile without incident.
>>
>>157517741
maybe they aren't truly dead?
>>
>>157517408
Caged entities can't do shit.
>>
>>157489567
Is the 64 bit version even noticeably different? I havent tried it.
>>
>>157520198
Some people report more FPS. Some people report more crashes.
>>
How many plump helmets would a population of roughly 16 dwarves consume over a year?
>>
>>157523713
64
70 if you have at least a fatass
>>
So according to my captcha there's a street named "Dorfstrasse" somewhere in Germany or Austria

I fucking hate those new captchas
>>
>>157526543
That just means "village street", like the least imaginative shit ever.

>>157518602
Cages are their own pocket universes.
>>
Has anyone else watched this guys DF let's plays? He cracks me up.

https://youtu.be/26ZS-xtP4GY?t=2m12s
>>
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So /dfg/ what is your favorite biome to embark into?

I really like the comfy feeling of a tundra embark.
>>
Any mods that make it so you can feed animals? Any that have a more reliable way of catching animals besides randomly spaced cage traps? I've never had an opportunity to tame animals, it's frustrating.
>>
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>embarked in an area at the edge of massive tropical forest
>there are dozens of apes here
>cool, free meat for my dorfs
>made a cheap wooden xbow and bunch of bolts, give it to Urist and send him to shoot some chimpanzees
>twenty second later he run back to the camp, blinking al fucking red and vomiting everywhere
>checked his thoughts, he's all miserable and bitching about being unable ot clean himself
>wtf?
>open combat reports, see pic related

The level of details in modeling animal behaviour in this game is kinda frightening sometimes...
>>
>>157516430
dragons only reach full size once they reach 1000 years old, since most worldgens are a few hundred they end up being much smaller than you would think
>>
>>157515219
Keks

>>157522897
Nobody reports more crashes, I report that fps slowdown is reduced.
>>
>>157528702
Oh, makes sense since the world is only 125 years old. Poor baby dragon.
>>
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>>157528694
>>
>>157528694
kek, wtf
>>
>>157528150
a very flat tropical moist broadleaf forest, untamed wilds savagery
>>
So I just tried to deal with an undead siege of 9... before the dwarven liaison's first arrival. Things went pretty shitty, but we survived and captured a few. the last undead ran away. It still says im under siege. what can I do? not even getting my first caravan this is fucked up.
>>
>>157533208
Necromancers enter the map in hiding. They usually stay that way until you find them. They can reanimate dead shit while hiding so don't dump refuse outside
>>
>>157528694
I didn't know they did that.
>>
>>157533208
so I have to send out a team of my handful of remaining dwarves to search the entire map for this pussy necromancer? theres nothing fun about this
>>
>>157538257
The FUN is if you don't. Remember...

Losing is FUN.
>>
>It has been a slowish DF week with not much exciting and new to report. Between election distractions, unexpected Seattle trips and non-player rumors being a bit messier than expected, we're only now getting to player adventurers participating in artifact quests tomorrow, assuming the windstorm power outages aren't bad.

>election distractions

Are they out campaigning for Hillary or something?
>>
So my fort collapsed 5 years into its life due to a bridge I built in the first year (while still getting the hang of the game) retracted instead of moving up into a wall to form the first line of defense for my fort. the goblins got held up on my fighters for a little bit before overwhelming them. RIP first moderately successful fort, your success will inspire greatness for forts to come.
>>
>The militia commander bashes the giantess in the head with her *steel war hammer* and the injured part is crushed!

That was a satisfying end to 7 pages of combat. The bitch took out 2 of my mechanics and ALMOST got my legendary weaponsmith who was out on the surface doing Armok knows what.
>>
>>157541058
Sounds like a nice learning experience. Remember to ALWAYS test your bridges out for function before you actually need them.
>>
>>157541587
Ha yeah. It's funny because during the first siege I had during year 2 I only then realized that 1) the bridge was built and 2) it wasn't hooked up. I wasn't able to attach mechanisms to the bridge until after the siege. After I won i hooked up the mechanisms and just assumed I was smart enough to have it raise. Oh well, learning is FUN.
>>
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Fighting pits and megabeast pens are finished. I currently have a dragon and a forgotten beast made of steam locked up. Triple and quadruple redundancy airlocks because you can never be too careful when dealing with megabeasts and undead.
>>
>>157543973
You plan on training them in war or just for fighting pits?
>>
>>157543973
> Fighting pits
> forgotten beast made of steam
Will die in one hit from any creature in game.
>>
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>>157544125
I haven't quite decided yet. I've left room in the fighting pit design so that I can hollow out the walls between the two pits, carve fortifications in them and either use necromancers to bring all the corpses back to life or I can put the dragon in there and it can spray dragonfire on everything, getting rid of all the bullshit I've got stored in cages as I drop them into the pits. At least I hope that's how it'll go, I'm not sure if dragons can spit dragonfire through fortifications or not, some testing might be necessary. I can also carve out a staging area to station my military dwarves in there and send them into the pits for training.

>>157544159
Yes, it's a shame that the two other forgotten beasts (one a fleshy quadruped with webs, another made of green glass with a boiling breath attack) killed each other before I was ready to capture them. I'm sure there will be more though.
>>
So I am here under "siege", cant find anything on the map at all. Missed the first dwarven caravan. this all seems bugged, 9 undead before the first caravan, an invisible necromancer. thats fucking outrageous. this is a waste of goddam time
>>
>>157544714
nothing at all showing up on the units screen?
>>
>>157544714
time to use dfhack
>>
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Are you fucking kidding me?
>>
>>157546242
is there a way to put your artifact items on showcase in your dining room to increase the room's value?
>>
>>157546306
maybe if I make a stockpile allowing all items and set the minimum quality to Artifact or something. I just hope that splint doesn't get stored in the hospital and used on some injured dwarf later on, aren't splints destroyed after they're used?
>>
>>157546306
No, but artifact stands are probably going to be in the very next update.
>>
>>157548347
If that's true then I can't wait for it. All those useless craft artifacts will now be able to improve various areas of my fortress.
>>
>>157545359
just the caged zombies and a fox I got, then a wild kakapu bird or wtvr
>>157545416
which commands are there for a never ending siege? I still want them to come back some time, I just dont want them to be cock blocking my caravans for no reason
>>
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>Embark menu -- Trees: Sparse

Trees were definitely sparse when I first embarked but holy shit 5 years later they're taking over the surface... Is this normal?
>>
>>157550830
yeah
trees grow senpai

nature and sheit
>>
>>157550923
When I embarked there were only like 1/6 that amount of trees though, I thought they would be capped at their original number for this biome or something... now it's more like a "Heavily Forested" biome.
>>
Toady should add an embarking journey. Like you actually have to take the caravan and 7 dwarves to the destination and survive the trip
>>
>>157552235
>Dwarf Trail
>>
>>157552235
>>157552359
I remember a succession fort on the forums where they generated a world to year 5, picked an embark site, and then had 7 people play as adventurers who made their way across the world to a site near the chosen embark area where they retired and then they started the fortress and had the 7 adventurers migrate to their fortress.
>>
>>157552359
>You have died after your companions were turned into horrid fog thralls.
>>
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>>157558664
pls no, I come here to take a break from /pol/
>>
>try to play with an ascii tileset
>it gets way too painful for my eyes 5 minutes in and I have to stop
>>
>>157558664
Fuck off.
>>
KOBOLDS
>>
WARM KOBOLD CUNNY!
>>
>>157560369
Aren't kobolds reptiles?
COLD KOBOLD CLOACA
>>
>>157560997
The only think kobolds are good for is getting skewered through the eye with iron bolts. Damn little thieves.
>>
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>all this kobold hate
>>
>>157561737
>wasting bolts
just kick them to death
>>
>>157558664

Hillary. Check his twitter.
>>
>>157527536
Talking about pocket universes, any news from Toady on how will parallel universes be handled?
I'm as hyped for that as bote-anon is for boats
>>
>>157528694
I mean, apes in general have feelings too

that's actually fake, isn't it?
>>
>>157528702
>>157529036

Actually untrue. In worldgen they can spawn in year 1 already partially grown. If you use legends viewer you can see dragons born (code wise) in year -216 and stuff.
>>
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>>157562060
how can someone create something like Dwarf Fortress, and then turn around and be a retard

I don't understand
>>
>>157562028
They run too fast.
>>
PRE-PRE-PRE-ALPHA: seriously, your shit might get fucked by unknown outcomes, no clue what they may be, it isn't fully ready for even an official alpha release.

https://github.com/DFHack/dfhack/releases/tag/0.43.05-alpha1

>>157562829
I know, I mean, voting for the obvious lizard person is clearly the right answer, he has no vested interests besides wanting delicious babiesssss now and then to feast upon, and a warm stone to rest his big grotesque gut on each morning to warm up.
>>
>>157563280
Not if you break their legs.
>>
>>157559041
Dont play just vanilla, choose something from tileset repository and change the colorscheme too.
>>
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>>157563357
>play with a custom tileset and custom colorscheme both called xxx, but eyes still hurt; post about it on /dfg/
>no anon, these ones are fucking garbage, you should've picked yyy
>are you fucking retarded? I use xxx and it's perfect
>yyy is fucking square, literal garbage-tier
>linux terminal emulator is the only way to go and you all should just fucking kill yourself
>>
>>157562829
ABLOO BLOO LIBTARD LEDITT BLOO BLOO GET OUT OF MY ECHO BOX UHRR HGHRRRRR CUKC

Fucking american politics ruining everything. How did you people managed to screw up so hard? The dual party system is like inbreeding but for politics? After a few generations only retards remain?
>>
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>>157564172
No clue man, old nigga Washington was like "we should avoid making political parties, cause people will just turn into retards" and we were like "aight, that sounds wise" for like five minutes.

>>157563624
Totally accurate.
>>
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>>157564172
>>
>>157562829

In all fairness it could have been Threetoe who posted that on their twitter. He's much more of an SJW.
>>
>>157564172
>>157564312
>>157562829
>>157562060
>>157564525

LITERALLY EVERY FUCKING THReAD JUST FUCK OFF
>>
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>>157564552
no
>>
>>157564552

Go to bed Threetoe.
>>
>>157564525
I have come up with a really easy way to spot 3toe
You really just have to inspect their post for any exclamation marks. If there's any, its 3toe
>>
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>>157562829
What I don't understand is how some of you guys still haven't gotten used to the idea that you have two parties.
Like, people have ALWAYS voted for the other guys. It's been pretty even in the elections I've followed. Yes, you think the person they're voting for is literally Satan, the Deceiver, the Prince Of This World, the Beast who is called Dragon, but there's nothing new about that. Like half you guys have been voting for literally Satan for decades. Centuries, maybe, I don't know your political history. There comes a point where you must, even if you know you can never agree with your opponent, at least acknowledge his existence.
>>
>>157567020
shut up threetoe, and draw my crayon story, it must be in my mail november. 1st
>>
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Post your fort
>>
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>>157568467
>mountainhome when
>>
>>157507045

The real question is does he need to flip it over three times before it will go in?
>>
>>157540534
Avoiding that liberal crime squad
>>
>>157492918
You're so wrong it hurts. If only it was anything like that.
>>
>>157568467
>1.72 MB
We need an imageboard dedicated to DF, one that supports the DFMA animation format. It would be a glorious technical achievement for no real purpose.
>>
>>157550298
I used reveal and there is no hidden necromancer or hidden invaders at all. I want to exterminate the caged undead but they don't even show up in the list of units I can exterminate.

Exterminate undead says: slain 0 undeads.
>>
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>>157572461
halp. i am trying to make a DFMA file
>>
>>157568923
I like your "dining room integrated into a hallway" setup.
>>
Who here /adventuremodemasterrace/?
>>
>>157575334
i mod myself into being a bronze colossus when I do adventure mode
>>
>>157575675
I like to mod myself as a playable angel and try to assist my master in furthering whatever spheres he is in charge of.
>>
How difficult would it be to link discoveries to unlocking technologies in fortress mode? Would give a lot more incentive to libraries and scholars.
>>
>>157579210
As difficult as toady learning to code and being a good game dev. In short, very
>>
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>>157580246
>>
>>157580648
I remember when I thought those graphics were amazing.
>>
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>>157575324
thanks senpai
>>
One of my embark dwarves is 'clumsy and extremely quick to tire', what's a job I can give them that they won't be complete shit at?
>>
>>157580246
>toady cannot program
Ah yes one of my favorite memes around here.

But seriously though, I wonder what toady's code looks like. Probably not very object-oriented. Definitely not something like ECS

Perhaps he's into functional programming due to his math background? Hard to imagine a game like DF doing that, though.

I like to imagine DF codebase follows a very simple and strict imperative style, close to assembly in logical structure. Amazing performance, but a hell to maintain. That would be the most reasonable option, considering what we know about DF.
>>
>>157582727
>Amazing performance, but a hell to maintain
No no, DF is
>Horrible performance, but a hell to maintain

Anyway. Toady learned about OOP midway through DF, so it's clearly a spaghetti codebase.
>>
>>157582727
He's self-taught. No formal programming education.
The only reason his code runs at all is that he's learned about the most common idiot mistakes the hard way. It isn't elegant, but it gets the job done, which is more than most indie devs can say.
>>
>>157582727
He personally said it is a mess. Ages old code has no commentaries or anything so he frequently gets lost and loses time.
>2 years for a fucking update
thanks tody
>>
>>157575334
Now that dfhack is functional, I took control of the demon lord in a dark fortress (an eyeless deer chick with deadly dust? aight) went down into hell, dropped the fort, then teleported away to go rampage elsewhere.

I /adventuremodegodhood/ here.
>>
>>157582410
any? this garbage info doesn't matter
>>
>>157583418
>>Amazing performance, but a hell to maintain
>No no, DF is
>>Horrible performance, but a hell to maintain
Yes yes very funny meme again I am of laughings. Ever wonder why no other game dev has tried to tackle a game of DF's scope and complexity? It's because they couldn't fucking make it run with their fancy high level OOP structures.

>>157583971
>He's self-taught. No formal programming education.
I know. That is exactly why I'm assuming it's written in imperative style. It's the simplest, most natural programming paradigm. He probably learnt that as a kid when he started coding.

For the most part, lack of formal programming education (and lack of work experience in the field) just means you don't know things like project management and popular conventions, etc.
>>
Updated the OP with a link to the DFHack alpha.
>>
>>157588512
Please add this as well.
https://manmademagic.github.io/DFColorGen/
>>
>>157589065
...That's quite cool.
>>
What are some things that you've never really messed with in Dwarf Fortress? Personally I've not done much with minecarts and haven't made many glass or ceramic items.. I've only used magma a handful of times and have made very little out of candy. I've also never set up a library or temple.
>>
>>157589481
I've never messed with Dwarf Fortress itself.
I suck at games like these but I hang out in this general because I love the stories and screenshots Anons share.
>>
>>157589481
I have played adventure mode to death but never touched fort mode. I think the adv mod cabins are slowly easing me into it, though.
>>
>>157590265
>never touched fort mode

Surely you've made a couple of forts just to see what it's all about, right?
>>
>>157589481
I've never done glass, never touched minecarts, and never really messed with magma. Still in my learning stage of making my forts not get dumpstered by the first invaders I find
>>
>>157590383
Whenever I want the game days to go by quickly, I retire my adventurer, start up a fort squad and spend all my points on food, and then just alt tab until they all starve and then I go back to playing legends in a changed world. I did try farming once but I forgot to pack seeds. That's the most I've interacted with fort mode.
>>
>>157590809
*playing adventure mode
>>
>>157590809
>forgot to pack seeds

should've just make a food stockpile and gathered some plants.
>>
>>157591757
Well like I said, I've never touched the actual mechanics of fort mode beyond using it as a fast-forward button. Didn't know you could do any of that. Well rather, I figured it was possible but didn't know how it could be done and didn't think to pursue the matter.
>>
>>157562829
He probably doesn't follow politics closely. His ultra-liberal indie game friends probably told him "Trump wants to murder Mexicans and Muslims!" and he followed along. Meanwhile he has no idea that Hillary's camp is spending their time shitting on Mexicans and Catholics in private, rants about wanting the people to be stupid and compliant to propaganda (something he attacked in LCS), and how she's pretty much actively masturbating to nuclear war with Russia while blaming all her problems on a Russian conspiracy like this was the fucking 1950's.
>>
holy shit
I wish these /pol/tards would leave and let us discuss dwarf fortress
>>
>>157592180
You don't have to be a /pol/tard to call an evil woman evil, you polarized fool.
>>
Is rendering fat bugged? I slaughtered two horses and the kitchen gives me the red option for the job order.
>>
>>157592245
I don't give a flying fuck if you're talkign about hillary or trump, this isn't the place for it
there's a whole goddamn board for this nonsense. go there and let us talk about the actual topic of the thread: Dwarf Fortress
>>
>>157592442
>Is x bugged?
The answer is always yes.

>>157592456
Toad mentioned the elections in his DF blog. Blame him.
>>
>>157592442
I believe this means the fat is currently queued up for a hauling job, probably from the butcher to a stockpile.
Once it gets to it's destination it'll be freed up for new jobs.
>>
>>157592442
It usually auto-renders fat when it's produced from butchering, much like produced thread is auto-woven at a loom.
>>
>>157592690
>>157592585
Thanks. I will have to check if any workers are trying to haul them around.
>>
http://dwarffortresswiki.org/index.php/DF2014:Tool_token
It's weird that so many of these things have little to no actual use ingame yet, but I can see where they could be expanded to perform actual function beyond adventure mode.

Of course, there's no way to actually implement said uses on our own accord because closedsource.
>>
>>157511874
I'm pretty sure he's making a joke that the hard drive, or whatever that thing is, is his daughter, instead of a human girl.
>>
Why does toady keep his free game open source? He's gone to such lengths to make it easily moddable too, like coding in .txt files.
>>
>>157594009
*closed source whoops
>>
>>157594009
>>157594150
He doesn't want anyone to take his comfy lifestyle away.
>>
>>157594009
It's his baby, he's dedicated his life to DF and doesn't want any other autistic neckbeards to get their grubby hands on his baby's precious code.

I think he has it set up to go open source if he unexpectedly dies at least.
>>
>>157594276
>>157594415
Not the original anon but now I'm thinking about NTR porn featuring Toady, an anthropomorphic representation of DF, and a pack of gross neckbeards.
>>
>>157575334
It's my favourite, but until enough good roles and activities are added, fortress mode is the master race
>>
>>157596465
It gets mundane with the bad fast travel and questing system. Also seeing what factions control which cities so it's easier to fight for your side.
>>
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>>157594564
...y u do dis
>>
>>157593798
I actually hadn't thought that
>>
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>>157596807
anon
ANON
>>>>NTR
>>
>>157594564
You repulse me very strongly
>>157596807
you too
>>157596776
What would you like to see in adv. mode anon?
>>
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Um
>>
>>157597072
>What would you like to see in adv. mode anon?
Better questing system, better economy and trading, family and relationships.
Honestly, many things are hidden from clear sight, which is too bad, since the game has so much detail.
>>
>>157597779
>many things are hidden from clear sight
fucking hell this
I suppose Toady knows this, and has something planned for it, but as it is now, the game looks like it's trying to deliberatedaly hide things to the player
I generally want a lot more deepness to each dwarf, mainly in the psychological aspect. Everything else, I believe, will come from it
>>
Having to hide the bodies before the traders show up after a siege feels like it's somehow illegal for my dwarves to defend themselves from the marauding goblins.
>>
>>157599714
>C'mon you buncha pussies, it's just mangled bodies, vomit, blood, and... for fuck's sake, can SOMEONE put that fire out?
>>
>>157597192
Go hang out.
>>
>>157600515
I wonder, when professions like torturer or corpse hauler, you know, tough professions in general, are added and made hateable, how will normal citizens react to them?
>>
>>157601178
In goblin culture, it will probably be a respected position. In human and dwarven it will be seen as barbaric.
>>
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>embark next to a porcupine corpse
>this gonna be fun
>giant horned owl corpses attack me the next day but I'm already underground
>caravan gets annihilated by giant kea corpses
>migrants get attacked before I'm done building my second entrance just for them
>they have to run past each other to get to the entrance door before I forbid it
>a guy literally gets eaten by two corpses while another one crawls past him while the corpses are distracted
>put the horses into a locked up room so I don't have to worry about them when they die of hunger
>one of them turns into a corpse and the other one runs past the door because I forgot to forbid it
>it has ribs broken and slowly tries to crawl into the general area
>but not before I build another door right in front of it's face
>>
>>157601989
Do you think that in the future, as your outpost grows bigger/stronger, you'll need to keep certain types of people separed from another?
Im not only talking about torturers and normal people, but also a lot of different examples of bigger-than-an-outpost cities people, such as, different religions, animal men from different civs, etc.
Once the starting scenarios gives the game law and roles, this should be easy to implement
I basically want to destroy an enemy fortress by sending them copious ammounts of beligerant inmigrants, and watch their country crumbel to dust
>>
I need some Dwarf fortress humour, hit me /dfg/.
>>
>>157603580
As long as a creatures race, appearance and cultures doesn't affect how they think of each other, I don't think you can do that. Just have to wait for Toady to implement racism.
>>
>>157604117
2cat
>>
>>157604570
Can't wait for your dwarves to form a lynch mob and run the caravan/visitors off the map or beat them to death.
>>
>>157603580
>>157604570
Someday I will rule over an apartheid fortress where the ruling and military elite live in a veritable utopia, never wanting for anything while the laborers, peasants, and conscripts live in group housing wearing rags, eating only raw plump helmets and drinking only dwarven wine and stagnant water.
>>
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>>157604684
>Be dwarf
>Be black
>Get put in a militia "The Protection of Black"
>White humans from a nearby town come to trade
>We all start yelling and killing eachother while yelling "Murderers"
>We chase after them and steal their possesions and rape their women while crying about oppression.
>The mayor writes a letter trying to explain how we dindu nuffin
>Our faces when
>>
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>>157602562
>need some leather for them leather bags
>butcher a puppy
>it's skin reanimates
>send my entire fucking military there
>they deal LITERALLY NO DAMAGE
>ten fucking dwarves get over-exerted trying to kill a single dog skin
>half the fortress goes to give them water and gets stuck trying to kill the skin as well and over-exerting themselves
>my weaponsmith is there as well
>send my armorsmith to forge a fucking warhammer
>he forges one but then decides to take the hammer and go give some water to the over-exerted dwarves
>so now can't make anyone pick up a warhammer because they will go there as well
>my entire fucking fortress gets overtaken by a single reanimated dog skin
>>
>>157607226

video related to your plight

https://youtu.be/26ZS-xtP4GY?t=2m13s
>>
>>157604117
I like to screenshot and save images on here that I find funny. There's around 100 in here

http://imgur.com/a/6AKDs
>>
>>157604570
I actually wrote here some proto-suggestion about how dwarves and other setient creatures should process information, and in my ramblings, I came out with the idea that racism will exist in the game, if we want to have other social/psychological mechanics in the game
Basically, the actual relationship system(friend, grudge, family) would be replaced with scores from each dwarf to another based on the things that form a relationship(trust, apreciation, and a long etc.). This relationship points, or opinions, if you prefer, are obtained by dwarves socializing, as we know now, and based in their personalities and the circumstances of their encounter(dwarves forming more grudges when grumpy from bad beer).
This gives simply too many good things to the game.
First, it adds more complexity/realism to the game(You should be able to have a father, and have a bad relationship with him. with the current system, you can't) This system would lead to virtually infinitely complex and rich relationships, varying from a normal role of servant/master where each part kindly respect the other, to relations of love/hate, apreciation/disgust, etc. All of them creating differnt behaviours between the dwarves, that we can't begin to imagine
second,it Adds meaningful bonds. In the stories, every action the hero takes, is usually because a strong bond with another person(rescuing princess, saving father, etc.)
As with this system, relationship scores aren't capped, given enough time, years even in each case, and if their personalities match, you could have two tough guys slowly improving their relationship, until they are inseparable.
And if something bad happens to one of them, the reaction from the other guy would be proportional, which is cathartic as fuck, and makes losing someone an actual strong/bad stuff to happen to someone

There are a lot more stuff that I've thought about this, if you want to hear more just ask
>>
>>157607567
is there no other way to kill body parts other than trapping them with a cage?
>>
>>157608189
Incredibly interesting, and it sounds like a system that would work well in a procedurally generated world. Have you considered sending this to Toady? I wouldn't guess he browses /dfg/.
>>
>>157579210
Technology tree looks very "artificial" and restricting in df context. And why should outpost lose technologies pf parent civ?
You do progress with workshops and available materials, and its okay.
>>
>>157607226
Bumping for more of your funny stories guys, they're the only thing I come on /dfg/ for
>>
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http://steamspy.com/app/294100

>DF ripoff makes millions
>Tarn still relies on donations
>>
>>157614567

>>157607610
>>
>>157614641
nobody cares about you shit game
>>
>>157594009
>make game open source
>someone forks it and calls it DFAwesome
>implements better UI and RTS-like squad controls while not giving a fuck about features that Toady considers more important, like adv mode and worldgen
>people constantly bitching at Toady to implement some features from DFAwesome, even though he never intended RTS controls for example
>there are now permanently two versions of DF
>modding community and playerbase is split in half
>eternal shitflinging on every DF forum about which version is better
>>
>>157617545
>>eternal shitflinging on every DF forum about which version is better
Pfft, we already have that with Masterwork.
>>
>>157618741
>>>eternal shitflinging on every DF forum about which version is better
>ponyfags make their own game
>it gets more muney and acess than all other versions combined
>>
>tfw forgot to "claim / unforbid" prisoner's items before designating it all to be dumped
>months later, try to dump some prisoners into a pit
>they're still fully armed and armored, begin attacking my dwarves

Luckily I had a squad of 10 hammer lords down in the dungeons overseeing the prisoner transfer.
>>
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>>
>>157622314
SPOOPY
>>
>>157621325
I've never had that issue, then again I always build the prisoner's cage right on the side of the pit so they have no time to resist.
>>
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>>157622513
Well I have 180 prisoners and couldn't figure out a quick and easy way to find the 8 who were right next to the hole in the floor on the pit menu so I just said fuck it and picked a handful of them. Apparently some were in my mass cage stockpile on the floor above.
>>
>human bard visits my fort
>he's the first visitor to this fort so i decide to watch him for a second
>walks straight to the river, jumps in and drowns
fucking humans
>>
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>spend years building block roads leading to my depot entrance
>caravan wagons take the most circuitous route possible completely avoiding my roads

I feel like that was a gigantic waste of time at this point...
>>
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>>
>>157623904
goddamn, I hope your dwarves don't drink from that vomit laced brook
>>
>>157624664
nope, I've got a screw pump filtered cistern accessed via two wells in my dining hall and two wells in my hospital.
>>
>>157624617
>those fps drops
that's what you get for having a limit of more than _30 dwarves
>>
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>>
>>157625365
>HOOOOOOO
>OOOOOOHHHH
>>
Whats the best plant for paper making?
>>
>>157624664
It wouldn't matter if they did. Brooks tiles are like grates. The actual water source is below them, and isn't affected by contaminants on top.
>>
>>157627194
Not true, before I built the wells some of my dwarves were "disgusted when forced to drink vomit".
>>
>>157626392
Pigtails are easiest just because you're guaranteed access to them. All paperable plants are equal in terms of their capacity to produce paper, only the skill of dwarf who plants them matters.
>>
>>157627365
Either you're mistaken or they drank the vomit elsewhere. Contaminants don't pass through brook tiles. You can look at the water tiles beneath the vomit and see for yourself, the water is uncontaminated.
>>
>>157625236
but i want a king and you need 150 dwarves to get one
>>
>>157628016
hmm, well I don't know how that idiot managed to drink vomit then
>>
>>157628156
140
>>
Holy shit, dragonfire can incenerate raised drawbridges
>>
>>157630332
Dragonfire can melt most things including weapons and armor unless your dwarf has a shield
>>
>>157630332
*incinerate

>>157630481
In one fire breath attack the dragon took out 2 raised drawbridges, 2 lowered drawbridges, a troll, and a forgotten beast. This thing's too dangerous to keep in my current megabeast prison.

I was under the impression that raised drawbridges functioned like a constructed wall and was therefore immune to almost everything.
>>
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>>157489439
>>DFHack (Out of Date):
>>
>>157630332
Dragonfire can't melt steel beams.
>>
>>157633386
I'm pretty sure it can. I can construct a steel support and then have the dragon breathe fire on it to test if you really want me to.
>>
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>>157625890
I wish he would tell us what the meaning of the "OOO" "OOOH" and "HOOO".
>>
>>157634013
I guess its sound that dwarf from opening cinematic makes.
>>
>>157633708
Do it, but be warned I'm going to claim it was a false flagon operation.

>>157634013
Think he said it was an inside joke with some friends?
>>
Is it possible to castrate females? I've never seen it happen.

Is only male sexual organs modeled for some reason? You'd think stabbing a female gobbo in the lower body would tear apart the uterus/ovaries.
>>
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>>157635529
>tfw we will never have a 30 minute short film about a fort done entirely in style of the opening cinematic
>>
>>157492918
this nigga
>>
>>157628156
nigga just edit the raws save the frames
>>
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This parakeet man came to visit my fortress about 4 months ago. In this time, he's sat up in a tree on the tallest point of the mountain. He hasn't talked to any citizens of my fortress.

I'm not sure why he chose my fortress to do this at, but I'm relatively fine with it.
>>
>>157611051
he he he
>>
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Cozy dwarfs.
>>
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This amused me for some reason.
>>
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>>157607567

My fucking sides
>>
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>>157612834
I think having some variety of stock/procgen invention stuff would be good. It'd explain/allow for more things to happen with some of the more fantastical mechanical things the Dwarves are supposed to be capable of in the various stories (mechanical limbs, clockwork stuff, (magically?) powered armor). Even if that results in just a few dozens with optional bells and whistles it'd be interesting and with mods you could throw in enough bullshit to keep it feeling organic.

I'd like to see it work like so
>(Arleady master/legendary skilled in the craft and in a Mood) Dwarf invents Better Crossbow Variant/A chariot with a tiny ballista on it
>Initially, only he can build it
>Said Dwarf can be tasked to "teach" about the invention in training sessions/lectures
>Books can be written by the dwarf or in-fortress scholars
>Once some (or all) of these are met, the invention becomes doable by all dwarves in the fortress
>Books can be distributed to spread knowledge of the invention, and provided enough time/saturation can lead to it becoming Civ-standard

Sorta like how animal trainers will presumably be able to make species domestic for the entire civ given some of the stuff that is currently in place.
>>
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There is an item somewhere that my dorfs cannot get to, and I don't know what it is. They inform me of this roughly 20 times per minute.

How do I find the offending item?
>>
>>157646162
Cavern refuse. Your dwarves have an open path to some kind of critter giblets that have died in your caverns, but the space between them and the offending giblets is unrevealed, so they can't find the path even though they know it exists. Close your caverns, finish revealing them, delete your refuse piles, or forbid everything in the caverns with d-b-f. Doing any of those things will stop the spam.
>>
>>157645816
Adding to this, in one of the stories a legendary swimmer dwarf that served as a cavern lake/sea diver for his fortress to fix underwater machinery/fend off water-dwelling beasts developed a bunch of diver gear for himself to further improve his effectiveness.
>>
>>157643390
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9362
>>
>>157589481
I still haven't messed with RAW data but I'd like to because Modding in my own civs/minerals/Monsters sounds like the most FUN there can be.
Also burrows somehow. I've worked with zones because of military patroling but they don't get experience while patroling (correct me if I'm wrong) so I don't see, why you should do it, instead of just placing barracks at the entrance
>>
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>>157630550
This was changed recently. Don't think it applies to walls or other constructions yet, but bridges and statues most def.
>>
>>157590572
This. My most recent fort had a wall, a second floor, with a floor hanging out 1 tile over the side of the wall below, and fortifications on top of that. It also had a roof above that so my archers can shoot with safety. I had bait animals and everything. Then buttrape the wereGilaMonster bypasses all of my decoy animals, goes right for the door and my retreating civilians. My archers and melee squads don't seem to work right, even after following the guide.

>>157589481
glasss, minecarts, pumps, aquifers. I'm still learning but having a magma forge would be totally bitchin.
>>
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>>157645190
>>
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Zump
>>
My save game was fucked and most recent backup date back to long time ago and I lose alot of time, stuff like this always ruin enthusiasms to play it more.
>>
>beat an entire army of undead without them landing even a single hit on my army
>an elf hand reanimates and my entire military is stuck fighting it again
ok I'm done with reanimating embarks
maybe when toady fixes this garbage game
>>
>>157654538
>computer crashes
>restart computer
>as I'm restarting computer whack my weed dude container with arm
>weed flies all over carpet
>df saves are all gone
>was 3 years into my newest fortress
>go lay down in bed and think about suicide

Thanks for reading and subscribing to my blog.
>>
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> rare mineral occurrence
> cant find anything in the ground
> dwarves require raw gems for artifacts, dont get them, go insane
> ok, lets cheat a little
> prospect
> see this
What do now? Abandon fort and delete the world? And why, i remember "shallow and deep metals" on embark screen(otherwise i would not settle there)?
>>
>>157658171
What the fuck. Save that world and see if it ain't a bug
>>
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rich dwarves
>>
>>157658171
I hope you did "prospect all"
>>
>>157658239
Oh, and hack says there is 0 magma too.
>>
>>157658491
>>157658491
Did you use prospect all? Did you used reveal so you can see what is going on?
>>
>>157658171
>>157658491
>0 stone
>0 magma
Looks like your dfhack is broken.
>>
>>157658694
J-just like I broke ur mum. Fite me fgt
>>
>>157658524
>>157658491
>>157658478
>>157658239
>>157658171
>>157658694
I see now, i fucked up. List of comands did not say about variations of this command.
I did "all", it worked, but there is only tetrahedrite and some very dull stones.
>>
>>157658770
Tetrahedrite is a good ore, don't talk shit. Gives you a shitload of copper for low-tier armor and silver for maces/hammers.

But yeah if you don't want to import all of your iron/steel you're justified in retiring the fort and starting elsewhere.
>>
>>157659243
or he could cheese through hfs with cave ins and shit and just get adamantine
>>
>>157659361
I can never justify throwing adamantine gear on some shitter militia that's just gonna get their upper spine bruised by a horse or some shit. I always want to use iron.
>>
>>157659649
that's cause you need to give them cloaks too.
>>
>>157659649
>people in adamantine gear getting damaged
are you fkin kidding me
>>
>>157611051
Sorry I didn't answer you until now, was in school
Im happy to see someone liking my ideas, thank you. As I don't usually write many suggestions, putting my thoughts on paper was pretty weird to me, and I thought it would be too to others
Yeah, It would be amazing if this was added, it would completely revolution the whole 'interacting with others' in the game.
I've thought on putting this in the forums, but there's simply too much to order and write 'good' before I consider it. This part I wrote to you was basically the introduction, it dwelves into more interesting things as I write.
In fact, as I was rambling, I didnt even link my ideas to the racism part, so I'll do it here.
Basically it goes like this:
If you are able to have 'relationship points for people, you could, somehow, have it for groups of people, be it racial, cultural or from different countries
Those grupal points would be an abstracted idea of the whole group 'personality'
That would be where the whole, 'your village burned mine, so you are all a bunch of nazis' parts come off
I know it sounds pretty simplistic here, but really, its amazing to read and write about this
>>
>>157636320
You can only geld males as of this version
True question thou. Will he ever add genitals to the game?
>>
>>157661886
how do you geld a female?
>>
>>157662369
You don't.
>>
>>157662369
it involves long fingers and metal pincers
>>
>>157660132
>force transfer

Even the best armor is paper to anyone with high strength.
>>
>>157663865
define high strength
>>
>>157664259
Anything above weak will do it with a square enough hit.

Projectiles also transfer their force in a weird way right now because Toady is incapable of making them not OP. A copper bolt to the face can break your spine through an adamantine helm.
>>
>>157589481
Dude glass is one of my favourite things ever

Just rev up the furnaces with literal sand and wood and pump out masterwork glass discs

love putting the gobbos through an indiana jones themed glass greenhouse
>>
>>157665917
>tfw no sand on my map

a-at least I have fire clay though, right?
>>
>>157666270
Sure, if you're content to play with mud and dirt over beautiful smooth deadly glass

glass fortress best fortress
>>
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>>157666820
o-okay
>>
>>157666906
Its ok anon, you can redeem yourself by selling all you own to the caravans in exchange for all their sand and glass.

Then build a glass block pyramid with glass spikes at the bottom, and throw your potters and glazers down it as sacrifices to the great glass gods
>>
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>>157665917
>>157666820
>>157667350
>glass
>not stone
>>
>>157667435
Glass is like stone made more like metal tho. Arguably that's even more dorfy than plain ol stone.
>>
>>157667435
But anon, of those two choices, glass is the only one that makes elves angry
You aren't an elf, are you?
>>
How much does world size really affect FPS? Wiki says to use small or smaller because any larger than that is a big FPS hog but how true is that?
>>
>>157667435
When you think about it, isn't sand just lots of tiny stones

And glass is tiny stones made tinier and stuck together

Therefore, with glass you get more stone per stone compared to regular stone

(you can't even make spinning glass discs with stone)

Glass>>>>>>>>>>>Stone
>>
>>157658273
why
>>
>>157669229
probably to use the smelting bug of coins and get infinite adamantine
>>
>>157662369
You cut out her ovaries.

Would be a good way to train surgery.
>>
>>157670102
>Would be a good way to train surgery

Didn't some German guy in the 30's and 40's have the same idea?
>>
>>157670102
did you take this idea from some kind of really weird doujin
>>
>>157670102
>>157670492
desu, training medicine should be done on corpses, and having novice or dabbling doctors should be actually dangerous. Like a novice surgeon that doen't know about organs taking out every organ from some guy instead of the rotten lung
That way we have some realistic use for corpses, which are actually completely useless
And we create the proto-trope of dangerous/mad docotor, in one single step
Bonus points if training medicine on living beings, as>>157670102 says, makes you learn faster, but people hate you
>>
>>157671056
That's a surprisingly good idea.
>>
>>157671056
Toady said that the game was set in a medieval setting and woudn't go further. Medicine was taught using books no matter how wrong they were. It took centuries for people to realize how the anatomy of the liver (and every fucking other organ was) because they absolutely refused to mess with corpses. And even when they saw something that clearly didn't checked with their books, they choosed books.
>>
>>157671285
He's said that the technology cap is roughly that of 14th century europe. That has nothing to do with europe's cultural norms regarding the treatment of corpses.
>>
>>157671285
So basically.. butchers know more about anatomy than doctors then?
>>
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>>157671285
nigga, plain wrong from the start
>ACHSUALLY
Yes, the painting is from the 15TH century, but was a practice done for centuries, that's why there's a fucking painter there, it was fairly normal to study like that
Besides, Toady said around 14th century, not strickly capped at 1399 a.d
Also, egyptians did ocular surgery hundreds of years before mankind invented steel, so its all relative
>>
>>157636320
Gelding is a boolean, genitalia aren't actually modelled ingame.

>>157661886
I think he's said that he's against adding obscene things like genitals/sex simulation/excrement, but who knows.
>>
>>157661886
Don't think so, but again, this is a game where you can strike a mother to death with the head of her newborn so idk
>>157661608
Oh, This system of prejuices works to for setting the placeholder for fame, and getting respect from people that has never known you, resulting in an acurate reputation system too
Also, this tied with another suggestion concerning love/sex that Im writing would result in girls fantasizing with you , even though they have never seen you irl, which is also pretty amusing
>>
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>>157672887
>excrements
He's pro manure and compost, also pic related
>sex
That's just a statement caused because of a normal trauma about meatgod, in a couple years, with the aid of a psychologist that the fans pay, he'll recover
>>
>>157673107
Wait, there's animal excrement in the vanilla game already? I'd like to see him flesh it out, collecting livestock shit for fertilizer and having to set up latrines would be pretty neat.
>>
>>157673619
nah, that's modded if not a fake screenshot altogether
>>
>>157673107
That's fake. Chimps don't do that.
And anon was right about waste at least. There was an interview some years ago where he was asked if creatures' needs would ever include waste management, and he responded that he didn't want DF to become known as "that game with shit in it." Outside of the occasional proc-genned creature made from brown or yellow filth, we're not likely to ever see it. I've never seen him comment on sex, though.
>>
>>157673806
Easy enough, copy the spit interaction, add an "excrement" substance, give it something like a strong vomiting effect if consumed, nausea and uneasiness if on the skin, there ya go. Gross shit monkeys toss which makes you feel queasy and sick, and can make you barf your guts out if you got it in your mouth.
>>
>>157674372
Sure, it could be modded in. But that was clearly posted as evidence of Toady's position on shit, which it certainly is not.
>>
So the age old question

How do i get Dragons to spawn on my map, i want a fiery doom machine to compromise my fortress
>>
>>157676568
wait
>>
>>157675752
I thought it was vanilla desu, sorry for spreading false info.
He'll probably add an elegant abstracted thing to shit, like 'waste' or so.
He'll probably do the same for sex, when added.
Because let's face it, having a whole arc designed for love/creating heirlooms, and a lust value for all personalities as a placeholder probably means sex will be in-game
>>157673619
that'd be cool, yeah
>>
>>157676672

Thats it

i just wait regardless of embark site or not


Can i get Dragons on all biomes?
>>
>>157677306
Look in legends after you finish generating a world and figure out where the remaining dragons (if any are left) have settled and then build your fortress right next to one of those spots, create a lot of wealth (dragons hoard jewelry in their lairs IIRC and are attracted by fortress wealth in general), and hope that the dragon comes to attack your fortress.
>>
>>157678928


Great, first time testing Legend

I hope for fiery carnage and broken dreams

Thanks
>>
>>157680523
They can easily be captured by a simple cage trap, then you can release them into an enclosed room (only natural or constructed walls / fortifications, no drawbridges) separated from your adjacent prisoner pit by fortifications. Dump prisoners into the pit to have the dragon incinerate them. If you dump unwanted items in there as well then the dragon will incinerate those along with the prisoners. It's much more interesting than an atom smasher IMO.
>>
>>157677306
Yes, just wait. There aren't any actions you can take that will make a dragon attack any more likely than any other kind of attack. If you have dragons in your world and you produce wealth they might come. They might not. Nothing you do after embark will influence it
>>
I've got a fucking GCS in my soon-to-be bedrooms

HELP
>>
>>157683041
try to seal it in there until you're able to deal with it.
>>
>>157641645
that defeats the !fun! of it, nerd. why don't i just edit a king in there then
>>
>>157686303
The comments in the init file claim that you can get a king at 80 pop and "all game features" at 100 pop. Just edit the raws to match that.
>>
>>157686851
The init is wrong. The real number is 120 if I remember correctly. You can look it up on the wiki.
>>
>>157562829
People with crippling autism usually go with whatever they think will make people sympathize with them more.

Chris-chan is also a hillary supporter.
>>
>>157686965
It's 140 for a king but judging from the init comment it can be argued that it was at one point intended to be 80, so you could edit the raws allowing a king to arrive at 80 pop while still remaining somewhat true to the spirit of the game.
>>
>>157672605
If you read the article you quoted you'd see that they used animal bodies and extended the knowledge to human anatomy. It resulted in VERY wrong things (that for them was perfectly fine because GALEN=GOD). It wasn't until da vinci and some contemporaries started slicing the dead that people realized how awful things were. Reports ffrom medical universities are like this
>see this liver with three large veins?
>points at a liver with no such structure
>yes master we see it it's like we studied
>>
>>157688051
whatever, but practicing on corpses was a thing, which is the important matter
If we were realistic to the european medical advances of that time, nobody would survive, using soap wouldn't be a thing, and leeches would be used to 'clean' the patients
>>
>>157688321
It could be it's own mechanic, with scholars describing things or inventing retarded things only for other people centuries later prove they were wrong
>>
>>157688451>>157688321

That mechanic in real life is called scientific method
>>
>>157688451
I actually like this idea senpai, but as with genetics, it's something that'll be added in the vast future of the game, when we can actually have centuries long forts to enjoy this mechanics
>>
>>157688451
>>157688557
>>157688718
we BLACKED thread now?


Scientific method should be a result of dwarven free will, instead of a mechanic, but I think that about many mechanics, so dont listen to me
>>
>>157687318
http://www.bay12forums.com/smf/index.php?topic=145454.0

http://www.bay12forums.com/smf/index.php?topic=138171.0

Looks like the 140 pop cap is hard coded, can't be simply edited in the raws. RIP FPS
>>
>>157688718
>>157688845
Okay dissectioncontraire anon here. Instead of it's own mechanic what we know as science would be an emergent property of the dwarven civilization system. So toady doesn't even need to code it :^)
>>
>>157689042
I didn't mean that and you know it senpai
>>
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Only 2z left until my central hall meets the lakefront. I've been working on this for so long I can hardly believe it's happening.
>>
>>157694380
all of a sudden
>dragon
>>
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Anyone else unable to contain their grin at the image in your head as you "pond" fifty yaks into the magma?
>>
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>>157694543
BRING IT
>>
>>157697779
Well fuck, they brought it.
This is only the second vile force we've had in 12 years.
>>
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>>157699396
>>
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>>157699753
Will they make it in time?
>>
>>157700069
This woman is a terror.
>>
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>>157700292
This siege isn't making it off the doorstep.
>>
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>>157700691
And now we're just executing them as they enter the map. Better luck next year, guys.
>>
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>>157701215
It's over. The only casualties were this guy, whose foot, knee and hand got fucked up, and my legendary bowyer/pump operator who took an arrow to the foot right after they arrived. I have no idea how many there were because we destroyed them too fast to get an accurate count. The Duchess got another 9 kills to her name. They were her first goblins and beak dogs, since she slept through the first siege.
>>
>>157702363
>doesn't feel anything except for
>combat sessions
>alcohol
>bettering his combat abilities

Sometimes you look at the game, and realize it's already perfectly done
Until you encounter a dumb bug, that is
>>
>>157700292
Is she a legendary fighter or something?
>>
>>157702590
All of my soldiers have been training, fighting, and surrounded by corpses for the better part of a decade. Nearly all of them have gained the "doesn't really care about anything" trait. Not that it means much anymore; the civvies' thoughts will look pretty much the same when they come to clean the battlefield thanks OP inebriation. But at least for the hardened soldiers that's working as intended. I do wish the joy in combat thoughts were still in, though.
>>
>>157703289
Yeah. She was one of my starting 7. I selected her and one other dwarf (who is now my Champion) to be the beginning of my military based on their physical attributes at embark. I made her the militia commander and had them both training before the first migrant wave arrived. I chose her for promotion when I was offered a barony.
Pic related is the work of a drawfag who was doing requests a couple of months ago.
>>
>>157703289
>>157704032
I should note, though, that all of my fighters except a few of the marksdwarves are legendary. It only takes a couple of years to accomplish, especially if you start out with some skilled soldiers to make training sessions more effective.
>>
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Get out of here page 10.
>>
>>157708687
>that book
>check Amazon
>it's real

kek, who would pay $17 for that when the DF wiki and bay12 forums exist?
>>
>>157709150
its a feely for dorf
you can keep it on a bookshelf and never read it, but still say that you're such a fucking nerd you have bought a fucking dorf fort book
>>
So how well does DFHack work in 64bit?

Is 64bit resistant or immune to FPS death?

What new* mechanics are worth learning and implementing in a progression fort?

*new as in I suppose since around the time of minecarts
>>
>>157710372
Immune to FPS death. What a dream.
Ive heard better perfomance but more crashes.

The new library/tavern/temple system is nice. makes the fort feel far more alive.
>>
>>157709150
It's also ridiculously out of date at this point. It was written for 40d IIRC
>>
>>157711194
Again, nobody that I know has reported more crashes with 64 bit, one of the main reasons would be running out of ram with 32 bit, 64 bit doesn't have that problem, and it has a longer tail on the "slide to fps death" than 32 bit.

Not exact, but say 32 bit would be slowed down by half at year x with y dorfs, 64 bit would only be slowed by a quarter, and only a third slower at year 1.5x with 1.5y dorfs, etc.
>>
>>157712174
We lay in bed as she whipped around us.
We were [page 10] before she found us.
>>
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>>
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Dorf Dentistry.png
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>>
Memory layouts for 43.05 32 bit

http://www.bay12forums.com/smf/index.php?topic=122968.2820
>>
>>157719394
>32
meh
>>
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>>157719431
Better than nothing
>>
>>157520198
DF finally runs well on my laptop potatoe. No cap FPS for me anymore!
>>
>>157520198
Yeah it runs at 100 FPS with 23 gorillion dorfs inside 16x16 embark
>>
>>157528150
I love a grasslands near elves and goblins. It's a challenge later on, but so much fun!
>>
>>157541207
My entire fort is trained in fighting, minus the children. Sadly... My fort died after a tantrum spiral
>>
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Does anyone knows what's going on? I'm using the starter pack and that equipment was available last game but now I get this error when I pick the noob preset and I can't even pick these items manually, they don't even appear.
>>
>>157720416
Your civilization doesn't have access to them.
>>
>>157720498
I wasn't playing the Adventurer mode though
>>
>>157700691
>>157701215
what is this tileset and color scheme
>>
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>>157721054
Pic related with CLA dwarves/gobs/humans/bolds and vherid dark sand with a couple of tweaks:
[BLACK_R:2]
[BLACK_G:1]
[BLACK_B:16]
[BLUE_R:4]
[BLUE_G:81]
[BLUE_B:140]
[GREEN_R:93]
[GREEN_G:109]
[GREEN_B:6]
[CYAN_R:12]
[CYAN_G:79]
[CYAN_B:76]
[RED_R:142]
[RED_G:40]
[RED_B:0]
[MAGENTA_R:131]
[MAGENTA_G:0]
[MAGENTA_B:52]
[BROWN_R:114]
[BROWN_G:89]
[BROWN_B:58]
[LGRAY_R:51]
[LGRAY_G:69]
[LGRAY_B:85]
[DGRAY_R:17]
[DGRAY_G:35]
[DGRAY_B:52]
[LBLUE_R:0]
[LBLUE_G:176]
[LBLUE_B:238]
[LGREEN_R:166]
[LGREEN_G:176]
[LGREEN_B:0]
[LCYAN_R:72]
[LCYAN_G:255]
[LCYAN_B:184]
[LRED_R:206]
[LRED_G:73]
[LRED_B:1]
[LMAGENTA_R:239]
[LMAGENTA_G:150]
[LMAGENTA_B:207]
[YELLOW_R:255]
[YELLOW_G:183]
[YELLOW_B:77]
[WHITE_R:230]
[WHITE_G:245]
[WHITE_B:247]
>>
>>157720974
You don't need to be playing adventurer mode, a civ, when generated, has a specific set of fashion and goods they steer towards but are ultimately limited by what's available to them material-wise. Sometimes you get hosed and there's no such thing as iron anvils, you'll want to pick a different dwarf civ. Not every country on earth has oil, so it'd be stupid to build oil refineries in countries lacking in them.
>>
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>>
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>>157722307
>>
>>157722274
ohhh so it depends on where you start, that's sneaky. Thanks!
>>
>>157722587
Also depends on who's sponsoring and sending your dwarves.
>>
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I hate siege cleanup. This is the only place on the map that caravans will spawn so I have to get this done fast or I won't be able sell them the 50 million XX(copper helm)XXs that the gobshits left for me to dispose of. If I wasn't holding out hope for an elf siege I would just turn off invasions to save myself the item count.
>>
>>157723224
The champ cleans up after sieges in her own special way.
>>
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Apparently the dwarves from my civ are real hardasses, because these merchants are just rolling over the piles bodies without missing a beat. No imploding wagons or blue exclamations to be seen.
>>
Every season and every time I run dfhack migrants-now I get "Your fortress has attracted no migrants this season.", why is that? I thought at first that the rest of my civilization fell, because the human diplomat brought so much news of fallen fortresses, but when I look at my civilization screen there are a lot of strange dwarves listed there, a lot of barons and professions I don't have in my fort. But why are they migrating to me anymore?

I've got a lot of wealth, and I'm way under the strict and regular population cap, and other units have no trouble entering the map. I get human merchants and goblin sieges every year, and they enter from the same spot. I did mine out the first 20 or so z-tiles a while back, and I think migrants stopped appearing around that time. But there are still walls at the very edges off the map, like 1 tile wide ramp surrounding the entire embark, and animals and trees have no trouble spawning on there, and I've had dragons and ettins enter the map and walk down along the cliff face. I've also got stairs leading down there, it's all pathable, no trees blocking movement at the moment, dwarves can go up there and gather plants etc.

I really want the rest of my civilization at my fort, why did they stop coming?
>>
>>157725503
The migration mechanics aren't known precisely, but it is known that wealth and deaths are two contributing factors. So when you say you're wealthy, how wealthy are you talking? Has much of that wealth been created recently? How many things are dying at your fort?
There may also be a minimum pop that other sites won't allow themselves to drop below, so if you haven't got much surplus population outside your fort that will influence it as well. If you exported legends before embarking you could have a look around your civ and find out.
>>
>>157720350
I haven't really had any issues with tantrum spirals in a long time. I make sure to keep my dwarves supplied with excellent food, a wide assortment of drinks, plenty of masterfully created clothes, and excessively opulent dining halls and statue gardens with multiple artifacts on display. I keep a full time military whose members rarely have a chance to socialize with other dwarves who aren't in their squads so their deaths don't affect the rest of the fort as much.
>>
>>157725503
Oh, another thing. Since .40's world activation, migrations actually have to travel through the world in the background simulation to reach your fort, so migrants-now probably doesn't work anymore, and triggering the empty migrant waves may be breaking the normal migrations that your fort would otherwise receive once a season.
>>
>>157726523
i have 100k wealth, and there are less than 5 dwarven deaths per year. i've only been running migrants-now every few years after seasons of no migrants, i've been too busy too look into the migrant issue for a while.

the minimum population thing makes an incredible amount of sense, i'd love to export legends, but i only have an export when the fort was 7 years younger, and dfhack export-legends never finishes even when running for 12+ hours. I tried just entering legends mode from fortress mode through dfhack, but I can't seem to find any of my civilization's other sites or see how many people they might have left outside my fort.
>>
>>157727067
>fort several years old
>only has 100k wealth

what have you been doing all this time? A handful of large steel serrated disks is worth over 100k
>>
>>157727067
Well, not to burst your bubble, but 100k is very low wealth, especially in a fort that's been going on for years.
>>
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my militia commander's cloak is on fire but nobody seems to give a shit, they're just sparring as usual
>>
>>157727067
>i have 100k wealth
no wonder no one wants to migrate to your fort, it's dwarven Ethiopia.
>>
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>>157727525
>>157727660
>>157728228
i was endlessly confused what you guys were talking about since i considered myself super far ahead, but i'm actually retarded, i meant 100k + another k, 100 million. i just finished smoothing and walling up hell, melting 100k adamantine coins right to later build a candy fortress with down there.
>>
>>157725503
>>157729093
but anyway, i'm still not getting any migrants, and i really want to get as much as i can as fast as possible. i'm on 0.40.24, and apparently invasions are always so successful there, and my civilization has already lost a lot of forts - i want to harbour as many dwarves as possible in my fortress while the rest of the world eventually falls to the goblins. then i'll enter adventure mode to ring in the age of the dwarves. then my thousands of dwarves can live in their adamantine fortress in hell without any opposition, blissful for all eternity.
>>
>>157729093
Ahh, so you meant 100MM dwarfbucks, not 100k, gotcha. But you already have a population of over 500, why do you want / need more? Are you some kind of hoarder?
>>
>>157729093
> way under population cap
> 526 dorfs
Oh god.
>>
>>157729297
The attackers always win bug was fixed in .40.16. They were "balanced" to favor defenders rather strongly. Defending sites can still fall, but it usually takes a greatly superior force to do so.
>>
>>157729093
>526 dwarves
>your biggest second faction, after children, are metalsmiths

explain
>>
>>157729795
Well, he did say he just melted down 100k adamantine coins. 100k smelting jobs makes a lot of furnace operators.
>>
>>157729093
>526 dwarves
>0 fisherworkers
>only one hunter

Well done
>>
>>157729762
thank you, that's super relieving to hear. i guess that puts me on less of a clock, but still, goblins always take over eventually, right?

>>157729795
biggest faction are 126 active soldiers, second biggest are kids, and then there are the (too few) dwarves with useful mood skills like armor- and weaponsmithing, and of course the furnace guys constantly getting rid of all the ores and non-masterworks, and loads of coins now.

>>157729382
just, fuck goblins. i want an age of dwarves and i want my civilization to win as much as possible, and they're kinda on the losing side now.
>>
>>157729983
thanks! he's not really a hunter, i really despide hunters. it's my dedicated animal trainer.
>>
>>157730080
Yeah buddy, I get you
I would tell you to kill them in adv. mode, but I don't know if I would retire a fort with 500+ dwarves
>>
>>157730080
>goblins always take over eventually, right?
Far from a sure thing. They take over more often than anyone else, but humans end up ruling a lot of worlds too. Dwarves are almost always the losers in worldgen warfare, they almost never start wars and often lose when someone else starts a war with them.
>>
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>>157730202
i always figured i'd just lock them in once they're living in an adamantine palace, they can't get sieged or migrate away then, right? then i could walk around hell from fortress to fortress and kill the goblins.

>>157730542
wow, i had no idea. is there anything i can do from fortress mode to help the humans a bit? can i amass enough wealth for a demon leader to show up and then kill him, weaking the goblins or something?


i don't neccessarily want to spam my fort, but what can i do about this migrant issue now? i'm sure it's not a map access / path thing since units have been entering everywhere fine, i think i even remember a migrant wave spawning on the 1-tile wide edge like that and just walking down, i think that even prompted me to build stairs down. i'm at war with elves currently, could that have anything to do with preventing them from coming to my fortress? is there anything else i could try to get migrants?
>>
>>157730865
All you can do is kill any shared enemies you may have that enter your map.

Read the last two paragraphs of http://dwarffortresswiki.org/index.php/DF2014:Immigration#Migrant_wave_sizes
In a fort with a population and (presumably) age like that it's probably your issue.
>>
>>157731605
i do a lot of fix/dead-units, and i have other units entering the map without an issue. a lot of childbirths too. i also remember that the last wave i got was really large, like 20 or so dwarves.
>>
>>157732042
Other creatures can enter the map without issue, it only affects the size of migrant waves. What's the total count on your units list?
>>
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>>157732262
ooh, i see. around 800? that shouldn't keep them from me, right?
>>
>>157732705
No, it shouldn't. I vaguely recall reading years ago that fix/dead-units stops being effective under some conditions, but I don't remember the details. You might search around bay12 to see if there's anything to that. It seems just as likely that your civ just doesn't have enough pop to support anymore migrations. Either way, I wouldn't keep trying to force them with dfhack in case it does prevent your fort's real seasonal migrations.
>>
>>157730865
>>157732042
>>157732705
Have you considered the possibility that you might already have the entire population of your civ in your fort?
>>
>>157733332
thanks for all the help. i could only find threads with people just not having enough wealth, but i guess i'll try to look around in legends more.

>>157733502
but there are other dwarves listed under my civilization, like barons of faraway forts, and they aren't in my fortress yet. there's even a "diplomat/drunk" i don't know, but i'm the mountainhome. when human diplomat last year decided to exit through hell and died, he didn't show up in the civilization screen anymore and got replaced by another dude. but my civilization still has barons of conquered forts listed, where are they living?
>>
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>>157728203
Standard dwarf behaviour
>>
>>157733685
Nobles from other sites won't migrate to your fort under any circumstances, though if they die and their heir is in your fort you can get those nobles that way.
Still living populations of conquered forts become refugees or prisoners. Refugees will migrate to other sites, but as noted, any nobles among them won't migrate to a player controlled fort. They're probably living in other dwarven sites if that's the situation. Sometimes they'll live in camps forever if they've nowhere else to go, and I've heard of one case of a guy coming across an enclave of nobles from a crushed dwarven civ living in a natural cave.
>>
>>157729093
is the game fluid/stable at 500+ dwarves?

in the previous version i had issues after 70 with fps-death
>>
>>157704032
Why are Salets the coolest helms? Is it the bevor?
>>
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>>157734961
post some armour porn
>>
>>157734931
yeah, it's stable at around 10 fps. there's a lot of stuff happening at once and in parallel, otherwise it would be less playable. it's less all the dwarves and their meager pathfinding and more all the objects they create and need and perpetuate, creating more cache misses. it's possible to minimize pathfinding with burrows, traffic designations and walling off / forbidding stuff.

so i checked in legendsbrowser, because i'm using linux and legendsviewer.exe crashes in wine, and while it doesn't show me the population of my civilization, i found at least one hillock with 99 dwarves left. the other locations i found of them are either listed as "(ruin)" or nothing special at all, and they don't list any population or any events in decades, but there was no attack or siege or anything in legends, the entries just stop after a certain year. what does that mean and why won't the 99 dwarves come over? could a war be blocking them?
>>
>>157737570
> yeah, it's stable at around 10 fps
What a monster PC do you have there?
I often get to 15-20fps in 2-3 years/100 dwarves/2x2 embark/not many z-levels down(not deeper than first cavern layer).
And you with population of 500, long life of fort, and almost ok fps.
>>
>>157734961
I'll bevor your sallet you paldron!
>>
>>157736528

Horses had pretty sick armor.
>>
>>157737570
Dude. Legendsviewer/browser doesnt live update as you play. You export an image of the world at a single moment from Legends mode, and thats the moment that will be shown.
The data you are reading is from before your fortress was even started, and the populace of that hillock is either already in your fort, or dead.
>>
>>157738519
it's really nothing special, i5-2500k at 4.5 ghz, gskill ddr3 1333 ripjaws at 1600mhz, a four year old build. overclocking the ram that tiny bit actually squeezed a few extra frames out of it. i think it's really mostly the amount of objects around, and i started smashing stone and body parts when they got too plentiful. it dips extremely low with large designations though. i've got hell walled up, but the other 3 caverns open, and i don't really have that much surface anywhere. i use fix/fat-dwarves a lot, since almost all my dwarves are extremely fat, and it speaks of a 10-15% fps increase. i also used to squeeze out a few extra fps by running it with print_mode=text, particularly outside of X, and optionally with taskset limiting it to a single or two specific cores, although that should only give minor improvements at best. i have a lot of wide open mined out areas, and only very minimal traffic designations. can't think of anything in particular that might be different... i don't usually have any idlers, and i remember reading that idling dwarves could tank fps (presumably because of the socializing?), and that someone got an fps boost by removing all the meeting halls. i didn't really have that experience though, i have lots of kids hanging out with each other.

it frequently dips lower though, like when i have a large area designated for something. large construction jobs are fine though, oddly. but right now for instance, i just turned on the waterflow through the work-in-progress brass piping system, and shortly after a goblin siege arrived, and it's at 3 fps now. but before that it was a smooth 9 for a long period.
>>
>>157740405
no, the 99 population figure is from this year. i have another exported set from 7 years ago, when only 77 dwarves lived there, my civ had more sites back then as well. but with the exported legends data from this year as well as with dfhack open-legends i could only find this one hillock from my civilization that still mentioned having dwarves in some way. all the others just stopped having legend entries a short time after i started the game, 18ish years ago. i don't get why these 99 dwarves won't come over, at least some of them.
>>
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>do my best to preserve fps
>only one cavern, 3x3 embark, very small map size, 100 years history, low number of sites and civs
>don't make taverns so no outsiders come to my fort
>a maximum of 35 dwarves, no kids (still feels like a bit too many for me)
>have a maximum of 500 prepared meals and drinks at any moment
>consider using reveal instead of exploratory digging to have less stone and space

>there's a person playing with almost 600 dwarves on this board RIGHT NOW
whyyyyyyyyyy
>>
>>157520198
Handles high burdens better but the real joy is the great new combat system.
>>
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So basically, I've been dying to show off my fort in 3d, but due to my 64 bit copy of DF, I haven't been able to use dfhack and AV.

In any case, now that Japa's made that one DF64 compatible dfhack release available, I've taken some screenshots of my fort in AV.

I'll dump them here.
>>
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>>157742983
>>
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>>157743059
Here's a pic showing the living unit from behind. Behind it, you see the bridges leading to the tower that houses the noble quarter, zoo and arena.
>>
>>157742983
>>157743059
>>157743132
I've been waiting for these screenshots.
>>
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>>157743132
Here's a better pic of the bridges. As you can see, they connect to a larger bridge connected to the other tower.
>>
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>>157743209
Here's how the bridges look from below. The bumps on the ground are actually passages connecting the two towers.

>>157743208
I'm glad you appreciate them.
>>
>>157743307
Here's how the entrance looks from ground level. It's two floors high, and sadly I didn't bother smoothing the walls on the second floor of it.
>>
>>157743409
Here's a pic overlooking the surrounding landscape through the entrance. Sadly, the entrance turned out to be too short to effectively fight gobbos in, so I still have to fight them outside.
>>
>>157743507
Here's one of the corridors in the residental area.
>>
>>157743604
And here's how the bedrooms themselves look. As a rule, each bedroom is 2x2 tiles, and has a bed, a cabinet and a window overlooking the landscape(or an alley).
>>
>>157743682
Here's the tavern. Not much to say about it, really. I consider putting in a window or two(overlooking the indoor street of course. it would rin the aesthetics if it breached the outer wall).
>>
>>157743767
Here's the temple. Like with the tavern, I consider putting in a window, even though that would involve destroying an engraving. I'd also have to use gem windows.
>>
>>157743682
Wanna post the view from the window (i.e. to the left of that image)?
>>
>>157743847
Here's the library. I was a bit disappointed to see that the floors beneath the furniture was left unsmoothed(I though you COULD smooth beneath furniture). I also can't wait until Japa adds bookcases to AV.
>>
>>157743948
And finally, here's the last screenshot, overlooking the landscape through one of the rooms in the hospital. You could see the militia training above it in the first screenshot.

>>157743929
I guess I can, but that has to be the next time I get the time to start up DF. I have a pretty busy schedule today.
>>
>>157744089
Ah, nevermind then, this one is already good enough.
>>
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Found a DF easter egg in Shadow Warrior 2.
>>
Not to poop on 10000stonesanon, but...

Relicwebs AV shots when
>>
>>157745269
Soon, I hope. I'd like to see it as well. Although last time I tried, before the 64bit update, I could only make it display ~5z at once, which kind of defeats the purpose.
>>
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bumpin'
>>
>>157740010
fuck dude if we personalize armour in dwarf fortress i swear to god i'd be a very happy chap
>>
>>157749326
what are you trying to imply with that picture?
>>
>>157746249
There's a config.json file you can use to edit that.
>>
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bumbin'
>>
>>157751984
Oh cool. Last time I'd used it in .40 you could just zoom in all the way and move the camera up and down to get a taller view. It would still only show something like 50z at a time before it started cutting off, but that was sufficient for most of my projects. Won't cut it for Relicwebs, though.
>>
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Things I have learned from this siege, in no particular order:
1. I take WAY too much irl time watching dorf combat in bullet time.
2. Invading goblins are a bit more agile and creative in their efforts at getting into my fort than I expected. I must be more aggressive about cutting down trees near my walls.
3. Clothing/armor can get torn through really quickly. I probably should have already realized this, but somehow it makes more of an impression to see it happen on a large scale like this.
4. The goblins are apparently in almost as bad a materials situation as my dwarves, since the goblinite from this siege consisted of nothing better than copper and silver.
5. I need a bigger and better organized hospital.
6. Either I need to just assign specific gear to all my soldiers or be a lot more careful about how it's assigned, how/when/where it's created or something. Having half my militia drop half their armor in the middle of deployment because one of them wants to use the shiny new exceptional bronze helm, and the next guy down wants to use the first guy's helm, and so on, and three of them think they should take all the armor from everywhere and put it in a stockpile somewhere causes quite a lot of difficulty.
7. Dwarves are also more eager to jump around than I expected, and are actually capable of killing themselves when doing so. Only two dwarves actually died, both from spinal injuries and one of those was self inflicted from somehow missing the landing when he jumped for no particularly apparent reason, along with about half a dozen others. I'm just glad he didn't start more of a domino effect than he did.
>>
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>goblin immigrants refuse to drink
>due to their greedy personalities, they still suffer from not drinking, making them even more unfit for honest work
>>
Help, i keep getting goblin sieges coming from a mountain biome, but they never spawn correctly (I think some stay off-map) because there is not enough place for everyone on the border, how can i fix it? Sieges always last months even if i kill everthing on the map
>>
There's a baby stuck in a tunnel that's being flooded by magma, but he's not dying for some reason.
He's got magma spatter covering his every body part but his only problems are that he's getting thirsty and he was horrified after seeing his miner-mom get vaporized.
Are infants immune to magma or something?
>>
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>send my military to patrol the outside area
>can't make them patrol in pairs to provide some kind of buddy protection
>they get ambushed one by one by packs of 5+ giant __ corpses and get sent to the hospital/get over-exerted trying to destroy invulnerable animated body parts (which I have to manually kill using dfhack)
>stuck on a never-ending undead siege, haven't had a single caravan ever
>first time ever have to assign a chief medical dwarf and build a soapmaker's workshop
who else /proficientdwarffortressplayer/ here?
>>
>>157761263
SACRIFICE THE BABY OR BUILD A TEMPLE
>>
>>157763187
I think he died of thirst. I was hoping all of his skin and nerves would burn off so I could make him into a Darth Vader but better luck next time I guess
>>
>>157761263
Magma and water are the only liquids in the game. They're not supposed to ever appear as spatters/smears/pools. Those are for contaminants. There are weird circumstances where it happens anyway (melting ice objects, boiling rocks). When they do appear as contaminants they don't follow their normal rules, and you get strange things like cool magma pools or water laced with water. If your baby isn't submerged, or in contact with magma that has a depth, then that's probably what's happening.
>>
>>157730865
As of Today, you have not many ways to affect directly the world
If you wait a couple years, with the adittion of dipomacy, laws and NPC freedom, you might have more chances
Even the npc parties thing coming in the next update would help you kill the goblins, atracting them to steal your things, and getting killed in the process
>>
>>157763187
Man, The myth update is gonna blow our minds
Just imagine something like this happened, and some kind of jesus was born in your fort, having inmunity, special powers no-one knows why, and can communicate directly to god
Now imagine that that was a deliberate creation from your god in-game, with known/unknown reasons to the player, How would you react /dfg/?
>>
>>157763121
I'm currently "besieged" by 4 undead and 1 goblin crossbowman who are just milling around on the far corner of the map. My metal industry is coming along nicely but I don't have a military set up yet. Best case scenario is that the invaders will eventually head to my fortress and get themselves caught in my cage traps, I really don't want to send out a handful of raw recruits to fight these guys, I only have 13 dwarves right now.
>>
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>>157765751
>>
>>157765338
Having your militia commander be immune to fire would be rather useful when fighting dragons I suppose.

>He and his mother were incinerated in a mining "accident"
>however, the gods found it amusing and infused the child with the power of magmawalking
>the dwarven baby has died of dehydration
>>
>>157763549
Man, liquids sure suck balls atm
>>157764138
>convincing animal people in closed doors to make a kingdom and atack the gobbos by themselves just so they weak them for you
>Three whole races of animal people get anihilated in the process
>Everybody ends up knowing the plot
>You end up being the most hated king of the dinasty, receiving the wretched title of 'The smiler' , because of your backstabbings
>Your whole culture/kingdom makes efforts to despise you. Holidays are created after the date of your death, etc.
>Only you know, from a prophecy, that you had to let all of this happen, or the whole world would be enslaved by the goblins. But you can't tell anybody
It's a very rare feel guys
>>157765338
Probably kill/enslave it, for the divine fun repercussions that'd give
>>
I just bought myself a new kindle guys, what could be some books I might enjoy as a dwarf fortress player.

I've read Markus Heitz Dwarves books, and liked them quite a bit. What else is there?
>>
>>157765751
>>157765928
Hmm, the goblin crossbowman killed 2 giant keas then promptly freaked out and RAN off screen leaving the 4 undead to slowly wander towards my fortress and into my cage traps. Weird.
>>
>>157766870
sell the kindle and pay medical treatment for autismo
>>
>>157767189
what treatment
>>
>>157767189
:( ok
>>
>>157766039
>enslaving and taming jesus to fuck with god for fun
good work /dfg/, you truly incarnate the spirit of the game
>>
>>157767959
>implying Armok cares about the children / prophets of lesser gods
>>
>>157767959
ENSLAVE /DFG/ OR BUILD A TEMPLE
>>
Is there a way to quickly check dwarves for having writing skills or a high inclination towards knowledge?

I'm wondering since I can't get the rapist to tell me and I don't want to sift through all 100 dorfs to find good scholars/scribes.
>>
>>157770262
>Not enslaving all of your world's god's powers
>Not repeating this all over the multiverse, slowly gaining enough power to contact and call armok an elf
It's like you dislike this game man
>>
>>157774039
Not that I'm aware of. Whenever I happen to be looking at a dwarf's thoughts and prefs and notice a brown/yellow/red need for abstract thought I make them a scholar. I occasionally take dwarves off scholar duty when they've started to build up a lot. It doesn't make a whole lot of difference though. Scholars will as often as not perform whatever other labors they're assigned to the exclusion of academic pursuits.
>>
Alright boys, relatively new player here looking for some reason to keep a fort going for more than a year. What sort of challenges should I make for myself to make the game interesting?
>>
>>157774247
What if Armok actually takes the form of an elf though?
>>
>>157774987
>What if Armok actually takes the form of an elf though?
Then you should take Armok's place
>>
>>157774987
Armok wouldn't do that and you know it.

He's the god of blood, not the god of "peace, and like, trees man".
>>
>>157774987
Jesus christ
>>
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>>157774987
>What if Armok actually takes the form of an elf though?
>Armok
>an elf
You won't make many friends here talking like that amigo
>>
>>157774891
build up a military comprised of axe / hammer lords and spearmasters

build an elaborate system to capture megabeasts / semi-megabeasts / titans / forgotten beasts and dump trapped invaders into fighting pits to do battle with them

fully utilize various industries (textiles, food, metalworking, glass, pottery, etc)

capture and tame useful creatures / animals (giant cave spiders, dragons, cave crocodiles, etc.)

learn how to do some dwarven engineering (windmills, water wheels, water reactors, pump stacks, etc.)

harness the power of magma and learn how to bring it up to your main fortress via pump stacks, magma pistons, minecarts, etc.

learn all about minecarts, tracks, impulse ramps, etc.

There's all sorts of shit you can do man
>>
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>>157776508
My problem is that I get the basic fort set up, but as soon as I feel like I can start focusing on something in particular I'm just so overwhelmed by the options that I just find somewhere new to start and do the same shit again. Hopeful about my latest embark though.
>>
Noob question here, i've got a trade caravan at my trade depot and i want to move my finished goods there (bracelets,scepters and the like).

However when using the move goods to depot menu they do not show up in any category, how do i go about moving them over to the depot?
>>
>>157777664
they are usually stored in the bins, just move them instead
>>
>>157777248
Just focus on one thing at a time. You don't need to fuck with magma at the same time you're expirmenting with minecarts and advanced industry.
>>
>>157777248
Change your approach.

My starting 7 are almost always as follows:

Miner
Miner
Carpenter - Wood cutter - Building Designer
Mason - mechanic - Gem Cutter
Stone - Bone - Wood crafter
Planter - Herbalist - Brewer - Cook
Appraiser - Organizer - Negotiator - Record Keeper

Those 7 dwarves keep their jobs no matter what and are responsible for carving out the initial fortress, making furniture, setting up farm plots (only plump helmets to start with, and only use them for brewing), tending to animals (always bring at least 5 turkey hens along for egg production, use those eggs to cook lavish meals), initial furniture production, making drawbridges and traps for early fort defense, bringing all the goods from the wagon inside, building a Depot, etc. Make a kitchen and still and begin producing lavish meals and dwarven wine from the plump helmets as soon as those start coming in. Buy goods from the first caravan using pots/barrels of prepared food.

Carve out a 11x11 room to use as your dormitory and dining hall, then be sure to set your dwarf with social skills to be your manager, broker, and bookkeeper in the noble's menu and give him an office (stone chair) to work from.in the same room.

After that, the next 5 dwarves are as follows:
3x Wood Burner - Furnace Operator
Armorer - Metalcrafter
Weaponsmith - Blacksmith

Start making coke/charcoal on repeat as soon as possible with the 1st migrant wave, then begin to smelt weapons grade materials on repeat. Once you pick your armorer and weaponsmiths, have them start producing giant axe blades (trap components, trains weaponsmith) and leggings (trains armorsmith) on repeat, designating any non-masterworks for melting and setting smelters to melt a metal object on repeat. Begin creating steel or bronze if you have the materials to do so.
>>
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I can't remember for the life of me how to get this tileset installed right. I know that the walls arn't supposed to look like this.But that's all I can remember from the last time I set this up.

I added the name of the .png file to the [FULLFONT:VorpalCurse.png] and [FONT:VorpalCurse.png] but I don't know what else I have to do. Is there another file I have to change some things in?
>>
>>157780518
Your savegame raws (and possibly the default raws as well) are the raws from a tileset that changes those (phoebus, ironhand, mayday for example). Get the vanilla raws from a vanilla download and overwrite. Back up your save before you do that, by the way.
>>
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>people still talking about armok as if he was a Dwarven God
Have you guys forgotten how many old school rpgs(as well as new rpgs which want to appear campy) used to have titles with the main villain's name in them?

I'm pretty sure the original Armok game was planned to feature a last boss(purely for bragging rights, considering how open-ended the game was supposed to be) named Armok, and that's about it. Armok was never supposed to be idolised by the playerbase.

"Praise Armok" is just yet another bay12 tier cringe meme, similar to !!MAGMA!!/!!SCIENCE!! and "DF PLAYERS ARE SO CRAZY XDDD" and "KILL ALL LE ELFS XDD".
>>
>>157780786
Ah that's what I had to do, thanks. Hopefully this time I won't forget for next time.
>>
>>157780034
cont'd

The next 20 immigrants immediately get drafted into the military. Make uniforms consisting of breastplates, mail shirts, cloaks, helms, greaves, gauntlets, high boots, shields, and a specific weapon type for each squad. Change materials to the best armor/weapon material you have available and only use wood shields. Set it to "exact matches" and "over clothing" for now. Carve out 2 5x5 rooms, place rock armor stands, weapon racks, and cabinets along one wall in each of them, make them both barracks and have those 2 squads train, store individual equipment, and store squad equipment in them, then set them both to active/training. Have your weaponsmith craft weapons for them first and then have your armorer craft armor for them in the order of helms, mail shirts, gauntlets, high boots, greaves, and finally breastplates as you have the materials available. You will be making plenty of leather cloaks, backpacks, and water skins for them once you get a butchery / leather industry setup. I usually concentrate on getting 1x 10 dwarf squad set up and fully kitted out and then move on to the next 10 dwarf squad.

After you have your 20 dwarf military set up, fully armed/armored, and training 24/7 then you can concentrate on finishing out the rest of your fortress and delving into other industries.
>>
>>157780897
dumb memer
Armok was a name they came up while programming, related to a arm_ok sequence(dont ask me waht that is)
But the brothers allowed and encouraged the mythology involved him
been wanting to ask this for some time, sauce?
>>
>>157774987
what did he mean by this?
>>
>>157771697
How...would I go about doing any of those two?
>>
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>>157722423
>>157722307
I love your drawings dude, but seriously work on that handwriting, its horrifying.
>>
>>157781049
I forgot to mention -- once you have all the armor produced for your squads then go to the military menu and cycle "Over clothing" to "Replace Clothing" and unpause the game, letting all your military dwarves replace all of their civilian clothing with the correct armor pieces. Once they've done that then go back into the military menu and cycle it back to "Over Clothing". This will ensure that they have all of their correct armor equipped before they try to wear civilian clothes.

Be sure you're using your manager as well, many beginning players don't use their manager to produce random fortress items. Managers take a LOT of tedious micromanagement out of the game.
>>
>>157770262
>Implying I care about Armok
>>
>>157782120
Blasphemy, into the fighting pits you go!
>>
>>157782020
Ignore him Drew. We'll take him out back for reeducation.
>>
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>>157781220
I know where the name came from. Etymology is not the same as meaning, however.

If you saw a video game in a store with the title
>"Demon Lord Churrga: Tyrant of Middle Earth: Chapter II: Bastion of Hope"
then would you instantly assume that the player was on Churrga's side?
>>
>>157783396
Megabeasts often become objects of worship in Dwarven civilizations after repeated attacks on their sites. A diety doesn't have to be on the player / character's "side" to be worshiped.
>>
There's a human caravan that has still not left my fort. They were attacked by a polar bear woman and got scattered, but now they won't leave. How do I get rid of them without pissing off my neighboring civ?
>>
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What are your dwarves doing RIGHT NOW?
>>
>>157784583
If they've gotten stuck there's nothing you can do. If you don't kill them, they'll eventually go insane and either force you to kill them die anyway, so you may as well do it while they aren't hostile and you can control the situation. Beware that if you have visitors from their civ they may become hostile.
>>
>tfw dfhack is ready enough to use but not enough to really be fun without ui_advmode offsets found
>>
>>157783396
Anon, why are you so autistic over a fanbase coming up with silly jokes for a non-existent entity?
>>
>>157788945
How bout walling them in?
>>
>>157795129
BECAUSE MY FEEWEES
>>
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>>157745269
>>157746249

Trial run. My computer is muttering threats at me.
>>
>>157801667
*cues up music*
You've got the touch...
You've got the power!
After all is said and done
You've never walked
You've never run
You're a winner
>>
>>157801667
Better. This is the view from across the lake. I'm not sure why that black streak is running down the center towards the bottom 1/4th, even walking up to it didn't get the blocks to render. Also you can't really tell where all I've smoothed and dug into the cliff face from this distance.

I'm going to play around with this some more later, I've got shit to do now. I'll try to get some interior shots and some views from above when I do.
>>
>>157802882
Yeah, I need a shot looking up into the big excavated chambers you did.
>>
Begone page 10!
>>
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MAP BAMPU
>>
>>157811527
Today I saw a 3 week old puppy with a gaping wound right beside its anus completely covered with screwworm maggots. I can't not think of it when I look at the infected glacier in the center of that map.
>>
>>157811935
who the fuck would do such a thing to a puppy
>>
>>157812158
Gobblins
>>
>>157812158
The wound itself wasn't maliciously inflicted.
https://en.wikipedia.org/wiki/Cochliomyia
Although the entire litter was found in a drainage ditch, likely left there to die by a human.
>>
>>157788945
Killing just the merchants did it. The mercenaries they brought with didn't even care, they just let me kill the merchants and then went friendly.
>>
Could someone give a quick step by step for making dwarf therapist work with 43.05? I am just mentally spent after a long day
>>
>>157814336
AFAIK there is no such process yet. If I'm wrong, the thread on bay12 will surely contain instructions.
>>
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>>157783396
Lern2lore
Really thou, where are those rats from, a film?
>>
>>157801667
>>157802515
You've got the power and the glory!
Forever and ever and ever!
You've got the power and the glory!
Forever and ever!
Forever and ever!
*dancing divinely*
>>
>>157489439
>>Dwarf Therapist (Out of Date):
>http://www.bay12forums.com/smf/index.php?topic=122968.0

but it has been updated few days ago, it works with the latest df version, though 32bit only
>>
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>>157795129
Because it's obviously wrong.

Your dwarves worship a give number of RNG'd deities, and eventually also a few beasts. That's it for the lore in your world.

There is no need to force forum memes into the living world of the game, because face it, your dwarves and their civs exist independently of said memes, and have lives and deities of their own. Reducing the vast diversity of DF into "LOL WE'RE PLAYING AS BADASS DWARFS WHO BURN LE ELF AND WORSHIP ARMOK LE GOD OF MURDER" is just plain retarded.
>>
>>157820231
>There is no need to force forum memes
>says this while memeing himself
I want frogposters to go
>>
>>157820375
help-helppers frog is superior finnish meme frog variation
>>
>>157819393
>the ash from the forge
>the fillings
>fillings

That should be filings, not fillings, IMO. That's always bothered me when I see that image posted.

>Filings
>plural noun
>1. particles removed by a file

Fillings just doesn't fit as well in my mind.
>>
>>157820231
As the omnipotent overseer of the fortress you are privy to much more knowledge than any particular character, or civilization even, in the game world. As the overseers, we recognize that the lesser gods and beasts that our dwarven minions worship are all derived from a singlular, all encompassing, all powerful, malevolent entity whose name is Armok.
>>
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>>157820870
Nice, you posted the meme again.
>>
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>go adventure mode
>goes to dark fortress
>only to see 100+ goblin skeletons
>wastes 30 mins going to hell
>meets a umbrarachne
>gets behind lizard meatshield
>gets webspammed by it
>insta kills my meatshields
>gets bitten
>instantly dies

i hate spiders

pic related
>>
>>157823779
You want to use verb forms which agree with your first-person perspective established in the first line.
"Go to dark fortress," "Get behind lizard meatshield," etc.
>>
>>157563309
thanks man
>>
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Plump
>>
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>tfw too smart to play Mastershit
>>
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>>157492479
>>
>>157824319
You mean "You'd want to use-".
You don't know what Anon wants.
>>
>>157829426
Don't tell him what he can and cannot do, you fucking bigot.
>>
>>157829515
I didn't say what he can or cannot do.
Are you confused?
>>
>>157829426
No one wants to botch greentext.
>>
>>157830068
>>157829515
>green text matters
>>
>>157830373
As a form of writing, greentext is essentially minimalist. This means that it requires a higher level of quality than that of a, say, wall of text.
>>
>>157830695
On the contrary, greentexts are short and thus require less quality while walls of text must be kept to a higher standard if you expect anyone to bother reading through it.
>>
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Dworvs
>>
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Interspecies marriage when?
>>
>>157834145
How can two dorfs make a human
>>
>>157834230
>"my wife's son"
I'm not really blaming the humans for it. They are merely pawns which the eternal Elf uses in his attempt to bring down Dwarven civilisation.
>>
FPS death fixed yet or still dead game?

Time for my monthly question.
>>
>>157834776
Yeah it's fixed, you can have any arbitrary amount of creatures and items ingame now. Worlds can be as big as you want to make them and there are in general no upper limits to any values or amounts of concepts
>>
>>157526543
You should enable legacy capcha anon, it's a lot comfier
>>
>>157835982
It's not really 4chan unless third party investors can monitor all my posts.
>>
>>157552359
That sounds so fun though :D
>>
>>157820231
I actually like to think of that Armok is the player. Armok creates the worlds, and reshapes them when he gets bored, like how I make a new DF world when I get bored of the one I'm in.
>>
>>157836520
This is another common bay12 meme I hate.

When I play adv mode, I just want to be an ordinary person making a living in the world. The thing I hate about 99% of all fantasy rpgs is that the player always has to be some kind of "chosen one" or "demigod" or whatever. At least when it comes to DF, the fantasy world simulator, I want to be able to play as an ordinary person.
>>
>>157837059
What exactly is stopping you?
Other peoples headcanon?
>>
>>157837059
Well the player being Armok only works for fortress mode, but you are beyond autistic if you're bothered by other peoples headcanons
>>
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>>157837630
>you are beyond autistic
>>
>>157820580
You are right
>>
>>157828710
Woah, it took you ages to answer, you sure you aren't deathing?
>>
>>157839183
Unlike toady, who never gets close release botes
>>
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>>157839183
>>157839432
is ded
>>
>>157832024
>this nigga
>>
>>157839575

DELET THIS
>>
>>157837630
The Armok-as-player meme applies just as easily to adv mode. A mild mannered fort guard who one day becomes a murderhobo, traveling the world strangling marmots, punching dragons, and biting the fingers off of elven children, all the while weeping uncontrollably? MUST BE POSSESSED BY ARMEME!
>>
>>157841570
This thought makes me uncomfortable
>>
>>157834145
Why are there so many sandals in this image FUCK
>>
>>157837059
In my headcanon Armok is a god above gods who creates countless worlds and lesser gods to rule them only to satiate his hunger.

I know it's autistic pls no bully
>>
>>157842464
>>157841570
I like both these headcanons :)
I always feel a little similarly about Fallout NV, where your guy just gets up from being shot and goes "OK time to go kill or befriend everything"
Although you could argue that that's caused by severe drain bramage
>>
So how long do people tend to play worlds? Do DF players usually make a new world for each game, or do they play with the same world for a long time, moving from fortress to fortress or adventurer to adventurer
>>
>>157830695
>Be 17
>Miss
>>
This might be a stupid question, but is there a way to just make the game continue to simulate history, even after I've been playing with the world for a bit?
>>
>>157846509
The 4x.xx versions continue doing the world simulation as you're playing, but I assume you want something like fast forward 100 years? I don't know if that is possible.
>>
>>157842464
That's my canon too anon
>>
>>157843660
Depends largely on your personal preferences and computer
There are various anons, like the one that posted earlier, that can have hundreds of dwarves in decades or even longer fortresses, enabling the few long-term mechanics the game has
I play on a 32-bits windows xp laptop 1,8gb ram.
If my dwarves get angry with eachother, by the time the lag goes away, they don't want to fight anymore

So, whatever floats your boat man
Most people take one prefered world, but play/test on other ones too
>>
>>157847257
That's exactly what I'm after, it'd be really nice.
>>
>>157846509
>>157847652

They are talking about this very same thing in The FoF thread on the forums. Basically, no
Could be implemented? Yes, but would be quite fucking hard, because the game literate deletes very important gen-related stuff once you start playing
Some guy managed to pass over a year with DF, but thats it for now
>>
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>>157847806
Passed a year in Adventure mode, which has a more fine-grained level of simulation than fort mode.
>>
>>157820182
It's not updated?
>>
should melting items be banned? it's basically like spawning free metal bars with dfhack
>>
>>157842317
It's one of the reasons why Toady pressed into the big values, beliefs, and emotions overhaul after the first changes he made in 42.
Player-made adventurers, almost as a rule, before the changes were fairly mild mannered people. Of course, you couldn't look at your(hah) own personality, so the player would never know.
Until people began to notice that adventurers were always crying.
>>
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>>157849096
>single player
>banned
>>
>>157849096
banned, no. But the melting values should be changed, yeah
>>157849525
>broken mechanics in the game
>It doesnt matter if I cheat because it isnt online!
>>
>>157849525
no I mean like banned from /dfg/
if someone even mentions smelting we should laugh at him and make him feel extremely bad about using it so he never does it again and becomes a better df player
there are a lot of things we should discourage people from using
I wish there was competitive df gaming
>>
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>>157849895
>Making people feel bad for not playing a game the way I think it should be played
>>
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>>157849774
>But the melting values should be changed, yeah
With that I agree.

>It doesnt matter if I cheat because it isnt online!
more like
>It's nobody else's business if I cheat myself out of fun
I don't use melting to multiply resources myself.
>>
>>157849895
see>>157850009
also, this kind of things happen naturally, forcing them is bad and tasteless, dont do it
>>157850057
I mean, you are right, it doen't interfere with me in the slightest, but keeping bugs its not a good idea
for banned, I thought reworked, not disallowed
>>
>>157850009
what's the problem? making people feel bad is pretty fun in general, really helps you forget about all the bullying and depressing thoughts you go through in real life
covering your most elite military squad in 3 steel mail shirt and steel breastplate along with steel battle axe and 6 cloak is the endgame for me, I don't know why anyone would cheat through it
>>
>>157850530
I feel pretty bad for you dude ;(
>>
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>>157850530
apparently you can't use the masterwork letter in your posts but you can put them in the filename
nobody will ever find out that I make everyone use copper shields to save some steel bars
>>
>>157836120
It really does. I just noticed the similarity to Oregon Trail and renamed it appropriately.
>>
>>157850530
>cheat
Are we cheating in real life, then? Because we melt shit down for re-purposing all the fucking time.
Get a life, and learn how to deal with people bullying you in a constructive manner.
>>
>>157850530
Sorry for you bud, bad way to think about life
>>157850989
>:D
>;(
You too should be bullied thou
>>
Have about 30 barrels and a few buckets at the carpenters workshop and about 30 barrels at the trade depot. Now it has been a few months that my dwarfs stopped hauling empty furniture items. How can I force my dwarfs to fill up all empty stock piles?
>>
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>>157849895
Yeah!

>>157850057
I could make you have fun, so much fun it's crazy.
>>
>>157851017
That doesn't sound like a dwarf name. Kill it and destroy all the gear that has touched its wretched body.
>>
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>Browsing old threads to find interesting suggestions and ideas for the game
>Stumble with pic related
HAHAHAHAHAH
>>
>>157851768
I think it's more that you can make a stack of coins for 1 bar of metal and then melt down coins from the stack individually to get 10 or so bars of metal or at least used to work that way with coins.
>>
>>157851768
I'm hoping anon was referring just to melt-return-exploitable items that give more bars back on melting than they cost to forge.
I don't personally give a shit how anyone else plays their game, but I get where he's coming from. Seeing 100mil wealth becomes a lot less impressive when you know that it includes 10k cheated wafers of adamantine.
>>
>>157852581
Solved it. Apparently I accidentally set the ignore furniture option.
>>
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>>157853315
43.03 has been available for a while, but 43.05 released july 2016.
>>
>>157853727
>>157853736
Oh, right, the exploit.
I completely forgot about that.
>>
>>157849895
How does it make you feel that I always prospect all and only embark on maps with iron, copper, tin, flux, river, soil. I also savescum every time a dwarf dies and the first thing I do after digging myself in is putting a drawbridge of siege immunity in the main gate.
>>
>>157857378
I see no problems here.
>>
>>157857378
If I ree at you, will you stop?
>>
>>157857378
do you also complain about the game being boring and unchallenging?
>>
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>Finally get new comp
>Finally able to upgrade my Dwarfish Squalor simulator from V 0.34 to the latest version

>Humongous trees that covers the entire map and drops a tsunami of wood

And this is considered a improvement?
i liked my pesky small yield trees
>>
>>157859562
No, but I use masterwork to make it harder and more interesting.
>>
>>157857378
using prospect all is ok though
if the embark screen shows flux stone you shouldn't find out that it was just 10 blocks of marble after 3 years of mining
you only hurt yourself by building an entire drawbridge though, just build a door and forbid it, it's not like you're getting building destroyers a soon as you embark
>>
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>>157859653
gr8 b8 m8
>>
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>>157861687
>>
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>>157862778
>>
>>157859620
You must be the only one that doen't like the new trees senpai
>Natural parkour
It'll only get better when Toady adds equilibrium and object's breaking from their mat. properties, and you can efectively cripple yourself for life trying to build a cabin house
>>
>>157864582

Why would a Dwarve ever build a bloody tree house? that heretical and surely a sign of insanity or even worse.....Elf acceptance
>>
>>157518602
FBs with a poisonous vapours exude noxious vapours through the cage, and entities will age normally. I think pregnant animals can give birth too. Otherwise yes, totally separate universe.
>>
>>157865172
Dumb bay12 memer.

Elves are opposed to cutting down trees. Why would cutting down trees in order to build stuff make you an elf sympathiser?
>>
>>157866115

And why would a dwarf ever live in a tree or atop one?
>>
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I was digging through some photos and found some pics of one of my early forts that I had saved.

It was pretty horrible.
>>
>>157866356
duh, to atract elves and trap them, and fell the tree on them while they look
>>
>>157864582
New trees give so much wood that it removes any thought needed to manage it.
I was giving orders to produce 200 charcoal like nothing, and still had piles of wood left outside while only cutting a bit around my entrance.
>>
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>>157866408
>>
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>>157866683
>>
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>>157866951
>>
>>157866676
So? just like real life
Actually, trees are pretty small once you compare them to irl trees
In earth, in thic enough forests, light doesn't even come that good to the ground
>>
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>>157867168
>>
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Bumping with the #1 top tier livestock
>>
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>>157843660
I usually play on small worlds so after 2-3 fortresses I've run out of places I want to embark.

I'm pretty picky about worlds too -- I like worlds that have all civilizations on a single, main continent with all 4 real civilizations and kobolds (though kobolds are optional) surviving to the end of world generations. I also like having at least a couple of towers and always generate worlds with slightly increased savagery and a "Very High" number of beasts because I prefer the world to still be in the age of myth when I start a fortress.

Take my current world for example (pic related), it meets all the criteria above. I plan on playing 2 fortresses in this world. My parent civilization is in a bad way being surrounded and at war with 3 goblin civilizations and 2 towers. They have lost many sites over the years but are hanging in there. Scouts have reported that there is a large, mostly uninhabited mountain range on the southern end of the continent that only has elves nearby. The decision has been made to migrate from our ancestral homeland to this new mountain range so that we can regroup and build our armies up to one day take the North back from the undead hordes and goblin armies.

Fort 1 will be a frontier outpost carved out of a lone mountain about halfway between our civilization and the southern mountain range. Its goal is to resupply the wagons heading South and act as their rearguard, protecting them from the goblins to the West and the necromancer tower to the North. Possible first contact with our soon to be elven neighbors is also a priority.

The second fortress will become the new home of our dwarven king and act as the catalyst for our civilization's recovery.

After I play out those fortresses I might play as a Human adventurer from the far southwest corner of the continent and attempt to wipe out the two necromancer towers that are plaguing that civilization.

I really have no desire to build fortresses anywhere else on this map.
>>
>>157870130
just curious, how long did it take you to generate that world?
>>
>>157870429
I dunno, I kept pausing world gen to check on different areas and civilizations, and I rejected several worlds past 500 years old that either lost all humans, elves, or dwarves or that I just didn't really like how they were turning out. The whole process took a couple of hours I guess? I was watching youtube videos and doing other stuff most of the time and only checked on how the world gen was going periodically.
>>
Anyone else play Taffer's Modest Wanderer?
I just noticed that it exists while looking to see if Modest Mod updated, and that Dwarf Wanderer sounds a lot like what one of the anon's here posts.
>>
>>157774987
Are you saying Armok is some tree-hugging cannibal?
>>
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Hmm. I had thought that my civilization was doing ok.
>>
>>157873260
I always enjoyed that it was a "polite discussion"
>>
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>>157873260
I knew I recognized that name; he was a militia captain. Can a squad operate properly with the position of captain vacant?
>>
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>>157874358
>tfw people decide that they were kangz n shiet and thus don't need to work
>>
Someone explain the 2cat meme to me
>>
>>157874558
two cat will quickly make infinite cat unless you stop them. this hasn't been much of a problem since gelding was added, though.
>>
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>>157870892
I was calling my personal mod WanderLust because I forgot there was a tileset named Wanderlust.
>>
>>157875163
2cat was much older than gelding, it hasn't been problem in ages before gelding was introduced
>>
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>>157875823
>tfw chaotic evil demons in bestial forms are still more capable of forming coherent arguments than your average 4chan user
>>
>>157874558
Most other animals in the game are adopted as pets by dwarves, cats adopt their owners instead. Other animals could be kept in cages or pastures away from your dwarves and no one would ever adopt them, but cats just didn't work that way, they would pick an owner at random that they'd never even come into contact with. Once an animal is considered to be a "pet", you cannot slaughter / butcher it anymore. You would end up with several pet cats that you couldn't kill or butcher eventually having baby kittens and before you could slaughter all the kittens, a few of them would have already picked dwarves as their owner meaning that you couldn't butcher them either. Left unchecked, some fortresses became overrun with hundreds of unbutcherable pet cats that caused FPS death.
>>
>>157876672
>and then 4chan was the demons
They're actually pretty nice if you're a ghost, they'll hang out and dance with you and whatnot.
>>
>>157877059
I haven't really played much as a ghost since 0.34.

Everytime I play as a ghost in 0.40 and onwards, trying to fly in open space kills the game for some reason.
>>
>>157875842
This is true.

>>157874558
There used to be an unintended loss mechanic called a tantrum spiral. In those days dwarves were very emotionally fragile, and could become very unhappy very quickly. The death of a pet was a very likely candidate for provoking a tantrum. Since cats adopt their owners instead of the other way around, a reproducing pair of cats was a sure way to end up with a few dwarves having a whole lot of pets. If a couple of those cats ended up dying during a siege or a FB attack or whatever, the owner of those cats became very likely to tantrum. During a tantrum a dwarf might lash out at anyone around them, often causing a death (sometimes their own), which could in turn provoke tantrums from dwarves that knew or were related to the victims, which in turn caused more deaths, and then more tantrums...
Once the process started It was hard to get under control. Forts would often fall to spirals. The best way to deal with it was to isolate dwarves with no friends and family and any soldiers who were already dead inside, and hope the rioting stopped before migrants arrived to replace the many dead.
>>
>>157876705
There's a per-species limit to the number of animals you can have beyond which those animals can no longer reproduce. Cats aren't (and never have been) exempt from that. It has never been possible to have hundreds of cats (or any other animal) without either modding them to have enormous litters or spending decades requesting them from the mountainhome.
>>
>>157878117
Hmm, it seems you're right, though 50 unbutcherable pet cats would likely still cause a significant amount of FPS loss due to pathfinding, especially on hardware from years ago when catsplosions were a major fortress concern.

Interestingly, you can abuse the game mechanics to get dramatically more animals than the population cap allows --

http://www.bay12forums.com/smf/index.php?topic=105085.0

>You can exploit this to get many more than 50 animals of a given species, however. For instance, if you had 50 dogs, 48 of which were female, and slaughtered one of the males, ~9 months later all 48 females would give birth to puppies, in 2s or 3s as they usually do, giving you ~150 dogs.
>>
>>157877357
Gotta have a flying gait or you get stuck in mid-air.
>>
Dem Dorfs man, Dem Dorfs.
>>
So I asked my Mayor to chop off the heads of a hundred kittens and he actually did it the absolute mad-dwarf!
>>
>>157881920
Dem Dorfs poster > boteposter
Fite me.
>>
So I've never had a fort that lasted until the moment of fps death. I just kinda quit or lost interest. I want to make my current embark last as long as possible. What is the average number of yrs a fort will be playable?

I wont be doing any liquid engineering or power generation, and I might not even breach hell.

I do want a tavern, a decent zoo, skeleton display (for my (armoks) jollies), and a limited strip mining operation.

Much like the guy above, I define winning as kitting out 2-3 squads of untouchable steel clad multi cloaked soldier lords. Wealth is important to me too. Havent rly found a mega project that suits my fancy yet. I always build tall aboveground structures, so that doesnt rly count. But I never know when the fps beast will attack.
>>
>>157884098
What do you consider FPS death? 40 FPS? 20?
>>
Does anyone else only use masterwork so they can adventure as a Succubus (male)?
>>
>>157884238
I could live with a minimum of 20. Anything less would probably start to aggrivate me
>>
>>157884272
Thats called an Incubus bro
>>
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>>157884664
its a meme
>>
>>157884559
What kind of CPU do you have and what do you set your population cap to?
>>
>make new world
>open it in legends viewer
>elves and kobolds extinct
>goblins account for 66% of world population
Hm.
>>
>>157884832
I used to be so hip.l with the memes.
... Now all I can claim to know is the image source
>>
>>157884881
Built gaming rig of 3yr old hardware

Strict cap of 150
>>
>>157885065
No shame in not knowing that, it's a meme cgset by overrated artist, gujira
>>
Hmm, if you keep the animal population low and have an efficient fortress layout (efficient for the pathfinding algorithm, not necessarily the most efficient design as far as space or travel distance is concerned, large central staircase designs don't play nice with the pathfinding algorithm) then you could probably manage 30-40 FPS with 150 dwarves on a decent 3 year old CPU almost indefinitely. I'm using an i5 4690k and my FPS with that many dwarves hovers around 40-50, occasionally going up to 60-70 until I designate a bunch of things for dumping or stockpiling then it dips down to the 20's and 30's. Cage any non-grazing animals to keep them from eating up pathfinding cycles, limit the number of visitors your fort keeps around, use burrows and traffic designations, atom smash unnecessary shit, and wall off unused areas. Make sure that all of your main halls are at least 3 tiles wide.. My FPS drops like a rock if I send 50+ dwarves down a 2 tile wide hallway to dump a bunch of rocks or something. One time I made a fort using lots of 2 tile wide hallways and stairways, HUGE mistake, 100 dwarves in that fortress had the performance of 140 dwarves in a properly laid out fortress. I reveal the caverns and then keep them sealed up with drawbridges until I need to open them up and send my dwarves in there for something (gathering spider webs, killing a forgotten beast, retrieving a cage trap).
>>
>make another world, this time with goblins being given a max age
>70% goblin population
>only 100 elves left in the world
>one of two dwarven civs destroyed in its infancy
Hm.
>>
>>157886609
Awesome. Very helpful response. I have the wide hallways and single tile staircases throughout the workshop and habitat areas. Do some people dig down into caverns and not secure the staitcase. Thats so irresponsible but i read so many stories where a cave beast occupies a whole upper z level because the idiot left the staircase open
>>
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>>157806405
This shot was a lot harder to get than it should have been, and it's hard to know what you're looking at if you don't know my fort well. It took my computer about 20 minutes to load enough blocks that sections of the fort weren't invisible, and nearly that long again to find a view up that wasn't completely obscured by structure. I have a lot of structure spanning the central hall; an obelisk, a faux-support system, several walkways, and a little bit of scaffolding remaining leftover from some daring miner rescues. This view is standing on the roof of the future gatehouse between the stairwell on the southern wall the obelisk, on the z-level before the hall starts to expand. There's at least partial visibility straight up for 44z.
>>
>>157888047
Yeah, leaving an unsecured up/down staircase open that punched through the upper roof of the caverns has been the downfall of many fortresses when a flying forgotten beast has shown up, especially so if the staircase in question is part of their central staircase. Wells drawing water from cavern lakes is another source of !fun!.
>>
>>157888287
That should read "between the stairwell on the southern wall *and the obelisk"

Here's a shot from near the same place looking down into the expanded hall at the tops of some buildings that are being carved out. It's ~20z more, and growing. The weird v-shaped slide looking thing in the foreground on the left is a diagonal rampway. In AV's defense, it doesn't look very pretty in DF either, but it was part of the plan so I went with it.
My computer is threatening to set my desk on fire, and I'd like to actually play, so I'm going to stop doing this for now. I'll see about some more shots later.
>>
shoo shoo page 10, begone
>>
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How do we fix beekeeping.

I personally value a good mead higher than 1 that's for sure.
>>
>>157893630
Increase value, reduce storage upkeep (eg. >1 honey to 1 jug), make hives cycle faster.
>>
>>157888287
>>157889608
Very airy, I dig it.
>>
>>157893630
Port this mod over to DF.
http://community.playstarbound.com/resources/bees.1585/
>>
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>>157873260
I could have gotten a worse king.
>>
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>>157893630
make bees able to enter martial trance and fight so we can use them for fort defense
>>
/dfg/ is dead
long live /dfg/
>>
>>157904943
Hail! Hail! Hail!
>>
>>157905487
Shit, sounds like a tornado.
>>
>>157908321
So that's why we are so dead.
>>
>go to elf forest retreat
>its all walnut trees
>equally spaced in a firm grid
>across the entire site
>>
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>>157909463
Where did you think all those "grown" wood logs came from?
>>
>>157811527
Ohhh very nice map, could I have the seed please?
>>
>>157909463
yeah, elf sites are super boring. even worse than hillocks.
>>
>>157911783
Hillocks and forest reatreats have the same problem.

The structures are too simple, and hard to make out from one another. You can make out the different structures on the travel map, but as soon as you leave fast travel, you have a hard time teliing whether a structure actually was the one you saw in the travel map or not.

Of course, the treehouses need to be reworked from scratch. They need to have actual rooms and (natural) walls. There should also be stairs to make them more accessible. As it currently is, elves don't move around a lot in their sites, probably because they won't climb unless they enter a battle.
>>
In the next update, your adventurer finds a desolate fortress with an artifact bone gauntlet buried deep under a pile of ashes.

You don't know what this artifact does, but you can tell it has power.

What do you do?
>>
>>157913906
Until myths and magic come out in late 2017, artifacts will be purely cosmetic. If the gauntlet looks cool enough, I might wear it.
>>
>>157914090
>myths and magic
>2017
Myths maybe, but magic? It'd have to be pretty rudimentary, I'd imagine Toady will be spending a fuckload of time on magic otherwise.
>>
>>157914412
They're part of the same release arc, so I doubt we'll get one without the other. Look it up on the dev page.
>>
>You cage 2 elephant people
>1 male 1 female
What do?
>>
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>>157915769
Starve them to death then carve their bones into little figurines of them being laughed at by dwarves.
>>
>>157915769
does update let you draft them into army and shit? if no, slaughter or put in death arena
>>
>>157915769
Breed em. They may be useless as livestock, but for traumatising your fort into not caring about anything they are perfect. Rather than just murdering them, create a slave population of "wild" elephant people from which one is selected to fight in your arena every once in a while. Also if doing childcare, allowing the pack of kids to tear one apart every once in a while will go a long way towards creating the stoic supersoldiers of tomorrow.
>>
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How do you guys like this plan I sketched up for a new underground city?

Light gray is the main floor, dark gray walls. Blue is for stairs/ramps and purple for upper elevated floors/causeways. Green is for windows and light green for gardens(created by channeling out an area and covering it with mud). Lastly, black is open space.

The fort consists of five major parts: the flats where my dwarves live(aprox. 6 levels high), the industrial area(aprox 4 levels high. I might also put my hospital here), a gated community for my mayor, guard captain, baron and liaision(aprox 3 levels high), a "cultural tower" for housing my tavern, temple and library(aprox 6 levels high), and lastly, a massive castle for my monarch. The areas are connected by a network of causeways. These causeways will be one z-level thick, and hold piping used for the well in the apartment area and the gardens in the gated community and castle. I might also put my prison cells under the causeway.

If my calculations are correct, 2x3 embark tiles should be enough.
>>
>>157918617
Stealing this rough plan. I'd say it could do with more than just one area of flats and one area of industry, rather having the flats and the industry dotted around and interspersed.
>>
>>157848820
Open your DT directory and go to share -> memory_layouts -> windows
create file named: v0.43.05_graphics.ini
go to this forum post: http://www.bay12forums.com/smf/index.php?topic=122968.msg7214413#msg7214413
copy eveything from the code tab and paste it into your v0.43.05_graphics.ini
save that file
DT now works with latest DF (only 32bit SDL version though)
>>
>>157919608
Maybe. I just wanted to keep it as compact as possible. I want it to have a "sprawling" and vast look, but I still want to do it in as small a space as possible, in order to save fps.
>>
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>>157918617
that's not how you minmax though
>>
>>157877638
> There used to be an unintended loss mechanic called a tantrum spiral. In those days dwarves were very emotionally fragile, and could become very unhappy very quickly
So, it is not a bug, that today dorfs can go mad only after failing the mood? What the hell? If it was broken, then now it is broken just as much, only to other side.
>>
>>157921317
This way of broken is better than the old way of broken.

>playing fort somewhere around version 3x.xx
>fort is protected by moats, walls, trap hallways and drawbridges
>pretty proud of my defenses tbqh
>goblin siege appears
>drawbridges are closed, civilian alerts are in place, doors are forbidden, ready for the siege
>goblins mercilessly slaughter a few pets who got stuck outside
>among these pets is a cat
>upon the pussy's death, her master gets a severe mood hit
>punches a few kids
>the kids bite some adults
>in return statues get toppled
>the statues' creator gets angry
>Urist is too thirsty to deal with this shit so he breaks a miner' leg
>the miner starts chopping off limbs
>the goblin army just sits outside and watches as my fort slowly crumbles to dust in a storm of blood, vomit, plump helmets and bleeding puppies.

They were dark times. cave adaptation was a literal death sentence because puking a few times could easily push a dwarf into a 3-months-long "I punch everything" tantrum.
I like the stoic, sociopathic dwarves much better than the previous sissies.
>>
>there are people that use Adamantine for weapons armor
>there are people who dont drape their fortress in Adamantine statues and have all their dwarves wear masterwork Adamantine clothing
>>
>>157923064
>wear out masterwork adamantine clothing and use their limited supply up completely
>>
>>157893630
Should be more complicated - not "build some beehives, turn job on dorf and done!". And dangerous for inexperienced beekeeper. And make some unique uses for byproducts, maybe implement lighting and make wax candles.
>>
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>>157923290
>not having a infinite supply of adamantine
>>
>>157921862
But isnt it more fun? I'm new to df and never saw dwarf tantruming(or other kind of insane) except for failed mood.
>>
>>157923464
Well why not just createitem BAR AdAMANTINE 5000 while you're at it, because it's not fun?
>>
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>>157923913
>cheating
>>
>>157882181
I'll fite u
in your crib at 5:00
>>
>>157882181
Dem Dorfs anon:
Humble
Chill
Only shitposts to bump the thread
probably got a big dick
is relatable

Boteposter
Megalomaniac
Angry fucker
Shitposts whenever
Confirmed small penis
isn't that relatable able.
>>
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>>157893630
Alcohol in general needs an expansions
Alcohol can age, be distilled and aged, or turn into vinegar, depending on the situation. This should change its value
Like many other professions, danger is interesting, so unless armored(a leather armor would do) and masked , your dwarves should suffer from the bees. Basically this>>157923368

I love , and produce mead for fun, ask me anything
>>
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>>157924883
>relatable able
>>
>>157924883
>tfw you aren't relatable able
oh no
>>
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>>157924883
I like to pretend that boteposter is a petite azn girl. I use the mental image of her aggressively shitposting to masturbate to.

I'm being honest, here.
>>
>>157923368
I was thinking about candles and lighting. That would be a big addition. Maybe players would need flint, torches, etc on embark. I also want wasps and beehive or wasp hive traps even if theyre impractical
>>
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Why you are talking about me? My dick is tapir dick sized and I'm not megalomaniac. I just want botes really bad
>>
>>157918617
Finally designated the first level. This is just the empty space above the buildings.

Hopefully I won't breach the caverns too early, but I'm prepared to build walls as needed if I do.
>>
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>>157932427
Miners are hard a work. They've got quite the task ahead of them.

Here's some comfy background music when digging:
https://www.youtube.com/watch?v=2wQYdmqK6Tk
https://www.youtube.com/watch?v=AIBg2ZgMAoc
https://www.youtube.com/watch?v=UtyfebUytfI
>>
>>157923368
>>157928084
Toady has talked about ilumination and fire, and stated that it must be a thing
So, lightnings, fire making, obscurity and ilumination tasks are planed
>>
>>157927092
Never masturbated, but that very same idea crossed my mind a few times
>>
>>157930135
But are you relatable able?
>>
>>157933285
Fuck, I've only dug out a small part of the first two floors, and I've already got like 800 stone.

Will this project kill my computer?
>>
Game keep crashing

according to the log its a bunch of patching errors

What does it mean?
>>
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>>157934852
>patching errors
there must be a patch for this somewhere
>>
has anyone ever done a complete UI overhaul mode with mouse features such as rmb contextual menus and such?
>>
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i realised a while ago that the best thing for dwarf fortress (the game) would be if toady died. it would suck pretty hard, but the code would get released and actual coders would be allowed to work on it. it would take a long time to get it threaded properly, but just implementing a way to cleanse the full memory registers, minimize cache misses, optimize the pathing on a single thread, maybe swap to vram, and just all the optimizations and bugfixes and insane modding capabilities on top of this grand novel concept of a game. it would be the best thing ever, for the game. as it stands it's always going to be very unoptimized and slowly developed, but that's fine since it's an amazing game and doesn't belong to the community.

but it could be amazing if we get access to the source, ideally not through toady's death, but it would be pretty straightforward. imagine the game beind separated into a daemon-client-relationship, where everyone can just develop a GUI on top of the core world simulation. imagine worldspanning embark screens enabling actual war, and a fusion of adventure and fortress mode. it would only be 5 years away compared to 20.

but i'm good
>>
Is Toady am programming gay??
>>
>>157935824
name one good product that is open source and was made by the community
>>
>>157936031
Not him but the new Unreal Tournament
>>
>>157934768
Maybe. How deep do you plan on going? If I read your blueprint/description correctly, and that z will be the roof of the tallest building, then I estimate (just from eyeballing it) you'll end up with 18-20k stones. You can handle that, and it probably won't hit your fps too terribly hard if you use sensible population control.
>>
>>157935825
deM DORFFSSSS MANN
>>
>>157936332
There is at least six levels more to go before I reach the "main" floor where the bridges are. After that, I'll keep digging down for aesthetic reasons. The parts beneath the main floor will mostly be used for piping, reservoirs, possibly prisons and catacombs.

By the way, I have 2000 stone now.
>>
>>157936031
i can't, there's too many to pick just one.
>>
>>157935757
No. People have started, but no one has ever finished to the best of my knowledge.
>>
>>157936985
Okay, then how many more z do you plan to go before you start leaving an undug footprint for the buildings? If the tallest buildings are 6z, and the main floor isn't the roof of any of the buildings, then it will be within 4z, right? So, I would guess anywhere from 3-12k more than my original estimate, depending on the internal structure of the buildings. Still not an fps-killing item count, though you'll feel it.
>>
>>157933505
It should not be "planned', it should be worked on as game-defining feature, instead some bullshit like music-dance-taverns that is looked at once ore twice and then forgotten.
>>
>>157938001
That's a real shame. This is the one and only thing that prevent the game to be more popular.
>>
>>157938496
The floor will be the roof of the cultural tower and the flats. The industrial buildings and the castle will be two levels smaller, and the closed community one level below that. Also, it's worth mentioning that the all parts will be have the same area as the cultural tower as soon as I start digging below the causeways connecting them.
>>
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>>157935757
> rmb contextual menus
>>
>>157938931
And I hope it stays that way
>>
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>>
>>157939142
>>157939065
>muh sekret club of hardcore gameru

Grow up
>>
>>157939241
>muh toady must compromise with his dream project to appeal to a larger audience, even though he gets more than enough donations as it is
i bet you want him to add pay to win features and divide the development into a "F2P" and and "premium" version, too
>>
>>157939467
What are you even talking about? Are you a moron?
>>
>>157938998
Got it. I was picturing close to right the first time, I think. I'll stick with my original guess, but if you're going to keep going deeper for them sweet aesthetics then all bets are off.
Word of advice, if your buildings aren't going to have roof access remember to smooth them and dump boulders off them before channeling 2z past them so you don't have to build scaffolds to do it later. It'll slow the digging some but save you time in the long run.
>>
>>157939927
They will have roof access, and the roof of the culture tower will be used as a makeshift temple until I manage to dig out the real one just below it.
>>
New thread here
>>157940748
>>
>>157935824
Let the toad create his dream
after he dies, we'll have the definitive version 1.00, and we can decide then if we don't like it and it that it needs a change, or if we like it that way
>>
>>157911783
>every last one of the remaining 100 elves of my world are bowyers
>not a single one of them has a bow
Kill me.
>>
>>157939241
Its not about "secret game" or "hardcore" or other shit, df could become widely popular, or stay as it is, i do not really care.
And what i really care - is my comfort playing the game. It should not be sacrificed to attract more people.
More people is always ok, if they do not change the game just to get them here.
And "contextual mouse menus" will be horrible to usability of this game.
>>157938931
And what is reason to force its popularity? Let it go natural.
>>
>>157938770
I feel you senpai, it'll happen eventually
>>157939241
not him, but the game, in its growing state, beneficiates a lot from not being popular
>>
>>157942048
>And what is reason to force its popularity? Let it go natural.

Adding more interface options to make the game more intuitive is not forcing anything, it just make it so that new players don't have to spend 3/4 of their playtime searching and reading the wiki everytime they see an item to see how they can interact with it.

Contrary to some of the pathetic fags around here I don't take prid ein the fact that I had to read tutorials and wikis for hours before having fun, I just see a major flaw that once fixed, would allow this interesting game to be experienced by many more players which would pretty much benefits everyone.

>>157942116
It benefits from nothing and I'm laughing at the "gowing state" comment, it's been out there for 10 years and it certainly didn't grow even half as much as it should have.
>>
>>157942679
Nigga, growing state is basically the motto of this game, you know
Why can't you understand that most of us have seen great games in idea, utterly fail in development because of cancerous fanbases?
Of course we don't oppose the coming of new and dedicated players, a community always needs those. But you can completely ruin a game, explicitely this one, as it feeds on the players, by bringing casual players
>>
>>157935824
Nice pipedream. The truth is:
- there would be no one to be the benevolent dictator of the project, it would fail during its infancy
- even if it didin't it would take years of refactoring before we'd have any optimizations
- even with toady's old plans as guidelines, design by committee always makes shitty games
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