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/dfg/ Dwarf Fortress General
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Archive is back in black edition

Previous thread >>120455806


>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

>Fireden archived threads:
https://boards.fireden.net/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 (embed)

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

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

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

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

>This pasta:
http://pastebin.com/iAduXzjn (embed)

Strike the earth!
>>
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>>120843679
I get everything right besides the fucking "(embed)"

God dammit.
>>
>>120843872
wew lad desu
>>
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>>120843941
Oh fu-
>>
>>120843731
Yeah, I know smooth rock walls can't be climbed, and none of the zombies I have can fly. I was thinking more about the bit where a dwarf removes the zombie from the cage, and drags it to the pit. Can the zombies resist? Can seeing/touching a zombie cause a dwarf to panic, canceling the job and releasing the target?
Building the cage and opening it with a switch is safe, but pitting the things would be a lot more convenient, if I can do it without dying.
>>
Elves not welcome
>>
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>>120801232
>>120801125
>>120801028
I enjoy this greatly.
>>
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>ancient chinkbook laptop
>forced to embark on 1x2 zones

rate muh entrance plans

I'm refusing to use stairs on this fort
>>
>>120849941
embark on 6x6, build a dam and magma pumps and pretend that your dwarves are in a time anomaly where everything happens extremely slowly
>>
>>120851246
>embark on 6x6

absolutely disgusting
>>
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I wish island embarks weren't so boring.
>>
>>120848481
There was a thing early in .40 where creatures being pitted would be freed, sometimes even when the cage was right next to the pit. I call it a thing and not a bug because it's unclear whether this is intended behavior or not. I haven't seen any changelogs that indicate it was ever addressed. I advise you exercise caution.
>>
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cinnabar -> make cinnabar powder -> make vermillion dye
live cochineal (vermin) -> extract carmine dye
live kermes (vermin) -> extract crimson dye
live murex (uw vermin) -> extract murex (purple) dye
live pen shells (uw vermin) -> extract byssus thread -> spin byssus cloth (sea silk)

I'm sure I'll run into plenty of problems with stockpiling the products or having to create new reactions just for the appropriate containers but all of these are possible, right?
>>
>>120854541
Sounds fine to me. There's already a mod that includes cochineal, so you may want to see how it was done there. I don't recall which it was, maybe genesis? Also, since DF is 16 color having vermillion, carmine and crimson may be redundant. Why not just make it red?
>>
Show me some good first level dig out designs. My forts are always cookie cutter
>>
>>120854541
I think so, yes. There are a couple (pointless) vanilla reactions utilizing vermin creatures, so that should work, and I think the reaction framework supports whatever containers you'll need for that stuff.
One thing you'll have to consider is that there isn't a way to catch a specific animal, so getting your callused dwarven hands those live murexes (murex?) might be a huge hassle.
>>
>>120855136
Didn't notice cochineal in existing mods, but I haven't checked reactions too deeply before.
>Also, since DF is 16 color having vermillion, carmine and crimson may be redundant. Why not just make it red?
It's really just for flavor and making it possible to distinguish sources.

>>120855484
>and I think the reaction framework supports whatever containers you'll need for that stuff
I was hoping that I wouldn't have to make a specific "extract powder to bag" reaction for vermin dyes, since I believe the default


I'll also try to figure out if lac bug colonies are possible for a lacquerware industry, as a type of wax, roughly following this model:
lac bug colony -> get "honeycomb" sticklac -> press for lacquer -> craft lacquerware
>>
>>120856419
*since I believe the default animal and fish dissection jobs use containers appropriate for powders, but I don't know yet if the dyeing reaction will recognize powders that aren't in bags. Hopefully I can edit this too.
>>
When do you start getting invasion? I have 2m created wealth, 100k imported, 50k exported, and a population of 104 and I haven't seen anything remotely threatening since I had a population of like 20.
>>
>>120860160
welcome to 40.xx, where if you don't embark inside the asshole of an enormous goblin civ at war with you you'll never get any sieges ever
>>
>>120860262
Just increase the goblin pop cap.
>>
>>120860160
Donate to the next caravan as much of your excess crap as they can carry.
>>
>>120860160
Did the goblins make it through world gen? They might have a really low population or something if they got really unlucky.
>>
>>120860160
Threadly reminder to always check local civs(press tab 1-3 times at the site selection screen) before embarking. If the list doesn't include goblins or a tower, then you're in for some boring times.
>>
>>120861592
I mean I think so? I'm still pretty new to this game. When I was choosing my embark location there were goblins as neighbors and they were like 6 red lines.
>>
>>120862149
>elf hate
That's actually an old /tg/ one that spread, and has since faded on /tg/.
>>
>>120862041
>>
>>120862149
>responding to a le daily dose copypasta
>calling elf hate a reddit meme when elf hate has pretty much always been a thing on /tg/
>>
>>120862041
report and move on
>>
>>120862519
ironic shitposting is still shitposting
>>
>>120862519
I want newfags to leave.
>>
>>120862041
>>120862149
>>120862519
based mods
>>
34.11 adventure mode or 40.24 adventure mode?
>>
>>120864096
34.11 quest log and dialogue with 40.24 combat and movement

;_;
>>
>>120864096
3.4 for ADVFORT and masterwork warlock fort
>>
bump from 10
update when
>>
If I'm getting slowly increasingly numbers of thiefs being found in my land, does that mean siege soon? It's unsettling. First one appears. They run off map, a couple seasons later two appear, run off. Just recently there was 3 and they ran off.
Managed to kill a wereweasel with 1 casualty.
>>
>bridge made of wood blocks looks identical to a bridge made of wood logs
Why lads

What's even the point of wood blocks?

>>120874917
Yup. iirc, you get sieged harder if the thieves manage to steal anything.
>>
Does the baron replace the mayor? I want to make my mayor the baron but I don't want him to be the mayor and baron.
>>
>>120875057
Time to put all my gold goblets outside heh heh
>>
>>120875057
>What's even the point of wood blocks?
Walls made out of blocks are harder to climb. Block constructions also look nicer in Stonesense and Armok Vision.
>>
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Do you guys think I can make a good dining room out of this layout? I have 93 dwarves now
I used quickfort, the only dining room layout it had. I'm pretty bad at designing rooms.
>>
>>120876268
It's fine. your tileset is shit though.
>>
New FotF

http://www.bay12forums.com/smf/index.php?topic=140544.msg6583653#msg6583653
>>
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>>120860160
>>120860262
>>120861171
>>120861592
>>120862152
well it finally happened, only lost one dwarf, he was actually my favorite dwarf though.
>>
>>120849910
Thanks man!
>>
why is putnam so autistic?
>>
>>120874917
Kobolds will only invade if they successfully steal things repeatedly, and even then it's an ambush, not a siege. The most you can expect is a 10-bold squad or two who will fold like paper bags when they run into a war dog. Despite what >>120875057 says, the number or success of thieves is entirely unrelated being sieged. Goblins and kobolds are not related entities.
>>
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wew lads

>>120878929
My mistake, anon. I forgot all about kolmmando ambushes.
>>
time for haunted embark
>>
>>120878929
>leave out piles of booze and food for animals and kobolds to trick or treat with
>they try to ambush the fort and get killed by a dozen dogs
shoulda wore dorf costumes ya little shits
>>
Adventure mode pleb here.
I generated a massive world w loads of beasts but can't find any.
What do?
>>
>>120880505
copy your save, abandon/retire. Start a legends and export it and stuff, use a legends viewer to find the beasts and use your main file save to kill them
>>
>>120880505
>generated a massive world
>can't find thing
I don't know much about adventure mode, but I think there might be a solution in your problem.
>>
>>120879827
>shoulda wore dorf costumes ya little shits
We need a drawfag to get on this.
>>120880505
It takes some practice to get good at navigating in adv mode. The compass at the top right of your screen is your best friend. Try small/smaller worlds until you get the hang of it.
>>
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>generate a world
>northern area is covered in evil glaciers
>awesome
>no towers
>the fuck
>check open-legends force
>Civilized World Population
>5553 Dwarves
>2 Humans
>26899 Elves
>11379 Goblins

kek

>>120880505
Before you go spamming the troubles chat option, try this.

Spread rumors > scroll up
Look for names of interest:
Something Firebrand the Pearl of Burning
Axstrog Windfucker the Horrible bastard
Kevin James the Mucksewers of Awfulness

Those names should be dragons/rocs/hydras.

Somedude the Iron of Sieges is probably a colossus.

The last few "Spread rumor of Somename the Something of Blah" at the bottom section will be shit like giants and ettins and minotaurs.
>>
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This is getting ridiculous
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>>120884325
This is why the towers being absent seemed werird, I worked specifically to tune the world-gen to do this shit.

Suppose I could try to get elves to make necrotowers, but then this world has no elves, ah well.
>>
>>120875057
>What's even the point of wood blocks?
Making screw pumps without access to stone.
>>
>>120885609
Fucking hell, it killed 50 dwarves and left me with 4 adults, 4 babies and a fort filled with corpses, blood and miasma.
>>
>>120886085
WE BUILD.
>>
>>120885708
Elves can't become obsessed with their mortality, since they don't have any. Dwarves should build towers, though. You do have available death gods, right?
>>
>tfw love my dorf fort and have cool idea for it but i'm getting 26 fps
>>
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>>120886186
I wish dwarven vomit was a liquid. I could do some great stuff with this.
>>
>>120886526
Yesterday my dwarves were getting force fed vomit for some reason. It was winter with the water frozen and no reservoir, and i had ran out of booze.
>>
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>>120886782
Well, I have a mobile vomit production facility wandering through my fortress, so I guess none of my dwarves will have to dehydrate anytime soon.
>>
>Giant Cave Spider murders the hell out of swordsdorf
>recruit charges in and goes 1v1 with the GCS
>kills the GCS with his wooden training spear
Hell yeah, motherfucker.
>>
>>120886256
Yeah, I'd have to make elves mortal of course, and there was just one dorf tower way down at the other end of the map.
>>
>>120884325
>filename.kek
How many civs? You might've just gotten an unlucky roll on gods of death if there aren't many dwarven civs. You'll need at least 1 to give out a slab of life and death. If any of your dwarven civs does have a god of death then you might get a tower if you let world gen longer. Also, it may be of interest to know that giving goblins a max age lets them become necromancers as well. You can also remove [MULTIPLE_LITTERS_RARE] to keep their population from declining too much.
>>
>So, yeah, we had planned to break the tavern stuff up and get two reasonably short releases in. Then we did the normal thing and this release ended up not quite as short, and then we started feeling a little uncomfortable continuing on in the same vein for too long. And getting a bit over-excited about the myth stuff as we played around with the generator side project. Coupled with the gambling vs economy+justice problem, we are leaning toward the artifact release now after this. I still really like the random games and recipe ideas though. They may find side generators of their own lighting a fire under them before long.
>>
>>120889924
75 Civs, there were just no humans at all, usually this world-gen craps out tons of towers and it isn't uncommon for elves to get wiped out right away, never seen one where the elves lived and humans didn't.
>>
Just watched Bone Tomahawk. I'd feel no remorse now if I committed genocide on some troglodytes.
>>
Why would I add 10 spears to a upright spike trap?
>>
>dwarf is shooting at archery targets with crossbow
>other dwarf is leading a dodge demonstration right on the archery target the first dwarf is firing it
>he's literally teaching my dwarves how to dodge arrows
>>
>>120891435
:D
>>
>>120895030
Because it makes twice as many attacks as an upright spear trap with 5 spears.
>>
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>wooden shield in trade depot
>wooden walls infront of mountain
>elves do nothing
>>
ok is there something to do after having steel/silver/adamantine armor/weapons? I feel like I have nothing to do other than design my fort at this point. I've only had one invasion and it was a little bitch, I still have no crime, no vampire, no werebeasts, I'm so bored.
>>
>>120897703
What year is your world at?
>>
>>120897873
253
>>
>>120897703
dig deeper
>>
>>120899203
well I fond a adamantine tunnel that links to what I can only assume is hell and now my military dwarves are fighting seemingly endless streams of demons.

atleast i'm not bored
>>
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Well I defeated all of the demons that immediately charged out of the gates of hell but there are still a shit load left in the tunnel that aren't moving and probably more on the ground of hell?
>>
>>120897113
They don't expect you to change just for them. So long as you don't purposefully offer them wooden items it won't piss them off.
>>
>>120886256
Elves can definitely become necromancers in worldgen, just not in play. It has more to do with elven atheism than elven immortality, the rarity of necros.
>>
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One of my children just withdrew from society and made me a cute gold toy axe.
>>
newbie here.

one of my dwarfs wants bones for a strange mood. how do i butcher one of my tame animals for it?
>>
>>120906549
z->animals(press enter)->find the one you want to slaugher->press b
>>
>>120906730
thanks.

despite that i am now during the ignoble process of walling in my workshop and locking the door. what a bleak situation.
>>
is there a way to stop kobold thieves other than killing them? i felt bad last time.
>>
>>120907625
by not being a pussy and killing them
or scare them off, they run the instant they're found
>>
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>>120907678
do you feel good about that? because i dont.
>>
>>120909318
"oh its alright, he's just the scum of the earth taking my wares"
"i mean, its not like he came to my fort armed or anything"
"and he definitely wont tell his friends about how easy it was to steal from me"
"he definitely wont come back with others to steal more or anything"
"i should just leave him be, im sure he's cute and has a waifu like the threads have pictures of"
"oh man, maybe he'll wear pantys on his head, that would be so kawaii uguuuuuu"
yep, i feel real good
>>
>>120909318
yes, the murderous little vermin getting EXACTLY what they deserve makes me feel good.

Doing things that are the benefit for all mankind (and dwarvenkind, elvenkind, etc.) makes me feel good.

Kobolds will never learn, grow, or advance. If you let them escape, they will just come back in bigger numbers until they start shanking everyone they see.

First time I met a kobold he shanked my war dog and I got to see it slowly die. Thanks kobolds.

Fuck them.

if you want free shit just fucking ask for it, christ
>>
>>120909938
This post reaffirmed my faith in humanity. Fucking goddamn kobolds. FUCK
>>
>>120909318
I love pulping. So fucking much.
>>
Evil weather/rains/interactions -- do there need to be as many as there are evil regions in the world? I just set one evil cloud type and one regional interaction in the hopes that it'd be applied to all evil biomes, but so far this evil glacier does nothing at all.

Is there any program around that lets you find out what interactions/weather a given evil place has or do you just have to embark for a few months to find out?
>>
Page ten bumperino
>>
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so guys. i tought a dwarf should be able to wear leggings and greaves ate the same time. or am i wrong and does a dwarf only wear one of the two.
>>
>>120918049
Nevermind. I found out why.
>>
>>120843872
You could've just opened the pastebin and copied it from there lad.
>inb4 responding to 14 hours old post
>>
>>120919994
>responding to 14 hours old post
>>
>>120905586
In the next release, it will actually be used by children as they play.

I wonder if accidents will happens occationally if they are allowed to play with metal weapons.
>>
>>120885708
Mind giving out the world-gen settings in pastebin or something? I want to generate one, too.
>>
>>120910660
>Kobolds will never learn, grow, or advance.
This is why when df 2015 comes out I will capture all the kobolds I get and teach them all to be productive members of society that can make their own shinies to keep.
>>
Is it bug that I can't make socks out of wool?
>>
>>120922920
>2015
wew lad
>>
So if a creature is listed as "hostile", shouldn't it attack on sight? I have some "hostile" antmen hanging around my staircase in the caverns but they didn't seem to mind my dumbass glassmaker down there trying to haul corpses up.
>>
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This fort is getting interesting.

Curse all friends of nature!

Still, I wish they make peace with me eventually, so I can start buying their exotic animals again.
>>
>>120928570
Sheit, they're never-ending. More and more ambushes keep appearing.
>>
>>120924820
Probably.
>>
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>>120928870
RIP Degel, legendary swordsdorf.

Also, for some reason, the enemies used mounts. Weren't mounts supposed to be bugged in .40?
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So, after a nasty night of a Minotaur Child (thinking he was an anime) scaling my pasture walls, ramming my Crossbowmen, and then proceeding to headbutt my entire zoo of prized animals...

Securing a pasture or outdoor area without glass-flooring the top: what is an effective method? Do the smoothed natural walls negate climbing attempts?

If not, does the trick of setting traps around the perimeter of a high wall still have the chance of the climber choosing to jump off rather than taking the hit still work?
>>
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this is a dwarf
>>
So... Is there any mod that makes building a town instead of an underground fortress slightly less hard?

I just want to start with a small amount of humans and build a comfy town
>>
>>120930250
Did you draw that with DF keyboard commands or do you need a new mouse?

>>120930478
It would help if you'd tell us what you find hard about building a town.
Are you talking about the tedious construction designations? There's a dfhack plugin that improves that a bit. Search the appropriate subforum.
>>
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>>120929938
look at my crappy drawing. if you make a wall the a wal like how i drew it. i was sure it would stop enemy's climbing up. Since they cant get past dat diagonal wall.

Correct me if i'm wrong. But this is what i did with my current fortress.
>>
>>120930478
That mod is known as "organising the project properly", and is done my setting up stockpiles for stones, logs and blocks, as well the proper workshops, close to where you want to erect the buildings. If you do that, it will become far easier.
>>
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>>120930693
>Mouse
I use my laptop's touchpad shitter.
>>
>>120929491
Just goblins.
>>
Is adventure mode still shit?
>>
>>120905464
They can't unless you mod elves to have a max age. Creatures can only become necros after becoming obsessed with their own mortality, and immortal creatures are obviously exempt from that.
>>
>>120931306
It's somewhat different from 34.11 but still overall similar and certainly just as unfinished and buggy.

It's hard to say whether it's less shit or more shit than before unless you tell us what exactly makes adventure mode so shit to you.
>>
>>120931306
well shitpost'd, my friend
>>
>>120930812
That makes so much sense, thank you!
>>
>>120931306
It's still just a resource drain that keeps Toady from working on improving the superior fortress mode, while being shittier than most other roguelikes.
>>
>>120932871
>implying adventure mode and fortress mode are some sort of separate thing
There is no "adventure mode focused development", only world-focused development that affects both adventure and fortress mode in one way or another.
>>
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>migrant wave comes
>includes a high master wax worker
>mfw
>>
>>120928286
Their faction is hostile to your faction, which means that the antmen CAN attack, but they currently have some capacity for individual decisionmaking. I guess they just don't care about your corpse hauler right now, or maybe they're too afraid of him, I don't know. A lot of possible reasons.
>>
What is your favorite mod and why, /dfg/?
>>
>The dead walk. Hide while you still can!
Fffffuuuck this
>>
>>120935087
Masterwork. Unironically.
I just love stuff that adds more and more, and enjoy all the new workshops.
>>
>>120935087
Giving goblins and kobolds [INDIV_CONTROLLABLE].
>>
>>120935087
There aren't any prepackaged mods that only add things I like. So I do a few mods by hand and copypaste a few small things from bigger mods.
>>
>11 Rejected regions and counting
ffs
>>
>>120935087
Starting with a fresh vanilla copy, and adding features between worlds, slowly mutating the game.
>>
>>120936109
>thinks 11 is a lot of rejects
>>
>>120936227
Depends on when they happen.
I don't know what his problem is, but 11 history rejects would be seriously annoying.
>>
The elven ambushes as well as my work on the meeting hall and dwellings have delayed my work on the king's bust.(although, judging by open-legends, we might not have a king soon)

We're back at work now, anyway. Since no more burnt clay is needed for the bust, except for the eyebrows, I currently have no problem developing the rest of the city(for the walls of which I only use clay bricks) and continuing work on the bust at the same time.

As you can see, the upper levels of the canal is now drained, and before I fill it back up, I'll construct a pump stack providing the bust with water, straight from the canal. I might also cover the entire floor of the canal with constructed floors, since saplings sticking up from the water ruins the visual mpression.
>>
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>>120938827
Fug, forgot pic.
>>
>>120938187
Fair point. I'm just thinking of my stint of attempted archipelago worlds. I would routinely go through thousands of rejects while the generator tried to make worlds with the minimum required ocean squares. I would eventually get worlds that qualified, but it was a real pain in the ass.
>>
November report is up

http://www.bay12forums.com/smf/index.php?topic=153856.0

Looks like this month will be it.
>>
>>120943135
This time, he was explicit with what the heck he's doing, which is cool.

https://www.patreon.com/posts/october-draws-to-3644102
>>
>>120935087
aka "Everything, the kitchen sink, your mother-in-law's closet, and even more shit" the Game.

The mod itself does some quite brilliant things, and some of the expanded fantasy aspects are fun and interesting, but holy flying fuck it's just diluted by so much unnecessary bullshit.
>>
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So I decided to play adventure mode recently, been enjoying walking around cutting off fingers and biting necks, but why does it take so long to actually kill someone? All I can seem to do is mortally wound someone, they fall over, and run away.
>>
>>120933691
>wax worker
>>
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New shitty artifact coming through. Also a daily reminder that troglodytes are bros.

This particular trog became an enemy of almost every civ in the world, ambushing and killing several dorves, humans and goblins during his lifetime. This particular elf, who was also a war veteran with nine human and dorf kills to her name, actually confronted the troglodyte. As you can see, she lost, and the the troglodyte himself died of old age thirty years later, still undefeated.
>>
>>120932871
Find me a roguelike that deals with tissue-based wounds and bloodloss instead of HP and I'll play the shit out of it.
>>
>>120932871
Do people actually think this? Are people this uninformed?
>>
>>120950619
I think it's just one guy, probably the same one who complains about dancing being added.
>>
How to deal with self realization.
>>
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>>120947305
>>
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Made an infographic
>>
>>120954652
He's a decent mason, though, so he'll turn out to be useful.
>>
If you could play as other races, would you?
What would each race's core idea be?
>>
>>120955902
You can, with some minor modding.
>>
>>120956019
I meant officially. I'm guessing the final game (if that ever happens) will let you pick or even mix races.
>>
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>>120956127
>mix races
>>
Huh, the FB that's been roaming around the caverns for ages just got BTFO by a Blind Cave Ogre.

I guess these problems really do solve themselves.
>>
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>>120956356
I'm guessing that if you're human, you can eventually have different races as citizens. Because humans don't have anything else. We got the short end of the fantasy stick.
>>
>>120955374
get out
e
t

o
u
t
>>
>>120956626
That's already planned for the next release.
I'm super hyped for it.
>Cave ogre military
>Minotaur military
>cutebold smiths
>>
>>120957342
>cutebold smiths
>they don't really make things
>they're just adopted by a Dwarf
>help by doing simple jobs that effect their best friend (owner)
>>
>>120955740
Yeah, he arrived as a novice and has been making blocks nonstop ever since. I'll probably never use half of those blocks, but at least he isn't idle. And I do have a few hives up, so he'll get to practice his wax working eventually. Might end up my first ever legendary wax worker.
>>
>>120957342
kobolds have [UTTERANCES] which makes them impossible to talk to, and will always be hostile because of it.
>>
>>120958612
That's not what makes them hostile, it's the thief tag. For the same reason keamen and gray langurmen will probably not be eligible for fort citizenship. All animalmen have [UTTERANCES].
>>
>>120958612
>which makes them impossible to talk to
Not true. They are impossible to talk to because they lack the [CAN_SPEAK]. It's true that utterances makes their civs naturally hostile to other civs, but I still see the occational kobold immigrant in human cities, suggesting that they might be able to immigrate into your fort in the upcoming release.
>>
>>120947242
There are two or three main ways to kill something and they mostly take a while or need good skill and luck to pull off.

- Destroy or at least damage the brain (Piercing or crushing the skull) or removing the head (Slashing/edge damage versus the head or neck)
- Suffocation, most likely caused by you damaging the lungs or paralyzing them with nerve damage. Strangling the throat will also do this as well as drowning, but good luck trying to drag somebody or something into the water with you.
- Loss of blood through open wounds caused by you ideally aiming for the head or upper body, or at least hitting whatever body parts you can.

You can have your fun biting off toes or whatever, but at the end of the day if you're looking for lethality, you need to aim for the bigger targets. Otherwise the guy whose nose and ears you mangled is just going to live to fight another day.
>>
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>>120958954
Some kinds of animal people can talk perfectly normally, the [UTTERANCES] tag changes the language the creature speaks into gibberish.

If a civ has utterances any wars it starts will never end as a peace treaty cannot be negotiated. Kobolds avoid this by being [SKULKING] and thus technically not being able to properly be at war.
>>
>>120959324
Didn't mean to attach that pic but oh well.
>>
>>120959324
Utterances does two things, namely 1) Give them cute names, and 2) Makes them hostile, not as individuals, but as a civ.

Just add the [CAN_SPEAK] and you'll see that the kobolds in adventure mode start speaking normally, even with the [UTTERANCES].
>>
>>120952441
Anon viewed another masterwork engraving lately.
>>
>>120959197
Don't forget broken bones. As long as the creature you're fighting has normal biology and feels pain, you can usually get them to pass out with 1 or two broken bones. Even a toe or finger.
>>
>>120960943
I was going to bring bones up actually, but I thought they were specifically asking about how to kill.
>>
>>120922292
There are some weird settings in there, you don't some of the stuff in it because of the world-painter stuff, and I'm bored to death of bogeymen and night trolls so I just disabled them both. Mineral scarcity is low because it's annoying getting a beautiful exposed volcano tube in an awful site and it is full of galena and little else.

http://pastebin.com/HuQL5rH6

Let it run a couple rejections and if you see a totally evil northern glacier take hold and start to work just babysit it a bit until you start to see towers scattered around the northern glaciers, then accept and have fun!
>>
Does opening hell have an effect on the world? If I make a new game near my old fort after abandoning it will there be demons?
>>
>>120931441
>They can't unless you mod elves to have a max age.

No, they definitely can become necromancers. Its just a hell of a lot rarer without cultural death gods, generally will involve one who was raised in a civ with them.

> and immortal creatures are obviously exempt from that.

In worldgen? They are not.
>>
>>120931441
It's funny how you just go and assume that immortality and consciousness of ones immortality goes hand in hand. In DF, they clearly don't. Dreams of immortailty are not exclusive to ephemeral creatures.
>>
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>>120964316
I have never seen a necro-treefucker. I've never seen an elvish tower, I've never seen a mention of an elf necro, and since the other anon helped figure out why I was getting so many towers, I've probably generated more towers in the last dozen or so worlds than most players have ever seen.

Pretty sure if you're an elf or goblin and find a slab and can read it won't do shit anyways.
>>
>>120964225
Well, it releases a couple hundred new mythological creatures into the world, instantly shifting it back to the Age of Myth if you've managed to kill enough things to switch out.
They can theoretically wander around the world map, but I don't think they interfere with future fortresses much. They're not attached to any of the groups you're normally at war with, so they don't have any incentive to come fuck with you.
>>
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>post your toady pictures/stories
>>
>>120964316
Generate worlds with elf-suitable habitats, with stupid high civs, stupid high number of secrets, and remove the dwarf/human/goblin entities.

You won't see a tower.

Add goblins back in, you won't see a tower.

Add humans instead of goblins? Towers everywhere.
>>
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>>120964316
http://dwarffortresswiki.org/index.php/DF2014:Necromancer
>>
So I'm still pretty new to this game how huge of a difference in the world do you get in different world gens? Should I generate a new world every time I start a new game or should I just stick with my old world?
>>
>>120967151
The whole fun of DF comes from sticking with one world. Getting dwarves from your old forts as migrants in your new one, meeting old adventurers, etc.
>>
>>120967151
I always make a new world, since I'm super picky about where I embark and worldgen is fun in and of itself.

>>120967352
I'm not saying you're wrong or anything, but I've literally never seen that opinion expressed before.
>>
>>120967963
It's not like you need to play that way to enjoy the game or anything. But I think that's one of the very prominent things that sets DF apart from other games. As such it's one of its strengths, and I think never experiencing it is kind of missing out on a central thing of DF.

>I've literally never seen that opinion expressed before
I've seen Toady mention it specifically as goal he's working towards in some interviews.

It's not very well fleshed out yet, although world activation certainly improved things quite a lot. And with what it will eventually be, I can't imagine to switch worlds a whole lot.

Ideally, you could set goals for yourself that even make it necessary to play several forts and adventurers in the same world. Topple a kingdom; build a bridge to a remote island to open up a new trade route; winning a war. And so on.


On a side note, there are hundreds of thousands of embark locations in _each_ world, and creating a new world to find a nice spot seems to be just as difficult as finding a second good spot in the same world.
>>
>>120964316
>>120965568
Do you have a source for that? Because I've never seen it happen in any of my games, and I don't think it's supposed to happen.
>>
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>>120955374
I also made one.
>>
>>120968934
It's an interesting thought, anon. I might give it a try.

>On a side note, there are hundreds of thousands of embark locations in _each_ world, and creating a new world to find a nice spot seems to be just as difficult as finding a second good spot in the same world.
I usually embark near volcanos, which both significantly limits my options while making them easier to identify.
>>
>>120969901
Considered generating worlds with a lot more volcanoes? I'm pretty sure there are already worlds somewhere that are made like that. I don't know all the respective forum threads though.
>>
>>120970225
He could easily use advanced world gen to just choose how many volcanoes he wants.
>>
>>120969302
>requires no sustenance

Weren't the [NO_EAT] and [NO_DRINK] tags added to goblins in an earlier version because they would die too quickly in world gen otherwise?
>>
>>120969302
Gobbos only build the small towers by themselves, though. The huge structures that form the "fortresses" are underworld spires, built through the cooperation of deities and demons.

Still saved your pic, though.
>>
>>120970532
They're still pretty large, relatively speaking. There isn't anything that big built by other civilizations except for the towers around a castle in a town.
>>
>>120970823
True.

And the spires themselves are larger than everything else in the game, save for the vaults, which are about equally large.

I wonder if the toad will ever make the keeps in the cities more monumental. I'd love to see a huge castle on the same scale as a spire, shooting up from a city. More variety among normal buildings would also be fun: Multi-level buildings with balconies, roof hatches and windows are just some examples of cool shit that could be done with the things that are already in the game.
>>
>>120971376
>toady makes city generation more in depth
>you can actually parkour in adventure mode now

I've been waiting for this.
>>
>>120970438
Yeah, but afterwards Toady decided to leave them in rather than give goblins agriculture. The current behaviour is "canon", far as I know.
>>
>>120971550
Exactly.

The cities are already kinda parkourable, due to the differences in level terrain-wise, but it could become so much better.

Also, imagine an ebin chase scene that escalates into a chase/battle on the rooftops/balconies, and is then brought into one of the houses through an open window, household items being used as makeshift weapons. The combatants the tumble over the edge, and land on a moving carriage(when multitile vehicles are added into adventure mode), where it continues shortly before they are thrown off, and continue the rumble in some back alley.
>>
Why can't I make or embark with masks even though I've added
[HELM:ITEM_HELM_MASK:UNCOMMON]
To entity_default for dwarves?
Are UNCOMMON and RARE items actually off limits completely?
I can use bows and arrows just fine.
>>
>>120972484
Because your civ must first chose the desired items as part of its "national uniform" at the start of worldgen. Since you chose "uncommon", the civ was very unlikely to use it.

I've been trying to inform about ths in the general for quite a while, and I wish someone added it to the wiki.
>>
>>120972484
Change uncommon to forced. It doesn't make masks uncommon in every dwarven civ, it makes it so that it is uncommon for any dwarven civ to make masks at all. Forced means that civs of that entity will always be able to produce a particular item.
>>
>>120972772
>>120972835
I understand. Thanks.
>>
>>120972476
Couple this with the treasure hunter and thief arcs and you can basically play as Indiana Jones.

>search through libraries for texts about old cities
>ask in tavern about location of ruins
>travel there
>fight off animal men and bandits that live in the ruins, go through various levels of dungeons
>find artifact, dodge traps, run away
>try to sell it in civ capital
>bandits followed you
>chase over rooftops
>>
>50 dorfs
>zero idlers
>still tons of shit not getting hauled
fug
>>
>>120972772
>I wish someone added it to the wiki.
Why don't you do it yourself?
>>
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>>120973168
>100 dorfs
>90 idlers
>still tons of shit not getting hauled
>>
>>120973168
>>120973678
>60 dwarves
>6 idlers
>everything is being hauled exactly as often as I want it to be
>>
I love when one of your migrants is a cave-adapted baby, and they just spew vomit everywhere as they painstakingly drag themselves in a daze towards your fort, completely unassisted.
>>
>>120975667
Well they did spend 9 months in complete darkness...
>>
>>120975667
So that's what that kid was doing. Thank you for solving that mystery.
>>
Where in the raw files can I edit clothing to stop decay?
>>
There was that marksdwarf thing with jumping down from towers to melee the enemy.
Did anybody come up with a method to solve it? I am thinking about building a layer of fortification around the bottom of the tower so maybe the dwarves would think their path is blocked by it. How far could a dwarf jump horizontally? 1 tile?
>>
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Lads, what's wrong with my smelter?

The bottom pic's smelter wasn't working, so I built the top pic's smelter, which works for some reason.
>>
>>120979568
is the bottom one set to only take from a specific stockpile?
>>
>>120964225
Nope. Toady was discussing in one of his old talks about what, if anything, should be done -- whether it should be a full blown demonic invasion of the world, whether they should just fight to the death until one remains in charge of the site, or whatever.

Well I'm going to retire this fort soon, after making a fat pile of steel gear for my next adventurer, since an important dorf died retardedly (he chased after and cornered a giant cave tiger and I couldn't get him to back off), there's no candy and the evil glacier does nothing. But most importantly, my Engraver is a dick

I had him detail the tomb, and the only events he details are A: my first expedition leader getting demoted and looking sad etc., and the guy who is being entombed being killed by the tiger. How fucking humiliating.
>>
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>>120979660
You've cracked the case, anon.

I had set the original smelter to only take ore from the nearby ore stockpile, which had the unintended consequence of cutting it off from the charcoal stockpile.
>>
>>120978383
http://dwarffortresswiki.org/index.php/DF2014:Armor_token

The decay of clothing is tied to them having an armorlevel of 0, which is required for civilians to automatically gather and equip them as well. If you want everybody to wear stuff that won't decay you'll have to draft your entire populace into the militia and give them equipment with an armorlevel of at least 1.
>>
>>120981683
What about leather? They automatically wear that and it decays, though the raws list it at ARMOREVEL 1.
>>
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>>120971550
You can parkour even more with launch.lua should you choose to accept the mission.
>>
>>120982560
I guess clothes are just weird. Pick a fiber-giving plant and get your industry going.
>>
>>120852125
boats when
>>
>channel freezes
>well disappears
lads
>>
>>120982560
Leather armor is armor level 1. Leather clothes are armor level 0.
>>
>>120985576
>entire fucking lake freezes
LADS
>>
>Here's the report to start the month. Here is a Future of the Fortress reply. And here's a list of remaining items if you missed it. Now we just need to settle in and get some final work done.

http://www.bay12forums.com/smf/index.php?topic=153856.0

http://www.bay12forums.com/smf/index.php?topic=140544.msg6583653#msg6583653

https://www.patreon.com/posts/october-draws-to-3644102
>>
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>>120985794
Please no
>>
>>120986082
It was inevitable
>>
>>120972476
well, consider the part that dwarf fortress "simulates" and I can imagine the fun already
>Jump from balcony to balcony
>miss and break my legs
>get run over by a cart
>cart sends me flying into a house
>try to fend of the elven guard with a lamp
>get my hand cut off.
>proceed to get my face branded and thrown into a pile of shit
>die of infection in my face.
>>
>>120990234
Sounds fun to me.
>>
>>120986082
Get water from the caverns. Hope nothing flies up the well.
>>
>>120990234
>be a traveling dwarven doctor
>bring advanced dwarven medicine to the noble but savage humans
>lance boils, disinfect wounds, pull teeth, amputate limbs
>maybe deliver some babies while you're at it
>sometimes people try to burn you as a witch and you have to hack them all to pieces with a bone saw
>suture the survivors up afterwards because that is how you roll
>>
>>120986082
I lose babies every time wintercomes and freezes my water sources. I haven't made a reservoir yet...
>>
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>>120985576
>>120985794
>>120986082
FUCKING
PIECE OF
GOD SHIT CUNT DAMN IT
MOTHERFUCKERRRRRRRRRR
>>
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>>120996595
Someone hold me.
>>
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>>120996595
>>120997735
Get keked on, son.

It was inevitable.
>>
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>>120998751
Anon, please
>>
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>>120996595
If it's any consolation, the AI isn't much better at the whole, fortress construction thing.
>>
Is there a safe way to build on top of a freezing lake? Or will it always come tumbling down every spring?
>>
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>>120999950
>local anon = anon
>local question = reasonable.question
>--check if anyone answered magma
>if magma == 0 then
> answer = magma
>>
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>>121001515
>tfw no magma
>>
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>>121003378
>if magma == 0
>dig.depth = deeper else
>dig.location = elsewhere
>>
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Multiplayer when?
>>
>>120999950
Dig into the ice and build support for you constructions on the lakebed.
>>
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>>121006482
Who cares, so much better stuff to have added than multiplayer being hacked in.

I mean, right now we're looking at the artifact release coming out next year, that's worth getting excited about.

The only multi- anything worth wanting right now is multi-tile creatures.

>>121004259
I came out of travel mode on that wall btw, I think the broken keep wall is what did it.
>>
>>120996595
My personal tip for building on bodies of water that freeze in the winter is to build up a support column from under the water during the winter, and then build out some bridges and their own support columns afterward.

Obviously, if you just build a structure on the water in the winter it'll just collapse in the warmer months. Working your way up from the underground gives you a sturdy support column and access to the underground simultaneously.

Also, even if it's not entirely necessary to do a lot of support columns for bridges, it does allow you to build additional structures between your main column and the shore.

This reminds me that I need to try building a Mother Base on a lake or an ocean some time.
>>
>>120967963
Is this bait?
>>
>>121012431
>>121006720
Much appreciated, anons.
>>
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Huh, so I had an idea for how to convert the bigasam style dorfs I drew into child/infant icons right?

Got them working, happy about how they turned out. Went downstairs to check and see if the royal ones I made worked.
>>
>>121019772
Notice the hammerdorf there?

Yeah, I came back out to find this (and yeti tracks after checking that)... the kid is still just sitting there oblivious, scary.
>>
>>121019868
I think it's even stranger that the body isn't mutilated.
>>
>tfw no iron, no fuel other than sparse trees on my embark

rough life

atleast of i have silver
>>
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>>121020054
Looks like he just got bled out or something.

Tracked down the Yeti though.
>>
>>121020275
All I seem to find is tetrahedrite and galena lately. Oh well. Hammerdwarf squad goooo
>>
Often times I've been finding one of my military sleeping in the barracks with people training around him. Why isn't he going to bed in his room?
>>
>>121020551
Is copper or silver armor better?
Thread replies: 255
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