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/dfg/ - Dwarf Fortress General

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Thread images: 99

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Previous thread:>>95408218

>Download the basic game here. Current version is Dwarf Fortress 0.40.24:
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

>Foolz archived threads:
http://archive.moe/vg/search/subject/Dwarf%20Fortress/

>Dwarf Therapist:
http://www.bay12forums.com/smf/index.php?topic=122968.0

>DFHack:
http://www.bay12forums.com/smf/index.php?topic=139553.0

>Starter Pack:
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/bTXWq#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

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

Strike the earth!
>>
3x3
>>
>>95746881
this is the equivalent of thread abortion
>>
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Will this shit work well as a enterance ?
>>
>>95747367
yep, my entrance is like this right now. caravans can travel down there and errything
>>
>>
>>95747473
thanks m8
>>
>strange mood kid picks up galena, then cloth/emeralds/steel/leather/bone
>makes an iron animal trap out of it
>is now a legendary bone carver
literally what
>>
>>95748987
What are you confused about?
>>
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Does this ever not happen in adventure mode?
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What the fuck, legends viewer?
>>
>>95751297
A Lair, named Stumppit.
>>
discovered dwarf fortress today, what are the differences between dwarf fortress and unreal world rpg?
>>
>>95753197
start a game, go and wrestle a barn mouse for 5 hours.
>>
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>find cavern while digging main staircase
>before it's fully walled up a troll wanders in
>send marksdwarf squad after it
>it ascends like 20-30 z-levels before they get to it
>during fight this happens
>find ded marskdwarf on one of the stair tiles about 20 z-levels below where they were fighting
>no pits or channels, rooms, or anything at all but an all natural, carved, 3x3-1 stairway the entire way down
what gives
>>
>>95754698
My guess it that
>throws the marksdwarf
Is the culprit, with that action interacting with stairs like they are not impediments.
>>
Anyone played Rimworld?

Wondering if it's worth picking up or if it's just another early access game that will never be finished.
>>
>>95750867
how anything in that list of ingredients became iron
why he's a legendary bone carver when the first thing he wanted and picked up was clearly stone
>>
>>95751097
if you're a human you're an average-sized human
>>
>>95755524
What if I'm a dwarf-sized human?

Or

Or

What if I'm a human-sized dwarf?
>>
http://www.bay12games.com/dwarves/early_musical_forms.html

Someone write a musical generator that works under these rules. It must be done, i must hear the song of my people.
>>
>>95755452
>how anything in that list of ingredients became iron
Oh, I overlooked that word. No idea. If you're absolutely certain that there's no iron in the items he took, it sounds like a bug. Upload save, report bug.

>why he's a legendary bone carver when the first thing he wanted and picked up was clearly stone
I'm pretty sure that what he picks up _first_ has nothing to do with anything.
>>
>>95748987
The base material got forbidden or became otherwise unavailablr while he was gathering materials. When this happens the artifact's base material reverts to a default material. The default material is iron, because that's the first defined material in the raws (unless you have modded raws).
>>
>>95755848
neat, okay. I don't recall forbidding anything he was using but I guess it's possible. cheers
>>
>>95755836
>all that shit
>just for toot, toot toot, toot
Never change Toady.

What new and exciting bugs will come from this?
>>
>>95754698
It's what >>95755287 said. Dwarves will forever on a stair stack unless the meet something to break their fall. Regular hatch cover placement is advised.
>>
>>95756145
*will FALL forever
>>
For 22 dwarves is

Meat: 74
Fish: 140
Plant: 263
Seeds: 46
Drink: 112
Other: 64

okay for the first winter?

Also:
Created wealth: 25200
Imported wealth: 19341
Exported wealth: N/A
>>
>>95756419
Cook that meat and fish into prepared food(Other). You are fine for the first winter. I think dwarves only drink 3 times a season.
>>
>>95756419
Now I haven't played for a while but stuff still grows in the winter iirc just very slowly. I think you'll be fine with that.
>>
>>95756419
>>95756539
>a dwarf will drink booze an average of five times per season to satisfy their thirst
From the wiki.
>>
What would be the best course of action if i undead show up after ~half a year and siege me?

It's just two guys, an undead elf and goblin. I heard hammers are good but it will still take a year or so to get my metalindustry going.
Would i stand a chance just wrestling them down or should i atleast equip wooden swords?
>>
>>95757897
Anything less than silver blunt or steel sharp weapons, sending your dwarves out is suicide.
>>
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>>95757897
>half year in
Any immigrants yet ?
If yes take the most useless ones, give them a wooden stick and let'em rip. If they survive make them generals of your army.
>>
>>95758242
I got 6 immigrants shortly before the siege begun. It's newyear now, i made some fortifications. Also some wooden swords so that my few dwarfs atleast get some training because the only metal i could find sofar is native copper.
The two guys haven't moved much but they are getting closer.
And i am a bit afraid to send them in because since i am sieged i dont get immigrants nor trade.
>>
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how's this?
>>
Heya, just started playing DF again (used to play a fuckton before two balrogs utterly sacked my old fortress and I raged) after getting tired of the other roguelikes, no other game gives you that feeling of pulling off a goblin's left foot's third toe's nail off in a sprawling fantasy world of your own making. Man I just can't get over how amazingly deep this game is.

Just a question, are these armies now actually armies composed of warriors that attack sites and the like? Or are they just historical artefacts? In adventure mode.
>>
>>95759651
Needs breastplates.
>>
>>95756145
>>95755287
thanks, i suspected something similar. looks like i'll have to be more careful with stairs in the future.
>>
How can I find out the symbol of my civilization or group? The only place I've ever seen that information is in engravings and decorations.
>>
>>95759651
I think robes cover a bit more than cloaks
>>
>>95753197

Thousands. Don't have much experience with unreal but the world's and their complexity (other than non-human sites, c'mon toady I wanna lay waste to a goblin fortress (maybe they added that since I stopped playing like ~6 months ago?)) I believe is far greater, to say nothing of complex inner-workings of a fabulous fortress.

http://dwarffortresswiki.org/ the wiki can be so fun to read just about all the potential shit that can happen, also bloodline games are a really cool read too. The possibilities are endless in this game. Though it will mostly revolve around dorfs in an angry tantrum from booze withdrawal the first couple times you play. And adventure mode is an insane roguelike in its own right. The body part system and the wrestling and the attacks, oh my. You can literally chose to bite and tear off a dude's fourth toenail on his left foot if you wish.
>>
>>95755317
It's just another early access game that will never be finished, don't bother
>>
>>95759974
>(used to play a fuckton before two balrogs utterly sacked my old fortress and I raged)
anon, you need to find the joy in losing.
>>
>>95760589
You *really* need to read the changelog.
>>
>>95759974
Last I played adv mode, around 40.16 I think, armies would deploy, but if you encountered them in the wilderness they would camp there in perpetuity, never arriving at the site they were supposed to be marching on.
I don't think it has been fixed yet, but I cba to check the changelog. Link is in the OP if you want to know.
>>
>>95760714
this, when the money stops flowing to the dev and he is literally swimming in cash, he will think to himself "why the fuck am I still doing this"
>>
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>>95758770
I equipped everyone with wooden shields and some battleaxes, most of them got wooden swords. With autunum close we had to break the siege to free up the traderoute for wares and immigrants.

They all died in a second, pretty anticlimatic. I thought we would stand atleat some chance but this was a massacre.
>>
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>>95760569
oh yeah, wiki has this new image that shows robes do indeed cover more than cloaks.

>>95760043
Breastplates cover the same area as mail shirts - does having both really improve protection? Also I just started the militia so most of them don't have better than 2 skill levels of anything, I know they'll move slower but I worry is there are other penalties? Also I don't want to cause clothing equipping problems.
>>
>>95761743
>protection
Where it does cover, breastplates are better
>penalties
Weight is weight. Get those dwarves training, maggot.
>Equipping problems
Breastplates would not be the cause of it.
>>
Have you praised Armok for microcline today?
>>
>>95762664
Have you gotten an axe in the face today?
>>
>>95761743
>>95762082

>Equipping problems

From what I understand the issue stems from a bug where dwarves will only equip armor in order of production. So as long as you produce breastplates last, you should be fine.
>>
So... Like a fool, I wandered into a cavern via a natural cave, and now I'm completely, utterly, fucking lost. We're massacring hordes of troglodytes and yet no matter how many times I rip their guts out I just want to see daylight again.

Is there some utility that I can use to look at a map of the region I'm in? Or am I doomed to wander these musty halls forever with my cave brethren, eventually evolving into one?
>>
>>95763178
>Is there some utility that I can use to look at a map of the region I'm in?

Reveal function in DFhack.
>>
>>95762759
I offer to you this documentation that microcline is, in fact, both love and life.
>>
>>95761743
>Turban
>Dress
>Sandals

Now all we need is to find a way to make dorfs explode
>>
>>95763968
Forgot pic. Was distracted by those sexy tetrahedra.
>>
>>95762664
I set up a catapult to "donate" all of my microcline to my neighbours to the south, whoever they may be
>tfw marble/malachite/microcline layers that have a whole bunch of emeralds hidden in small clusters
>>
Formations in Dwarf Fortress when?
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>>95763986
i c wut u did thar

>>95762769
>the issue stems from a bug where dwarves will only equip armor in order of production
How in the hell, does this game remember what time each item was made so well.. I produce things in sets, tell me this is just a while guess!
>>
>>95765049
No, he's not guessing. The game tracks each item you create. Apparently, when looking for items to equip, the game checks against a list of all the items that qualify in the order that they were created. If it finds a breastplate before a mail shirt, your dwarf will equip the breastplate and then be unable to equip a mailshirt because breastplates have the [SHAPED] tag.
>>
>>95765049
>How in the hell, does this game remember what time each item was made so well
My guess is, the problem is more that the program isn't given specific instructions about the order which to put things on - its only information _is_ the order of production, possibly simply in the shape of the memory address the object has been assigned.
>>
>>95762664
>microcline
What's wrong with this?
>>
>>95760714
>>95761385
I think so myself but it looks so cool.
>>
>>95763473

Thanks bro, but I think I've decided to give in to starvation instead of going through the hassle of putting in all the files, the version is allegedly incorrect, etc. I wasn't very far on that character anyway, and the caverns didn't turn out like I expected them to in world gen too.
>>
>>95760854

Is there a condensed version? Toady's updates on his site are mostly just musing, which is cool, but it's annoying to look for the actual changes, and when I do see a patch note its usually just about bugfixes
>>
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>>95765995
Unpleasant color, and looks like adamantine on default.
You can always do this.
>>
>second year
>random cheese maker migrant makes artifact greaves and becomes a legendary armoursmith
>random potash maker migrant makes a steel artifact warhammer and becomes a legendary weaponsmith
Nice
>>
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Gloves have 100% coverage and mittens have 150% coverage says the DF wiki - so in DF mittens are better than gloves??
>>
>>95766010
of course it's made to look cool, but believe me, the look is better than it's feel
>>
>>95768153
As far as how much you are covered, why yes.
>>
>>95768492
You've tried it?
>>
>>95767908
Damn. did you give them some weapon/armour making training beforehand or something?
>>
>>95768496
and if 100% coverage means armor will take the attack first 100% of the time, then what the hell does 150% do... is there some crazy maths I don't know about in Toady's world?
>>
>>95769273
Nope they came with a beginner's knowledge of armour/weaponsmithing

Already got a dwarf in a full set of masterwork steel armour (minus greaves which are a copper artifact). Once more migrants come I'll get a full squad up

Is it better for a squad to be single-weapon, or diverse? I'd imagine a single weapon squad trains faster but how much?
>>
>>95747367
Yes, this is exactly what I just made sure to build through a plug in an aquifier. Takes a bit of planning but it was worth it.
>>
>>95769026
Yeah, waste of money and time
>>
>>95769937
I'd mix it up. I like to make sure that at least my first squad has a couple each of speardwarves, hammerdwarves, and axedwarves (some people here have said that picks are even better, haven't tried it though)
There's a neat chart someone made that has guidelines for what weapons are good against what enemies, but the long and short of it is that you're better off with a variety
The training happens pretty fast anyway
>>
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>>95769937
I sent that dwarf to kill some elves since they were the closest thing to training dummies right now
A horse is wrestling him to death now
>>
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So to level up an animal trainer for when I start making war dogs I made and assigned a burrow, made pasture and built cages there, disabled all other labors on the guy in the burrow, assigned him as a trainer. However everything is still reverting to a wild state, what am I doing wrong?
>>
>>95771241
Oh god it's wrestling everybody to death

It's destroying everything
Fucking horses
>>
>>95771356
Are the animals in cages? I'm not familiar with that tileset, sorry.
Trainers won't "maintain" the training of an animal in a cage; they give them food and then ignore them until they completely forget their training, then start again.
Unless they're extremely dangerous animals that your civ has no knowledge about taming, I would recommend assigning the animals to the pasture (ie. taking them out of their cages) after the initial food-giving training job.

Additionally, are you sure that a trainer's skill level effects the quality of war dog (or any already-domesticated animal) training? I thought it was just the speed of that training.
>>
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>>95772359
Coming from training Cave Dragons, I learned the average quality levels only increase when your civ starts to be more knowledgeable about the training method (i.e 'expert' has a higher chance to domesticate pups than 'a few facts')

Also this shit takes forever, snail pace to reach barnyard domestication
>>
>>95770684
Fair enough.
>>
>>95772801
It only gets worse from there. My dwarves have been "expert" kea trainers for almost 10 years now, training more and more new ones all the time too
>>
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>>95771241
>>95771241
>the horse releases the grip of the horse's right front leg on the militia commander's tongue
>>
Sorry if noob question, couldn't find anything on the interwebs. Shouldn't my dude automatically two hand his pike? Adventure mode. I seem to remember getting a "multi-grip" on my old two hand swords, but he refuses to do the same with the pike
>>
>>95773687
If is stronk enough, two-handing is unnecessary.
>>
>>95773761

True. Now I can't seem to move down stairways, when I hit < it brings up a record move menu or something
>>
>>95773957
Down is >
>>
>>95767908
>make all non-skill dwarves craft one weapon/armor piece
>now pretty much each mood guarantees artifact armor or weapon
>>
>>95773761

Never mind, fucking croatian keyboard layout, shoulda figured.

>>95760759

T'was an exasperated joy at best, I couldn't think of a better massacre for my fort but I just don't have the patience to get a new one going. Hence me now playing extended adventure modes, and going through the charred and demolished ruins looking for that artifact silver scimitar
>>
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>>95755785
>What if I'm a human-sized dwarf?

Then yfw.
>>
>>95746776
Is there any work being done to fix the fps death? I hate the fact I get to 200 dwarves and the game just poops out.
>>
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>>95773047
also pet value gets factored in the 'domesticating process' and the higher the pet value is (i.e mega/semimegabeasts have 10,000) the more slower it will take
>>
>>95772967
I bought it as well.
It looks good on the surface but it's really pretty shallow and boring. It looks almost exactly like prison architect.
It's even got a shitty "endgame" goal like minecraft.

Kenshi was the only decent sandbox game I've played in a while, even though it's unpolished as fuck.
>>
>>95772359
They will maintain training if you pasture them instead of caging them. You just have to make sure that they have enough time for all of the animals, you don't want free animals going wild in your fort.
>>95771356
But it doesn't matter for your purposes anyway. Hunting and war training don't have quality levels and take literally seconds. It doesn't revert like training status on wild animals. They're really what you want to practice on so that you get better wild training results.
>>
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Horyy shiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiit

Civ sites other than humans are actual places now with things to do and people to see?! Fuuuuuuuuuuuuuuck I've been away from this game too long
>>
>>95772801
There isn't a chance to fail to train a child animal to tame. If a dwarf takes the job to train it before it reaches adulthood, the creature will be tamed 100% of the time. I think you might be misinterpreting your results.
>>
>>95777334
>things to do
Inevitable
>>
>>95777475
tru, but I mainly have wild cave dragons, and as u see even with modifying growth rate (plebstatus ye ) cave dragons aren't born as 'babies', so perhaps i have 0% chance for domestication.

Of course there's no chance to fail I know that first time taming a semi-wild coyote pup It was tame
>>
how to achieve bolts in marksdwarf quivers
>>
>>95778217
Ooh. Yeah I forgot about that bug. Any creature that doesn't have a child state defined in the raws will just be born as an adult, which means no opportunity to fully tame them.
>>
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>>95771241
Hwut
>>
Why is he such an absolute madman?

http://bay12games.com/dwarves/early_musical_forms.html
>>
>>95774768
Toady has been working to stop the optimization from deteriorating while he adds content, but that's it.
>>
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>>95780269
>randomly generated musical styles
jesus toady, you've gone all the way
>>
>>95781269
I'm pretty certain he's only running that game off a single thread right? I think he should release the source and let people figure out how to optimize it for him.
>>
how do you design your fortresses?

usually i will have an entrance with traps/bridges/towers, from there i will have a meeting hall that will have corridors connecting to other places: dining hall+kitchen+food stocks, quarters+hospital, workstation+stocks+farm, barracks+prison+entrance to caves
>>
>>95784317
I open the dictionary with my eyes closed and point my finger on a page
whatever word I am pointing at is what I make my fort in the shape of
If I pick something that doesn't have a shape that I can make I repick
>>
>>95784317
A small ground level keep, with a large empty shaft encircled by spiral ramps like the worldgen forts.

Trade depot is usually 20 levels down
Goods delivered by minecarts.

The forts is laid out in the cavern layer
I try to maintain the general shape of the cavern passageways and I carve bedrooms along them. 3x3 bedrooms for families, 1x4 bedrooms for single dwarves.

I generally build all the way up to the water in caverns and wall it off there.
>>
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>>95784101
>Toady
>releasing source
>for any reason besides his own death
>>
>>95780269
>>95781296
So how long until we will be able to create these fictional instruments once the descriptions of them are put in, in real life and actually perform songs from Dwarf Fortress?
>>
>>95780269
Why.
Why this.
Why this and not mouse support.
I just want mouse support.
>>
>>95785330
Exactly
>invents a cool new music systems
>only impact in-game will be a shitty new profession and a new emotional modifier

>still single threaded
>still no mouse support
>equipping soldiers in the military menu is still fucked
>>
>>95786027

DF pros:
>crazy game developed by one crazy dude
cons:
>crazy game developed by one crazy dude
>>
>>95786027

I can kinda sympathize, I feel like the dude programs like I do a bit. Fuck functionality, fuck efficiency, fuck everything but that cool little function I'm building right now then spend three times as much time debugging
>>
>>95786027
Designations have mouse support.
>>
>>95788845
this just blew my mind, I had never realised that. thanks anon
>>
>>95767693
I for one love the color actually
>>
>>95788845
I might like being able to right click shit, or maybe even tooltip boxes.
>>
>>95786027
Military equipping works fine if you do it right. The problem is that doing it wrong is a lot easier and gives you very little meaningful feedback to let you know what the results of your selection will be.
>>
>playing adventure mode
>get a whole band of adventurers
>mostly humans but I recruit one hammerdwarf I see
>she proves to be the most competent of my companions
>fighting a moderate size battle with bandits
>she gets injured during the fight
>it's a cut in her leg
>she's limping
>wait an hour to fix it
>she's still on the ground
>it severed a motor nerve and I didn't notice at first
>know that she will die because of her speed
>stop at nearest town
>filling up my waterskin and drinking at the well first
>tell her she can't be my companion anymore
>accidentally hit e afterwards
>I see that my adventurer has tears
>they weren't there before

This can't be a coincidence. One of the saddest things I've ever read. Going into a little backstory, this hammerdwarf, named Urdim, had a pretty hard life. Her father died when she was but 2 years old, killed by a giant dingo. He spouse died, but her two children live on, both soldiers themselves. I brought her on this adventure, and it was my indirect actions that caused her to be crippled. I'm sorry Urdim ;_;
>>
>>95793043

put her out of her misery anon, its the only way
>>
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>>95794967
>she naturally retires in the hamlet I left her in
>come upon another bandit camp
>wreck them
>see a crutch in one of their chests
>take it to her and leave without another word

>mfw whenever I walked up to her and said hello and after she replied my adventurer had tears
>>
>Flying, fire-breathing titan the second year of the fortress

Screw you asshole I didn't want to go outside anyway
>>
I'm starting my first game in a long time, any advice, /dfg/?
>>
>>95798556
Don't use 3x3 stairs
>>
>>95798556
use the rise of the mushroom kingdom mod, playing koopas is fun as shit
>>
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look DFG im starting a meme!
deviled cheeses
>>
>>95800125
I wouldn't even know how to start accumulating that much cheese
Do you keep all those animals, or are you buying it? Do you not let your dwarves eat it?
>>
>>95800125
You can milk llamas, alpacas, camels, kangaroos, donkeys, horses and reindeer?
>>
What things should I build on each layer of my fortress, /dfg/?

And what should my priorities be?
>>
>>95800512
If it's a mammal, and it's got teats
>>
>>95800905
>party fort
>must have at least one part room at the center of each Z level
>each hallway must be a wooden weapon danger room
>lower levels/mines must also be goblin ghettos
>first to make it self sustaining COMPLETELY wins the game
>>
>>95801562
party room...
>>
>tfw can't tell how much of the pasture is fit for grazing at a glance because it's all covered in vomit

>>95801562
would you throw creatures and items down to the goblins occasionally, terrorize them with traps and so on? or just leave them to their own devices
>>
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>>95796643
>Get bored of sitting around in fortress
>Decide I'm either going to kill the titan or the fortress is going to fall
>Military consists of 10 dwarves with silver hammers and shell armor and 10 dwarves with nothing but wooden crossbows which they don't even have bolts for
>Gather them all near the main entrance around a corner to ambush the titan as it charges in
>Titan charges in and opens with a blast of fire as the military jumps on it
>"Oh man here we—"
>Battle is over
>Titan lies dead in the entryway
>No dwarves killed; only one is even injured
>He's already back on his feet and leading a dodging demonstration

>my face
>>
>>95802046
Let them keep their weapons. Make them danger rooms. Throw them elves and forgotten beasts. Any goblin that gets a title is released.
>>
>>95803041
result. what was the titan made out of?
>>
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>>95800291
>>95800512
can into milk, but most of them are bought, with exceptions for pigs and yaks

Here have more meme, with meme sword plastered on the table
>>
>>95803610
I wonder, if you built it in an outdoor area and flooded it, could you turn it brown?
>>
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>it is now spring
>MIGRANTS HAVE ARRIVED
>22 to 44
>13 fucking children in my fort
>i wasn't ready for this
>migrants still coming
>ENDOK SHERIKGESHUD HAS ORGANIZED A PARTY AT WELL
>Rhesus Macaques are jumping all over the place and trying to go inside my fort during the party
>rattlesnakes are slowly creepy into my fort

fuck this game
>>
>>95803575
this guy said it all for me...add a random flooding system just for fun also, we want the best of the best after all..
>>
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>>95803593
Its description only mentioned it had a giant worm body, wings, scales, and fire breath.
So I'm assuming flesh.
>>
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All the monsters in the caverns just fight among themselves.
>>
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>>95804937
just wait until you get a forgotten beast with serious deadly dust or webs in there, shit gets real
>>
>>95803983
change from 22 to 53.

i'm gonna die
>>
>>95805364
>>95803983
>throw almost all of them in squads
>give them no armour and wooden weapons
>send them charging headlong into invasions or beasts or whatever
>anyone who survives for 3 years gets drafted into a real squad with actual equipment
ok technically this is a bad idea but it might be fun
>>
>>95805539
ok i'll try but i have no armor/weapons or a hospital and i am on spring second year
>>
>>95805615
>or a hospital
yeah nah don't then, it'll be too messy
seriously though I hate that 3rd migrant wave, it's nightmare material for micromanagement. only time when I consider d/ling the rapist
>>
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>>95805162
they're not that bad, against my inexorable 200 army and 35 cave dragons
>>
>>95805884
It's true, with planning no FB is a serious challenge. I was just referring to the vast numbers of wild animals they tear through
>>
>>95806010
hope they killed some keas in the process tho
hate those shady niggers
>>
>>95805162
Immediately after posting a feathery slug FB appeared, who killed 1 adult and 1 baby.
>>
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>>95806196
>>95805162
I killed myself a leech with le ebin name
>>
>>95805764
i already have therapist but i just didn't know that my population was going to double or i would have made more beds, doors, tables, chairs, and cabinets
>>
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>>95806067
hopefully someday you'll be able to train those little fuckers to steal stuff and send them off to other sites
I love the idea of a 100-strong kea army appearing over an elven grove and flying off with everything not nailed down
>implying wooden swords and arrow will stop them
>>
>>95806678
>le ebin name
Why the fuck do you keep doing this?
>>
So what are the best hacks for fortress mode? Best for adventure mode?

Lacking anything that counts as "best," I'll take "not terrible"
>>
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>recruit dwarf into squad
>"felt vengeful joining an existing conflict"
>stress rising
What conflict? What should I do?
>>
>>95810652
the conflict of life.
how to stop: end it
>>
I just realised my mayor is thirteen years old.
>>
>>95811517
Good luck every getting rid of him. my current mayor was elected at ~19, and 10 years later he's still in office, now legendary at every conversational skill
>>
>>95811517
I wonder why it's so simple to replace an elected mayor in the noble screen. Sometimes I'm close to consider this cheating. I mean, the dwarves elected that guy. Why can I change that with 4 keystrokes?
>>
>>95811293
I think it's the kea
Seems to be spreading, as whole fort is now "vengeful".
And what stress level does tantruming happen?
>>
>>95800930
>Things anon would root for $200.
>>
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>order marksdwarf to attack kea
>he proceeds to climb tree and then promptly falls off
I really didn't want to have to build a hospital
>>
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>>95784101
>>95785330
get the fuck out
>>
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>>95746776
>Come back to DF after ages
>Get the newest version
>Aww yeah it's time
>Embark to a volcano with a nip of aquifer in the corner for double ezmodo
>Small little flat spot to get the starter camp on.
>Shitty embark has loads of galena, some tetrahedrite, some flux, and a little bismuth & zinc and best of all some red sand semi-close to the volcano for unlimited serrated glass disc works
>Spend 3 years fuckbutting around sweating bullets cause a single ambush would kill 2/3 of my fort before I mounted any resistance because I fucking suck at hill fighting and hill fort design
>Tree farm almost ready. Horse ranch beginning to prosper, have a breeding pair of wolverines.
>Poultry farm doing well with some sheep and pigs
>Been so long my macedorfs I embarked with have collaborated with a migrant to become great macedorfs
>Gut starts sinking
>Ohgod
>No
>Plis no
>No
>Plis Toady Plis
>Make a copy and abandon
>World only has elves and dorfs despite specifying 40 civs on chargen
>Only vaguely hostile thing in the entire world is a single necro tower way up in the north in the tundra
>I've already put like 12 hours into a pointless fort
>tfw I am own fault
I hate life...
>>
>>95813514
Slap a hospital zone over your migrant dormitory, put in a couple tables, traction benches, then cover the floor in bags/coffers. Bam. I always do it asap because something always fucking happens, something gets in the way and someone useful dies if I don't
>>
>>95803983
Pretty sure if you don't set wells/dining rooms/statue garden to meeting halls they wont party. I used to never have an issue with it until I started doing that
>>
>>95811843
>I mean, the dwarves have been doing this job. Why can I change that with 4 keystrokes?
>>
>>95817773
In my opinion the whole process is a little silly. You just let frank and jimbob jack off in the dining room for 3 months instead of being productive and then they feel all entitled to be some high ranking hotshot. Fuck em.
>>
>>95818312
but that's just how real democracy works.
>>
>>95818574
You're the mayor!? Well I didn't vote for ye.
>>
>>95818660
>help help I'm being oppressed.
>>
>>95818714
Listen, cave adapted murderhobos reproducing with spores and votin for things they ain't even seen is no basis for a system of government. Supreme power over the fortress is derived from the will of the overseer rewarding the merit of the great, not from some farce of a popularity contest
>>
>Long ago mineral scarcity is added
>Just roll with like 1600 as it's not loadsaore
>Worlds are pretty shit but it's not like I have everything in every embark
>use the ezgen and set it to frequent, figure it can't be all bad
>Have like 7 different ore types just in the shallow layers when I'm used to 1-3 on an entire embark
>Find out frequent is scarcity 500
Oh lawdy. This is the first time I've ever had tin in like 6 years let alone the luxury of being able to make bronze w/o importing ore.
>>
I have a jeweller's workshop shared by two dwarves and they both cut gems in it

Is that normal?
>>
>>95824631
At the same time?
>>
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>>95824698
Yes
>>
What's the best way to train a non-military dwarf in a weapon skill? I gave my baron a masterwork steel mace (he likes steel and maces) and I want him to be really good with it. Do I put somebody else in a squad and just have them both train constantly, or do I send him hunting wildlife?
>>
>>95824895
No idea, maybe toady added that?
>>
>>95826189
There were two tasks to cut gems, and both had "do it now". I'll do some more science once I can
>>
>>95826548
Do some science and check the bugtracker. No idea if it's a feature (I doubt it) or a bug (there might be some fucked up side effects - mixed up materials, undefined objects or whatever).
>>
>a mad chef makes 1000 prepared masterwork meals using up my alcohol, my plants, my seeds and my sanity in process
>a caravan arrives
>want to buy drinks from them but they start jewing me, only trading with a 20000$ profit
>try to outjew them making their profit at most 10000$
>they pack their bags and leave

send help
>>
>>95827105
wait now it's 1400 prepared meals

the fucker is still making them
holy shit
>>
>>95827105
You have 1000 prepared masterwork meals. You could have bought the _entire_ caravan at 300% loss and still gotten enough raw food ingredients to make twice as much food as you just sold.

You fool.

Caravans always want twice as much in value from you as you take from them. Get a good bookkeeper to make sure the numbers are correct. DF is hilariously easy in trading anyway, try to give them as much profit as you can spare. They'll bring more next time depending on how profitable last time was for them.
>>
>>95815018
Just mod the elves to hate you
and for wood to be as hard as steel
>>
>>95825092
Training won't help unless there's a dwarf in the squad that's a good teacher and good with maces. Then they'll demonstrate until the others are good enough to spar.

If you don't have any good macedwarf-teachers, yeah just capture some critters for him to kill before dinner.
Don't send him out into the wild, he's a baron for Armok's sake
>>
>>95828778
I picked out a random guy the baron was friends with, gave him full steel armour and made him a "bodyguard". Designated a training room in the baron's palace and now they're slowly training.
>>
A werewarthog bit my baby's arm off

Will the baby turn into a warthog now every full moon?
>>
>>95829468
His father doesn't seem to mind that his son's arm is fucking gone (and that he is pale)

Not only that
But his son felt nothing from that trauma
However he felt horrified after seeing a dead elf which has been sitting at the entrance to my castle for years

I hope the baby dies, I don't want to deal with werewarthogs
>>
>>95818869
>reproducing with spores
Not anymore, friendo.
>>
So i can't mod the game and still retain my tileset of choice? i don't want to play with default
>>
Masterwork question; what happened to the brick oven? It requires fuel now, and there doesn't seem to be a magma variant.
>>
>>95833210
u wot?
Of course you can have a modded game with your regular tileset. What's the problem?
>>
New FotF

http://www.bay12forums.com/smf/index.php?topic=140544.msg6067817#msg6067817
>>
>>95836228
And what some people will probably find interesting:

>Any plans to extend the 256 ASCII-Tiles in the future? [...]

>Even a basic addition of another character page is not a rewrite I feel comfortable doing. The DF part is fine -- it'd take a while, but I could do the DF side of it once I knew what data to push where. However, I have no idea how to set up additional texture atlases while still keeping the speed up in OpenGL, assuming it wouldn't require a completely different approach, so I can't really start. It's way on the back burner for this reason. The game could probably use another thousand characters at this point to remove fundamental overlaps. That's potentially independent of the item graphics problem, though they both run into the texture atlas issue (if you want more than a few item pictures). Item pictures are also complicated by material considerations -- those aren't prohibitive, but take us into graphics territory that I don't want to get mired in.
>>
hey guys, can civs not within your direct trading radius still siege you? Im roughly almost a year or so into my fort and only have trade connections with allies (so i could get familiar with the game and not get raped year one)
>>
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>>95836323
>toady is so bad at coding that he can't render text quickly
>>
>>95836462
It interacts with part of the code he didn't write himself and has no expertise in (OpenGL). That's basically the exact case why he's so adamantly refusing help from others - people come and go and he's left with a code he doesn't understand and can't fix.
>>
>>95836323
So he puts difficult tasks off until it's way too late to humanly be able to do them.
>64-bit version confirmed for LITERALLY NEVER
>>
>>95836575
He should just have the game work with third-party visualizers / UI overlays. If he doesn't want to do graphics, let the community make their own.
>>
What should I put on what Z levels?
>>
>>95837303
Whatever you want you silly person.
>>
>>95837389

Someone recommended I put certain things on certain Z levels yesterday, and I haven't played this game in about a year so I'm just looking for some good reccomendations
>>
>>95837493
put everything all on one z-level if you want. go nuts. do whatever seems fun to you
>>
>>95836454
can they crusade me is what im trying to say.
>>
Is it "Casual" to use Dwarf Therapist? I honestly cant play the game without it.
>>
>>95837608
Who cares, just play how you like.
>>
>>95837608
It's just less autistic.
>>
>>95837736
>>95837647
>>95837546
>>95837389

For the love of god, I've never seen any general so accepting of absolutely anything. godspeed, /dfg/
>>
>>95837803
its a single player game
>>
>>95836834
>puts difficult tasks off until it's way too late
B-but muh world activation!
M-muh two years dev time for DF2014!
>>
One of my dwarves in dwarf therapist has what looks like a combined male and female symbol, what does this mean?
>>
>>95838091
its a futa!
>>
hey whats a nice texture pack
>>
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Rate my fortress
>>
>>95838458

I use Phoebus, that's pretty good.
>>
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>>95838458
wanderlust
>>95838604
r8 an 7/8 m8 1 tile hallways tho why and needs moar wanderlust
>>
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>>95838715
wrong picture, this is wanderlust
>>
>>95838604
All your dining dwarves face the same way. Doesn't that bother you? I'd also increase space between dorm beds.

Did you want to make it extra compact? In that case good job.
>>
>>95838887

what wanderlust colour scheme is it
>>
>>95838952
>All your dining dwarves face the same way. Doesn't that bother you?
Maybe he could put up a bunch of statues of past heroes or goblin cages along that wall. it looks like a classroom almost
>>
What skill pertains to Dwarves hauling animals to their pens? My dwarves dont seem to be doing it.
>>
>>95838604
>meeting area and public dorms outside of the fortified area

?????????
>>
>>95839305
animal hauling
>>
>>95839530

They're all set to do it, and I set certain animals to be put in the pen/pasture, yet there are still idlers doing nothing.
>>
>>95839608
Are you taking the animals from a cage to a pen? Make sure the cage isn't inside the pen, or they'll think the animals don't need moving
>>
>>95839654

Nevermind, I think their path was blocked by trees, they're doing it now that the pasture is closer to home.
>>
>finish duchess's mandate
>she immediately demands the same thing again
>>
Do dwarves not put invader corpses in refuse stockpiles anymore?
I have four human corpses sitting in my entryway and enough room in my refuse pile, but everyone just leaves them sitting there.
>>
>>95841156
Check standing orders, maybe you hit something by mistake
But yeah, I think they should be put into default-settings refuse stockpiles
>>
>Constructed floor lining an area near my fortress

W-What the fuck is this?
>>
Does Toady answer questions you send him by email or do I need to donate first before he replies back?
>>
>>95841727
Did you embark on a road?
>>
>>95841838

Oh wait, yeah. I was worried for a second there.
>>
>>95841746
Never wrote him one, but from what I can gather, he replies to most people. I'd imagine it would be easier to just ask in the FotF thread. What's your question?
>>
Do fish rot? I have fish in a stockpile, and I dont want them making my guys unhappy.
>>
>>95842527
Whether he plans on adding traders by sea
>>
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>>95842654
as long as they're in a stockpile it should be okay.
just don't leave them sitting on the ground like this
>>
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it keeps happening, I have legendary bonecrafter child but muh iron chain :(

I used like 139 forgotten beast bone and shit, no iron anywhere in his materials list
>>
>>95842754
The FotF thread is perfect for that question. Someone will probably link you to a relevant DFtalk quote in a few days.
>>
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>>95842990
at least it looks nice, more el epic scimitar engravings
>>
>>95842754
>elf merchant ship (grown from giant trees) appears on the horizon
>send the dwarves to man my catapults on the coast

I want it already
>>
>>95842754
Oh also, in either case you will have to wait for this at least 20 years.
>>
>>95842990
I can sort of see myself sending an email to toady, but registering on bay12 to ask a question is way too normalfaggy for me.
>>
>>95842986
>>95842990
oh shit I meant to reply to this
|
v
>>95843152
>>
>>95843487
>he didn't vote in the eternal suggestion voting
>he's not registered on the bugtracker
>he doesn't have a wiki account
Pfffhaha
Seriously though, just write him an email then. If he doesn't reply, you can still try the forum.
>>
>Geral Orspaisi, Werebeaver: I've been injured badly! Waaaa...
ayy
>>
I see kangaroos, and I want to tame them. How do I do this?
>>
>>95844668
place cage traps in choke points where you think they'll travel
make sure you have a pasture for them because they're grazers
>>
>>95844668
1. Get them in a cage by using cage traps (or politely asking)
2. Give the dwarf you like the least the animal trainer labour
3. Designate an animal training zone
4. Z -> Animals -> Select Trainer (or something like that)
5. After they're trained you can put them in pens but once they revert to semi wild put them back in cages to be trained safely again
>>
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Build the staircase you lazy dwarves
>>
>Kea men

only the dead can know peace from this evil
>>
>>95845417
>giant kea
all the fun of regular kea but they're actually kind of dangerous too

I still think giant grey langurs are the worst though. none of these are real threats to established forts but those fuckers will wreck your shit if they show up when you're still getting your first 7 underground
>>
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Oh shit I got scared for a second
(I gave that job name to a baby who got its arm bitten off by a werewarthog, just in case)

Also pictured the grand steelworks of Steamysteels in construction. Rooms and the tomb are reserved for my legendary +5 weapon and armorsmiths.
>>
>>95847571
Nice layout.
>>
>>95821819
Personally, I've found that anything above the normal value gets ridiculous.

Unfortunately, higher settings are also the only times I've ever gotten Coal, which is pretty important for a guy like me who does small embarks (less trees) and doesn't magma rush.
>>
>>95829957
I haven't been gone that long, have I? Dwarfs make fuck now?
>>
>>95848448
It's true, dwarves and everything else. I mean I haven't tested it extensively but that's what they say, and from what I've seen it's right
>>
>>95848534
>>95838154
how is babbi formed?
>>
>>95848830
They need to be in contact now.
I don't know if they actually need to be on the same tile at some moment (no more spores, they fug), or if it's enough that they technically _could_ be on the same tile - which would mean they still use "spores", the game just checks if they could technically touch each other or not.
>>
>make new world
>pocket, short history
>get a decent little island
>poke around on the map
>Human Forest Retreat
>Goblin Hillocks
>Goblin Fortress
This may be fun yet.
>>
>20 crundles appear every 3 months in the caverns
>200 to 300 meat every fucking time
>literally cannot butcher or dump the refuse fast enough

I mean literally managing the meat and kill crundle orders is 99% of gameplay at that point
>>
>>95850392
I think you found your fort's main export.
>>
i got a dwarf stuck in a hole. how do i get him out without digging? it would ruin my design
>>
>>95851010
Dump a log down the hole (garbage dump next to the pit), reclaim it and have the dwarf build a ramp/stairs
>>
>>95839495
I believe that's done by setting the doors that lead to it to being indoors.
>>
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>want to fertilize plots for mass efficiency
>produce too much food
>>
guys, is there anyway to turn off the ''depot must be 10 tiles away from edge'' thing with dfhack?
>>
>>95853750
#justdwarfthings
>>
>>95853750
make lavish meals and sell them

an ordinary barrel of average shit costs around 3000 bucks

I've had 8000$ barrels before, I believe that can be even higher if you use cool stuff like roc eggs, forgotten beast brain and giant sperm whale meat instead of plump helmets / plump helmets / prepared rat's intensines
>>
>>95854518
Already do that

Honestly, the food system needs to be fixed. A 3x9 farm plot should not be able to support your whole fortress, and prepared meals should not be able to support your whole economy, especially when you're able to just buy food from caravans and sell it back at tenfold profit.
>>
>>95855028
>especially when you're able to just buy food from caravans and sell it back at tenfold profit.
but this is exactly what united states does to brazil anon
>>
>>95855028
>especially when you're able to just buy food from caravans and sell it back at tenfold profit.
I think that's reasonable in theory. You buy the raw goods, your craftsmen create something from it and the caravan pays for their skill. If they're masters of their crafts, I don't see why the resulting product shouldn't be much more valuable.
You'd pay a lot less for a chunk of metal and polymer than you would for a gun.

Anyway, emphasis on "in theory".
In practice, the economy needs to be improved. Just hardcoding it is useless though. It just needs to work with actual supply and demand, trade agreements, protection tariffs and so on.
>>
>>95838091
It means bullshit gender politics have invaded one of the last safe spaces in our society.
>>
>>95856859
>>>/pol/
>>
Help I'm scared of creating a magma pump stack

Just the thought of this is horrifying I mean what the fuck a hundred of iron pumps
And then I have to power the whole thing
>>
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>>95857914
>Help I'm scared
>>>/gnomoria/

embrace the fear. Make it your power.
>>
>>95858160
That gif is almost looped perfectly. Too bad the blending shows a little too much.
>>
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>captcha wants me to pick breads (breadthreads)
>this littl'un dorf is literally an anti-social neet

sounds like a good day
>>
>>95859536
what I mean is it would be nice if a culture that encourages this in DF can be viable and reliably reproduced to counterbalance the epic spirals
>>
>>95857914
>And then I have to power the whole thing

Not necessarily, dwarfpower is the bestpower
>>
>>95855274
Dwarf fortress isn't a neocolonialism simulator though.
>>
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>look at legends
>there's one vault
>the entirety of its history consists of kobolds stealing jewelry made from the divine metal
>>
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>tfw I've always really liked dwarf fort, but I have no Idea what I'm doing and most of my dwarves are idling constantly, even with LNP utilities (most of which I don't know how to use)
>can't really play with ASCII texture pack and have yet to complete everything on the DF Quickstart guide, let alone explore the game on my own due to the priorities of initial settling plus settlers and what not

Any tips?
>>
>>95860473
> I've always really liked this game that I haven't really played fully.

Keep playing, keep trying out new stuff. Don't know what else to tell you.
>>
>>95860473
>Any tips?
Stop being so indecisive and unmotivated.
>>
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>>95857914
Build a minecart magma lift instead. It's really easy in comparison.

Step 1: Find the magma
Step 2: Build a magma safe pump which draws magma from a floor grate and puts it in a 2x1 trench that has a ramp in both squares
Step 3: Build a magma safe roller on the ramp that is on the output square of the pump
Step 4: build an anti-impulse spiral(example picture included) for your minecarts connected to the z-level above that the roller directs your minecarts to
Step 5: When you have reached the height you want, connect the anti-impulse spiral track to a constructed track stop set to low friction and to automatically dump contents to a hole where you want the magma to go on the side of the track
Step 6: continue the track past the constructed track stop to a hole that drops the minecart all the way down to the other ramp that wasn't next to the pump in the 2x1 trench
Step 7: Power the pump by some means other than dwarf power
Step 8: Set a hauling route at the top of the track, probably near the magma-dumping track stop, where dwarves set up a minecart and then push it towards the hole
Step 9: Magma!! And very fast minecarts.
>>
>Break into river, send it over a diag tile to lose pressure

>send it down 3 z-levels
>It still wants to curve back up and floods my well room

Is there any way to get fish in an artificial river without having the river curve back up? I thought it going over the diag made it lose that pressure?
>>
>>95861223
Did you make this post yesterday too? Sounds really familiar.
Try making the water go through the diagonal tile thing AFTER the z-level drop
>>
>>95861223
>putting the valve BEFORE the elevation drop
You are an idiot.
>>
>>95861396

Yes I did, but I was at work and didn't get a chance to see if anybody answered before I left.

>>95861497

I cannot into dorf.
>>
>red sand and fire clay in the same embark
>first stone layer is full of kaolinite
>>
>these fucking questions again post

sorry guys but im having issues.

with military equipment, I always have to replace as shaped items block the armour for being put on. so i forbid the cap, for example, but they do not put it down. what am i doing wrong?

Can you make non military dorfs wear things, like giving them crowns and Artifacts?

back to military, ive heard you can force dwarfs to wear multiple non shaped items like hoods but under the equipment it only has ye olde boots, gloves ect. again what am i doing wrong / missing?


thank you and may your plump helms block your plants stock pile
>>
>>95861151
I've already started designing a pump tower

I'm going in dry
>>
>>95856859
>sexuality = gender
Nah.
>>
>>95857914
>>95861151

A few things about that spiral:
The spiral pictured brings up the cart counterclockwise. It alternates in sequence
"Downward Track (S)" If a track ramp has only one direction like this, it exploits a bug and a minecart can move up this ramp as if it were moving over track on the same z-level, significantly reducing how much power is required for the minecart to go up z-levels. If you were to connect ramps like this in series, a single dwarven push could push a minecart up 20 z-levels or so.
"Track (NW)" This track makes the cart turn so the entire lift can take up a neat little 3x3xZ sized spiral, while also making sure the cart stays in strict N, E, S, or W directions of travel and doesn't try to move diagonally.
"Unusable Upward Track (NW)" This kind of unusable two-direction track ramp is called an "impulse ramp". It exploits a bug that makes carts gain speed when they go over this ramp. This makes up for the speed the cart loses over the turns. Having one of these every 4 z-levels should work out to keep your minecart going up the entire length of the lift
"Track (NE)"
"Upward Track (N)"
>>
>>95861901
You make that fucking porcelain man.
>>
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>>95861901
You know Kaolinite it actually a chalky pale color in real life right?
>>
>>95861901
Dig out a massive fuck-off artificial cavern, make your entire fort out of porcelain constructions
>>
>>95862278
>sexuality
>necessary in df
>when such abnormality represent a fraction of the population in real life
>when sex is never mention or taught in game, yet somehow dwarves know and understand they own sexuality
Any way you look at it, it was shoehorned in.
>>
>>95860473
1. Put every Idling dwarf in the military
2. Don't bother with initial setup because it becomes trivial after a year of trading and crafting
>>
>>95863238
According to Toady it was added in to allow any kind of marriage for adventurer characters.
>>
>>95862547
>>95862705
Yesss

But I find myself indecisive over the design of my foundational fortress. I've been in the designation menu since posting.
But rest assured, a grand porcelain tower will rise over these badlands, if I have to burn every elf in my foundries alongside their precious trees to do so.
>>
OKAY

THE GRAND MAGMA PUMP HAS PIERCED THOUGH THE FIRST CAVERN LAYER

NOW COMES THE SECOND LAYER

AND IT'S FUCKING WATER
WHY DIDNT I SCOUT FOR CAVERNS BEFORE STARTING THE CONSTRUCTION A FEW TILES SOUTH AND I COULD'VE CARVED MY WAY THROUGH THAT BULLSHIT
>>
>>95863852
also I heard there is a bug where designating buildings over trees results in crash

the second layer is water + a shitton of trees all over it what the fuck
>>
>As with other "ever" questions, it's really hard to say, and magic is sort of an amorphous blob in the future, but we're one step closer to that now by actually having songs, anyway, he he he. Magic will certainly profit by having all of these different threads to work with when we get there, and it'll be a fun challenge to generate intricate and interconnected systems that use the elements at our disposal.

When magic is in modders will be able to have a field day, huh.
>>
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>>
>>95863238
>it was shoehorned in.
It really fucking wasn't. Toady is going for a somewhat realistic world. Homosexuality is a part of nature. On top of that, sexuality is fucking everywhere in Dwarf Fortress. Most things reproduce.
>>
>>95864752
Ha!
>>
>animal trainer has developed a grudge against 5 of the kea she's assigned to care for
>>
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>>95864752
>Sunk
>>
>Embark
>Wagon animals are a breeding pair of water buffalos

score

>Check the rapist
>they're both asexual

thank you for implementing the totally needed sexuality mechanic doady
>>
>>95864867
>realistic
So what about shitting and pissing, and general waste management? Definitely more prevalent in "nature", as well as realistic.

Of course he doesn't want it to be known as the game with "shitting dwarves", but he somehow doesn't have a problem making it the game with "alcoholic emotionally disturbed semi-retarded children". Trivializing alcoholism? No problem.
>>
It's my third spring and I haven't gotten invaded by anything. Is this normal?
>>
>>95865854
What's your population? Did you embark close to any goblin civilizations? Did you have "goblins" listed as neighbours on the embark screen?
>>
>>95865934
My pop is about 80, I don't think I embarked next to goblins
>>
>>95866202
>I don't think I embarked next to goblins
That might be it then. They won't even try to attack until you hit 80 pop, and they won't ever reach your site if you started too far away from them.
Are you getting werebeast attacks?
>>
>>95866313
I'm getting nothing, the only thing that has killed anyone was a couple of falling logs
>>
>>95866557
Did you start on a small island, or really far away from any other civilization?
>>
>>95866684
I don't think so
>>
>>95866313
>Are you getting werebeast attacks
Not him, but I'm not getting these. What does it mean? I have elves/humans/dwarf civs
>>
>>95866904
I don't know for sure but I'm guessing it's because you're too far from civilization. No idea if it's standard, but in worlds I generate I see night creature lairs usually very close to towns. That might be wrong but it's worth considering I guess
>>
>Want to use TWBT
>Truetype makes me puke

how
>>
>>95867614
What are you talking about? TWBT was specifically created to make Truetype unnecessary.
>>
>>95867614
Starter Pack > Graphics tab > Customization sub FONT list
>>
>>95868041
>>95867893
This changes everything, I'm a retard
>>
lol page 9
>>
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It's my favourite time of the year!
>>
Wait so the instruments are randomly generated too?

What a madman.
>>
how do i make my dorfs collect the eggs
i'm sick of chicks
>>
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Holy fuck I didn't know Night Creatures could kidnap and turn people into Night creatures.
this shit is getting out of hand toady.
I hope we'll be able to do something like this in adventure mode
>>
>>95872102
They should by default. As long as the eggs aren't forbidden and there's a food stockpile that accepts eggs to put them in, they'll usually have at it
>>
>>95872142
Been that way for a loooong time.
All second-generation night creatures are rape babies.
>>
if my world isn't able to provide an iron anvil how fucked am I
>>
>>95876525
Steel anvils.
>>
>>95876525
hope that a strange mood nets you a wooden one
>>
what do i need to survive a desert embark..? i need a liiiiittle help /dfg/
>>
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>designate a ton of screw pumps
>got 60 iron blocks, 60 corkscrews and 60 pipes
>after placing the last one I notice
>I have one iron block left
>>
>>95877053
It's not going to be much different from anywhere else, except that your metal industry is going to be tough to start up unless you hit magma early. Might be worth requesting wood from your mountainhome for the first couple years, and making sure your stocks of it are nearly depleted just before caravans arrive.
Do you have an aquifer or river?
>>
>>95877451
small lake/pond near two enemy fortresses and two ally fortresses
>>
>>95877825
An actual lake, or just the standard "murky pond" stuff? How hot is the climate, "scorching"?
>>
>>95877993
scorching and it is a lake there are like three rivers on the thing and i could probably embark on it if i really want to and yes there is wood (its just scarce as fuck since its a sandy desert and not badlands)
>>
>>95877993
also savage lands
>>
>>95878167
Should be fine then, no big deal. just keep the dwarves inside most of the time and try to conserve wood (ie. stone for doors, pots, etc.). the murky pools will evaporate but the lake shouldn't
>>
>>95865353
Not that anon, but I would actually be cool with waste management a la that one farming overhaul suggestion.
>>
>>95878167
Scorching can be pretty deceiving. Sometimes it's fine, and sometimes it's hot enough that your dwarves will start melting very quickly. If it's the latter case, you should get underground right away, as if you were embarking in an evil biome.
As for trees, you would be surprised how quickly a desert turns into a saguaro forest. If you have any wood at all then you'll probably have more than you'll ever need after three years. Just bring some logs and bituminous coal at embark to get you by for a while.
>>
>>95879107
>you would be surprised how quickly a desert turns into a saguaro forest
Like you say about temperature, though, that depends on the region too. I've had desert embarks where new trees simply never grew, I had 2-3 saguaros that were there at the start and that was it
>>
ok guys, I want to learn DF but I'm scared of reading a 500 page book just to understand DF.

It would be cool if DF had tutorials inside the game.
>>
>>95865353
Why the fuck are you here?
>>
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dude needed wood for his masterpiece even though half my map's been chopped down at this point, tons of wood everywhere.

I think my wood stockpile is being fucky, I know it's not blocked, and it's taking from everywhere, is there anything else that could be giving it problems?
>>
>>95880057
also I have about 10 idlers most of the time with wood hauling, so it's not that my dorfs haven't gotten around to it

>>95879870
you don't have to read that much as long as you can use the wiki well and find a couple flowcharts to follow. if you're the type of person who wants to spend 2 weeks reading up because youre afraid of losing then youre playing the wrong game
>>
>>95879870
my recommendation is always
>download DF directly from the bay12 front page
>start playing
>ignore wiki, guides, addons, tilesets, etc.
and then after 2 or 3 forts of figuring things out, start referring to the wiki for everything else

due to the complexity and often absurdity of the interface, learning DF is kind of like learning a language. you could take a hundred courses and hire a team of translators to help you understand spanish, or you could just move to spain now and make yourself learn
>>
>>95880304
what's a newbie flowchart?
>>
>>95879870
>It would be cool if DF had tutorials inside the game.
It does.
>>
My human camp will end because a hippo decided to get his shit kicked in by the dogs right next to the wagon, and now everyone is fucking punching it and passing out
>>
is DF the most complex game ever?
>>
Are danger rooms nerfed? Not using (yet), but just wondering.
>>
>>95880916
nah, thats probably aurora
>>
>>95881101
they're still more effective than normal training but they're not as good as they used to be.

>>95880464
http://dwarffortresswiki.org/index.php/From_Caravan_to_Happy_Dwarves

this isn't really newb oriented but it's pretty simple once you know what the workshops do.
>>
>>95880772
Use an alert to burrow them away from the wagon until the hippo either dies or leaves. You'll have to write off any materials in the wagon in the interim.
>>
>>95881317
>they're still more effective than normal training but they're not as good as they used to be.
Any source for that? Everybody has been saying they're less effective than normal training and thus useless.
>>
>>95881685
Not him and I don't know how they compare exactly, but basically normal training is so good that there's no real point doing anything else (unless you're trying to train a non-soldier)
>>
>>95881685
I haven't seen anyone make that claim. I have seen it claimed many times that training has been improved enough that exploits aren't necessary.
>>
i often hear it, but why would a 4x4 embark lag more than a 3x3?
the unused z levels don't need calculation, so it can't be that.
is it surface critters?
>>
My baron just died so my dwarves elected a new one
However the guy they elected is travelling with a dwarven caravan
And it looks like he's leaving with the caravan as well
What the ufck
>>
>>95882264
no wait i dont get it
i need some sleep
>>
>>95882264
maybe they want to be in a classless society without rulers and this is their of loopholing through the system.

>liason comes
>"who is in charge of this fort? i bring demands from the king"
>"dude you JUST missed him! you need to follow that road over there. have a nice trip!"
>>
>>95882626
their way of*
>>
>>95882147
People said that danger rooms were nerfed as they were considered a bug. They still work, but not nearly as well as before, it's not an exploit anymore.
Regular training definitely has been fixed though and works pretty well without any kinds of mods or exploits.
>>
I love settling at the coast.
The way ocean waves spill over large beaches is very nice.
>>
>>95877254
set all pumps to manual pump.
forbid all iron blocks.
see which one is pumped.
>>
>>95845381
First in, last out is the order. Stop giving them shit to do and have at least one specialist with nothing else to do.
>>
>>95882264
Dwarves don't elect barons. The title is hereditary.
That guy just showed up at your fort and found out his mom or dad died.
>>
>>95861906
In military equip tell them to replace clothing + exact matches and read the armor wiki page so you don't double up shaped
>>
>95825092
Couple ways

Actual best:
Make a 5x5 room with upright spear traps with 10 low quality training spears per tile and leave the lever on repeat. But urafegit if you do it


Best:
Embark with 5 dorfs with 4 ranks in teacher, 1 in a chosen weapon type then 5 in
Weapon
Dodge
Armor user
shield user
Wrestling/whatever/skip

Let them practice and boon doggle around. Within 3ish years they'll all get their student up, equalize, then start training to sparring to legendary with bretty gud m8 in the other core skills. Over time you'll have added random recruits to kill it up to a 10-dorf squad. From there you just split them off in grounds of 2-3 to teach any old random rookie with their high teacher and tendency to spar. You essentially have an academy that churns out similar in 3/4 to 1.5 of a year while producing more to teach more in the process.

Next up is stock menu dump prisoners of their weapons and kit your guys in better quality armor and training weapons. You'll lose a couple to punches/shield bashes/crying over a scuffed toe. Get them to proficient or so then group up the recruits to spar to legend in 2 or so years.

Chasing wildlife is pretty high up there on the shit method list but is alright for agile and pretty gud for very agile or better if you've cut up the landscape to have chokepoints.

Give everybody a full set of the best armor you have fully layered incl leather/silk auxiliary pieces.Eventually, survivors will be the ones to teach.

Lastly, holy shit just carve some wood bolts, carve a wood crossbow, send some nerdlinger to kill some animals for bones for bone xbows and bolts. 8 months later you have 20 hauler dorfs with xbows, 500 bone bolts, and good enough aim that when massed they'll fuck shit up. You then just need your fat fuck of a naked noble to walk over and bop the unconscious goblins in the head


>>95827105
Stocks menu lets you enable/disable things for cooking. Also, don't stiff, you only get like 3 fails
>>
My carpenters are in a lesbian relationship.

I feel like this is the foundation of some jokes I'm failing to put together.
>>
>>95886472
i bet when they teach students all the female students know by the end how to carve wood
>>
>see wildlife off in the distance
>cancel your assigned woodchopping work to chase it down
>scream for help while chasing helpless, fleeing animals that are now far away from the fort
>complain that you can't possibly finish your work because of this
>vomit everywhere
>complain that you're tired
>keep chasing and screaming for help until the military begrudgingly goes over and kills whatever small animal you were offended by
>complain about your old clothes

>tfw dwarves will never not be retarded
>>
>>95882147
>>95882986
>Regular training definitely has been fixed though and works pretty well without any kinds of mods or exploits

>almost a year
>"novice hammerdwarf"
>still can't get them to equip armor without getting naked
>>
>>95889479
Can't speak for others but embarking with decent teacher skill ad at least one decent weapon skill it all works out

Don't set them to replace clothes exact match or maybe it's just exact match doing it until you have the full kit or don't care about the unhappiness. Demonstrations are far less shit than they used to be and once teacher/student/obs get up it's legit.
>>
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>>95889696
>Don't set them to replace clothes exact match or maybe it's just exact match doing it until you have the full kit or don't care about the unhappiness.

What
>>
>>95889479
I bet they awkwardly blush while they equip armor

d-dont watch armon-kun
>>
>>95889973
in the equip menu. If you set them to replace clothes they shuck everything else. And exact match can be pissy.
>>
>>95889696
>>95891145
My problem is I don't have enough bars to make full armor, meaning I can't select "replace clothing", but the armor they do have assigned they aren't wearing because of their civilian clothes getting in the way
>>
>Start new adventure mode
>Start as a hearthperson
>Search through all the chests and bags for 15 minutes looking for the best gear
>Take so long that it's already night
>Sleep
>DF crashes
>>
>>95892705
Rev up your roasts+crafts and order all the leather. Make the leather/silk aux set then set them to replace? Then your metal bits will trickle in.
>>
>>95892705
Rule of DF is if you'd be pissed if you had to do it again, save. Even if you're saving like every 8 minutes.
>>
i can seem to get my farmers to farm...what the fuck? they have seeds, they are planting on soil all, fucking everything and they wont do it..?
>>
>>95800930
I've got nipples Greg. Can you milk me?
>>
>>95884920
this.
this is how I embark too disregarding spoiler best, more emphasis on making my own weapons early game and letting 6 dorfs with 5 points in weapons training and 1 of each
>dodger
>armor user
>shield user
and 2/3 points vice versa in teaching 'and' student
the migrants will be conscripted into the military with time, for now they tend to every whim of the 7 masters
>>
>>95893625
Screenshot showing the farm plot's config, unforbidden seeds stock, burrow restrictions, orders settings, and toggled labors of the farmers.
>>
>>95863606
Any idea when that will be added?
>>
Is there any way to get water for medical treatment if there's no water on the map?
>>
>>95894834
Unless you've done something tricky in advanced worldgen, chances are there's water in at least one of your caverns
Are there no murky pools, though? Just about every map has murky pools. It's not ideal but it's better than people dying
>>
what happens when someone's upper spine gets broken? didn't die or something not even 'winded' or the usual but got fixed up, just curious how he didn't die
>>
>>95894834
If all of your caverns are dry and confirmed no corner aquifer from bordering another biome/body of water aquifer border RIP. Hope you can markdwarf cheese everything with metal bolts.
>>
>>95894981
>Just about every map has murky pools.
Whole swathes of embarks located in the desert are completely absent of water entirely, excluding the caverns.
>>
>>95894981
>>95895082
>>95895174
Guess I'm digging down to the caverns then.
>>
>>95895174
In 40.x, I've literally never seen an embark of any size in any biome with no murky pools. sometimes in the desert it's so hot that they evaporate right away, but I think even then you can collect some water from them if you make a cistern
>>
>>95895448
My fortress is between a forest and mountains and neither of them have ponds.
>>
>>95895570
I'll have to keep looking I guess. I'd love an embark without them, I just find them annoying most of the time
>>
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>"I'm fine."
>>
one of my dwarves just got a title that made the translated version of his name so long I couldn't see it all and had to look it up on the wiki
"the deteriorated continent of granite"? fuck off
>>
>>95898043
>11 children
shes a veteran alright
>>
help im trying to purposefully beat a vampire with my captain of the guard, but when I equip platinum hammer he always straps it to his upper body, not using it in a beating.
>>
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i kind of like how this turned out. it grew naturally but next time i might design it intentionally to get a warhammer.
>>
>>95901405
neat. I like the pillars, too
>>
I have lye in my food stockpile, but I can't make soap. Making more lye just stockpiles it, but can't make soap in workshop
>>
>>95902262
You need tallow or oil.
>>
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I'm a lazy nig who is dependent upon nigs to give me answers I can look for in the time it takes me to write this post.

Dwarf Therapist up to date with current version?
>>
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>>95898529
>The Deteriorated Continent of Granite

you know what to do.
>>
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>>95902842
I was hoping for something more like "elf-killer"
>>
>>95903490
no, what you're going to do is make an adventurer out of that man, become a necromancer, and just kill an entire continent.
>>
>>95902578
Forgot to mention I have multiple, just like lye
>>
>tfw no way to make caverns smaller without hindering civilization growth
I just wanted to build a sickass room where my dwarves could eat while elves drop from the roof...
>>
>>95905254
what do you mean by 'smaller'? you can make them take up a lot fewer z-levels each if you maximize openness and minimize density, and you can limit the world to 1 cavern layer with no negative effect on the dwarven economy in worldgen (at least that I've seen)
>>
>>95905606
>>95905254
I wish caverns were more open and larger.

They don't really feel like caverns as they are, they're too cramped and stuff, they should be grand and open, not jumbled mess of pillars with only one block between them.
>>
>>95905606
I'm trying by setting to only 1 layer with a max openess of 10
but then either dorfs are dead in 250 years, or diying so I'm unable to embark with anvils and actual seed spawns
>>
File: bloody cavern.png (210KB, 961x711px) Image search: [Google]
bloody cavern.png
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>>95905880
I feel the same way, that's why I started generating caverns with
openness 95-100, density 0-5, water covering 5-95

>>95905957
make sure you have a minimum amount of water other than 0, I think if there's no spores growing in caverns then dwarves can't get food. with 3 cavern layers it's fine because one of them is bound to have water, but with 1 it's not always the case
>>
>>95906230
What do those look like in Stonesense?

I mainly want to see the trees.

Do Tunnel Tubes actually for a tube from the floor of the cavern to the ceiling? Because they should, and be hollow.
>>
>>95906469
>Do Tunnel Tubes actually for a tube from the floor of the cavern to the ceiling?
they do in that cavern because it's only 5 z-levels deep, but I think that's just coincidence, they just behave like normal trees from memory
>>
File: Capture.png (24KB, 1448x193px) Image search: [Google]
Capture.png
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Glorious drawfag, are you in the thread? I'm sure you get loads of people on this thread asking you to draw things.
I hope you consider to do mine, perhaps because of my reason behind it. I'm writing a story loosely based on the adventures of a dwarf. It would help visual him if I had some sort of depiction of him.
>>
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>put a bunch of troglodytes behind fortifications for target practice

jesus this is cruel ;_;
>>
>>95906230
How do I gen worlds with "flat" caverns?
I usually have similar settings as you suggested, but my cavenrs tend to sprawl over several z-levels with only a small ledge visible on any given level.
>>
>>95906772
I don't know what to say, I haven't had caverns like that since I started using those parameters. one that stretched over something like 85 z-levels was what got me messing with the settings in the first place.
Maybe that's because I only gen 1 cavern layer too, though
>>
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>trying to play df few times
>always bored after a first year
That's it. I'm doing my first truly FUN fort. Next to a fucking dark pit + no bridges allowed. May the Armok bless upon me.
>>
>>95908471
it can only be fun if you make it with defenses, but with no army.
>>
do cage traps actually need a cage?
they only ask for a mechanism when building
>>
>>95908767
Yes, the mechanic will haul a cage trap to the cage after the mechanism part of the trap is set
so you'll probably want an animal stockpile too, I usually have separate ones for live creatures and empty cages
>>
>>95908767
>>95908898

and I'll add to that, when you catch something, they replace it with a new cage automatically so you should have some extra cages
>>
We have any new roulettes for fun embarks? I'm burned out and need something
>>
>>95906718
>same thing but with dingo pack that wandered in
>"the x whatever x bone bolt hits the dingo in the left eye and the injured part explodes into gore!"
>two more pages after that before he goes down
i don't know if i have the heart for this
>>
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I've been wanting to put a picture to the plants and such of Dwarf Fortress, or at least a description.

Like for example when I think of plump helmets I imagine something like pic related.
>>
File: Pig Tails.jpg (98KB, 625x500px) Image search: [Google]
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>>95915105
Pig tails are something like this, maybe a little curlier.
>>
What weapons do you guys usually use for your military? I usually use spears
>>
File: Cave Fungus.jpg (177KB, 720x576px) Image search: [Google]
Cave Fungus.jpg
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>>95915219
Cave fungus is mostly like this, covering the floor of caves in dense patches, and cave moss resembles that moss you see around the "pig tails" in my previous picture.
>>
>>95915250
1 squad of morning star/warhams if it makes you feel dirty, 1 of spear, rest axes and xbows.

Blunt will bang up cav beasts and shit bar none leaving them immobilized by pain or dead. Spears will work with marksdorfs for thick meaty F/SM/Mbeasts. the axe tide is for those faggot inorganic beasts and titans. If you have blunt/spear/sometimes even swords you're shit out of luck and it's scarred me
>>
>>95915105
>>95915219
>>95915478
Got a good source? I love this kind of stuff
>>
File: Cave Wheat.jpg (929KB, 3584x1594px) Image search: [Google]
Cave Wheat.jpg
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>>95915478
Cave wheat comes about waist high (for dwarves) and is found in mostly where cave moss grows, the "grain" part is actually the moss's spores found in the plump pods on the end of the stalk.

>>95915581
I actually just look up pictures of mushrooms or find websites about mushrooms and other stuff like that and find whatever I think fits.

I'm having a hard time finding something I like for Dimple Cups though.
>>
File: Sweet Pods.jpg (145KB, 800x522px) Image search: [Google]
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>>95915720
Sweet pods are a bit strange, but they are my favorite of the ideas I've had. They look a lot like this picture, a little shorter than cave wheat but have thicker stocks.

The pod on top is a red color and glows with bioluminescence, this is from a symbiotic bacteria that grows inside the spore pods, saturating the spores of the sweet pod, it feeds off a small amount of spores, while creating sugar as a biproduct.
>>
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ripe cape gooseberry.jpg
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>>95916292
Sun berries look like this, and glow with inner light.

When sweet pods are distilled into alcohol, it kills the bacteria in the spores and makes it no longer glow, this is not the same with sun berries, even after they have been juiced and fermented the Sunshine brewed from it still glows, making it a very nice beverage to look at as well as drink.
>>
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>>95916435
I'm not sure on dimple cups, but I think they could either look like this, but dark blue
>>
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>>95916601
Or like this but dark blue
>>
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>>95916706
Or possibly these but blue, I think these might be my favorite option.

What do you guys think?
>>
>>95916808
Yeah, the last is pretty cool though so are the tan
>>
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>>95916995
The Devil's Urn is definitely a lot more "cup" shaped while the tan ones I would describe more as a saucer or bowl shape, not a cup.
>>
>>95898043
Dismemberment apparently doesn't cause bad thoughts. You'd think having no hands would be more of a downer.
>>
>>95917793
>she was annoyed after suffering a minor injury
It's just a flesh wound!
>>
>second fort
>doing well, 120 pop and 3 dead FBs
>find adamantine in lava
>dig it
>miner dies
>ampersand annihilation
>military is vaporised
>everyone dies

FUN
>>
>>95917181
>>95916808
>>etc
Hey, you wanna make a wiki page or "info"graphic with those?
Just the image (with changed hue or whatever in photoshop) and the in game description next to it. Maybe with the original species below ("based on photo of Agaricus bisporus" or whatever)
>>
>>95920210
But why? Dig around anything you can get to and obsidianize a tunnel around the spire all the way to the bottom then cherrypick with 0 risk
>>
>>95920509
To be honest, I just wanted to see what happens when you breach hell.
>>
>>95807341
Createitem inorganic:bar adamantine 99
>>
I want a sand source next to my furnaces

Can I use a cave in to drop a big pillar of sand in a pre-dug hole?
>>
>>95904274
Make a stockpile specifically for lye with barrels disabled, same thing you do with seeds

Otherwise forget about making soap
>>
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900 mad.png
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How do i stop these fucking dwarves from making rock stuff out of my ores? I have a garbage dump right next to them reclaimed.
>>
Feather tree egg yolk? What the fuck did those elves sell me

>>95929549
Put a one tile stone stockpile on the garbage dump and set it to give to the workshop
Alternatively forbid ores on the Z->stone screen
>>
File: waysa.png (3KB, 1641x85px) Image search: [Google]
waysa.png
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>>95929747
Forgot the image
>>
>>95929747
Feather trees are fictional trees. Their fictional fruits are eggs.
>>
>>95906718
>mfw i could be doing this instead of shitty archery range
>>
How best to get an embark that has invades? I embarked near purple #'s or whatever goblins are, years later and no invade even with no avoiding wealth. 2 kobolds thieves isn't streaming material.
>>
>>95929549
they're punishing you for being a quantum stockpile scrub
>>
>>95931243
Did you check the population of said dark fort in legends mode/viewer?
>>
>>95787452
underrated post
>>
What is an effective way to get rid of werebeasts?
I got attacked by a wereape and now some dwarfs are cursed too.
>>
>>95935306
wall them in somewhere

I heard they are practically immortal because after transformation they lose thirst/hunger/injurires
>>
>>95935435
Yeah, this. Unfortunately there isn't much you can do with them, I tried making one my bookkeeper once, but because they're building destroyers they just wreck all their furniture every time they transform
>>
>>95933576
>>95931243
Alternatively, whenever you generate a world you can export the sites and their respective populations. You can do this before you even tell the world you want to keep it.
It's a text file in your Dwarf Fortress folder, located the same place the exe is.
>>
>>95937371
I didn't know you can do that, I will look into it - thanks.
>>
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bettings? its a possessed mood
>>
>>95938590
bucket
>>
>>95785330
>>95786027
not even trying to flame here, but why do people need mouse support so bad? once you get used to using your keyboard (wich took me maybe like a week) it is literally zero inconveniece
>>95787452
pretty much what this guy said, if DF was developed by a sane developer with logical aspirations to maximize his audience, DF would not be close to the masterpiece it is today.
an fact, if would probably have gotten early access on steam, made a few million dorru and been abandoned years ago.
>>
>>95939013
in fact*
>>
>>95939013
>literally zero inconveniece
I agree that DF is completely playable without a mouse, but you're overstating it here. You can't tell me that it wouldn't be quicker to click on a workshop rather than pressing [q] and using the numpad to move the cursor over it, for example.
The mouse seems inconvenient now because your hand is rarely on it when playing DF but I think if it was a regular input device it would be very useful.
Regardless I don't think it's a big deal and there are about a million things I'd be more interested in seeing put into DF instead
>>
>>95940050
well, we already need both hands on the keyboard and taking one hand off it to click on a workshop just to put it back on the keyboard to press combination to get what you want out of it sounds like something I'd never do. then of course he could have the list of shit in the workshop clickable for a mouse, but scrolling through the lists and clicking seems extremely tedious if you remember what the character for said object is.
but yea, 64 bit DF is something I'm really hoping will happen someday (since toady has pretty much ruled out multi-threading)
>>
>get attacked by weredeer
>absolute pandemonium, miss that two dwarves got infected
>after the second round, I'm positive there's only one more infected
>cask of amontillado.jpg
>finally get to rebuilding and reassigning labors
>werepanda shows up

Welp, I sealed off the fort with a hastily constructed wall, and stranded half the population outside.
>>
>>95938590
scepter
>>
>>95939013
nobody said to abandon keyboard input as it is right now, on laptops with touchpads it is very nice that everything can be accessed with keys only.
i think more games should have total keyboard control.

but navigating very long lists just to click one entry is a fucking hassle, i would appreciate clickable menus for those.

having both input options would be the best of both worlds.

dfhack implemented some mouse input e.g. for designating tiles to be mined, and it makes it easier e.g. to click just once to add a doorway to each of the 9000 bedrooms i just planned out,
instead of having to move the cursor with the arrow keys, hitting enter, move the cursors, hit enter and so forth.

it saves a lot of time and nerves to have it available where keyboard would be slow to use.

>>95940952
this is yet another instance where dfhack shines,
i can just click a workshop and then navigate its menus with the keyboard, which saves having to move the cursor with the arrowkeys to the shop.
it does not sound like much, but considering how often you have to do this task, and it saves 3 seconds or so each time, it adds up to a massive amount of time not wasted on a trivial task.
>>
>>95943002
>for designating tiles to be mined
that's a vanilla feature tho'
>clicking on a workshop saves 3 seconds
wat, is your screen a mile across?
with shift click I doubt I'm more than a second to manuver the cursor over a workshop after pressing q
>>
>>95943848
> vanilla feature
the text to select that option is in red, switching between boxed mouse entry and single-click-single-tile selection, which i thought is a dfhack feature, but i might be wrong on that ofc.

>wat, is your screen a mile across?
yes.
good for you if it takes you only a second, for me it takes a guesstimated 3 on average.
>>
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>>95942890
>>95938734
:(
>>
>>95920314
That sounds kind of fun, but I'm not too good with photoshop.

I think recoloring the Devils Urn would be kind of hard too since black doesn't take to well to hue shifts does it?

Also need a way to make things look like they glow.
>>
>>95944267
One crutch to rule them all.
>>
>>95942890
fffffuck scepters. I have fully five artifact scepters lying around in my fort
>>
File: ss (2015-03-01 at 03.39.12).png (10KB, 1350x94px) Image search: [Google]
ss (2015-03-01 at 03.39.12).png
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>>95944369
Tooldrinkers is my "gourmet" fortress.
>>
>really want to play Dwarf Fortress
>too excited about the new update
>think about building taverns and shit
>quit current DF because I can't do that yet
>>
>>95945589
Yeah, I know what you mean. I keep playing my current for because I don't want to start a new one yet, but it's now more than 20 years old and largely runs itself
I've been building and digging out pointless stuff like prisoner towers, extra fortificatinos, and dungeons for a while now
>>
>>95945589
>really want to play Dwarf Fortress
>brand new player, built my first fortress a few weeks ago and got it through a few years
>like to play games with friends
>quit current df because I don't have anyone to play with
>>
>want to play a fortress dedicated to taming exotic creatures and domesticating them and exporting them to mountainhomes
>read that it's impossible to make a wild animal domesticated for the entire civ

why

on a side note I really want to train my chickens for war
or cats
>>
File: ss+(2015-03-01+at+11.40.53).png (227KB, 1936x1056px) Image search: [Google]
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>>95949193
can always easily peazily edit in a single [WAR_TRAINABLE] tag or some shit into the raws, it will work even in your current fort, I think
>>
>>95804447
Snake
>>
Why come my crossbowdwarves aren't training at my archery targets?
>>
>>95949650
no idea
http://dwarffortresswiki.org/index.php/DF2014:Archery_target
>>
>>95949650
If you want them to train simultaneously, you need one target per dwarf. And you must designate each target manually as an archery target.
And make sure you have equipment/ammo of course
>>
Starter pack is warning me about an update. Should I go for it? Do they update only when the game does?
>>
>>95950106
>using starter bloat
>>
>literally no one ever shares flat volcano embarks
>>
>>95746776
The '=' and '-' new things to increase or decrease quantities are awful. I want my '+' back. Is that customizable or something?
>>
>>95951263
>downloading everything by hand
Nah.
>>
>>95951674
>downloading anything at all
kuk
>>
>>95951674
>playing a micromanagement autism simulator but drawing the line there
>>95951802
mostly this tho
>>
>>95938734
Dude buckets are fucking good.

After that one fort with ~10 wooden bracelets or toy boats or some shit which landed me with ~5 legendary woodcrafters...

It's shit like that which makes you want to give in to all that elf-hate trend and drown your wannabe elves in magma.
>>
>>95951501
>The '=' and '-' new things to increase or decrease quantities
nigga what?
>Is that customizable
yes, its in the "key bindings" screen
>>
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>>95951941
>>95951802
>not letting them do your dirty work
>>
>>95952561
agreed, now all you need is someone to play DF for you and you can just lay back and be fed the fun through a tube
>>
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>>95952561
>wanting to play bloat fortress
>not installing a couple choice utilities and calling it good
>>
>>95951501
>toady made increasing and decreasing quantities a bit less inconvenient, i dont like it change it back
>>
>>95953613
Those with a standard keyboard got beneficied, but here on Spain keyboard layout is totally diferent. Now you have to press 3 keys to increase qantity. But as some guy said, I didn't know I could just change the button.
>>
>>95947868
So sit your dumbass friends down and get them to play it. Or learn to enjoy solo play.
>>
>>95947868
>quit current df because I don't have anyone to play with
It's a single player game.
>>
>>95944271
>but I'm not too good with photoshop.
If you do the research, I'll do the photoshop stuff.

Give me some pictures and descriptions plus things I should change ("make the stalk thicker", "change hue to cyan", etc) and I'll make the graphic end of next week.
>>
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>>95947868
>wanting to spend time with your friends
sorry, you are not autistic enough for dorf fort
>>
So the monster I throw down my mass pit are breaking out of the doors I have as entrance. I haven't played for a while and that shit didnt happen before. How do I keep my entrance shut?
>>
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>>95961250
>having friends
Normies pls die.
>>
>>95961395
Don't even allow them to touch your gates.
Or
Build your gate from artifacts
>>
>>95961395
What kind of monsters are they? Can this be remedied by using raising bridges instead of doors?
>>
>>95962143
idk, a troll went trough recently. also a spider broke the doors to my mine. Never seen that before.
>>
>>95962653
http://dwarffortresswiki.org/index.php/DF2014:Building_destroyer
try using bridges. a raised bridge is basically a wall, building destroyers won't target it
>>
I embarked on an island without a civ nearby. Will there not come anyone to raid me? Can't they traverse water?
>>
>>95963818
no boats baby

no sieges, no caravans, possibly no migrants past the two first waves

you're fucked
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