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/dfg/ - Dwarf Fortress General
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Victorian edition

Previous thread >>121977801

>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

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

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

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

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

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

Strike the earth!
>>
First for post your forts for judgement.
http://mkv25.net/dfma/
>>
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r8 my hospital, /dfg/

Each room is treated as a separate hospital zone.

Sadly there are no wells, because the only above-ground water source is in the form of murky pools, and I've yet to pierce the caverns.

For those interested, both statues in the reception area are made by the same mason, and depicts my expedition leader being losing his position as the first mayor was elected. The mason and expedition leader are on "friendly terms".
>>
>>122475072
I like the idea of a medical complex instead of the usual single room. Have you had multiple injured in multiple rooms?
>>
>>122475072
separated tables beds and benches / 10
>>
>Dorves finally arrive to the middle of a glacier
>"Okay, this doesn't seem THAT Danger-"
>2 dwarves fight with an Elephant Seal
>Both of them die
>"Well, at least they are a woodcutter and the jeweler, not really useful here"
>Planned out to dig deep, get lots of ice, build ice fortifications and make an entirely ice fortress
>You can't carve ice into doors, mechanisms and such
>Panic
>Calm down
>"Well,I can reach the rock layer and get some rock from ther-"
>There is an entire ocean under the fucking glacier
>I can't reach the rock, so I'm forced to hunt animals for their leather, meat and bones so I can make crafts and clothing to sell the merchants in exchange for wood, weapons and such.
>Build a well, everything is going pretty okay
>Run out of booze
>Panic again
>Realize my dorves aren't really giving a fuck
>"Phew, I might survive until the carav-"
>Run out of food
>PANIC
>Dwarves start to get mad, but just in time some penguins appear
>Punch the bastards to death with my makeshift militia and cook them
>My expedition leader is starting to lose it after getting bit by the penguins several times
>fast forward a year later, we got too many migrants and not enough food
>Caravan arrives
>Try to trade with them
>They don't accept my shit
>"We will leave now"
>"No wait! WE NEED FOOD AND ALCOHOL!"
>They start to leave
>Panic and send my entire fortress to fight them and steal their shit
>It works, but I lose a lot of dwarves
>cont
>>
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>>122475347
Not yet, but I might soon have, since I've got mists that make people rot on my map. Only two dorves have gotten infected so far. After their treatment, they never regained their vision, and still have several "mangled" body parts.

>>122475418
I liked the idea of having dedicated "operation rooms".

Pic is my prison on the opposite side of the corridor. Each cell will have two chains.
>>
>>122475974
>>There is an entire ocean under the fucking glacier

Are you sure that's not an aquifer?
>>
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>>122475974
>Expedition Leader gets hurt again and loses half of his friends
>He loses it completely and slaughters 3 dwarven childs.
>Things go downhill from here
>Kill him before he kills anyone else
>Food runs low again
>Not a single land animal for months, and we ran out of ammunition
>More dwarves get mad
>Riots and dwarves starving to death
>There isn't even a single vermin for them to eat
>Dwarves start to beg Armok to kill them (Pic related)
>Second caravan arrives, slaughter them too, lose a shitload more of dwarves but at least we got food
>Riots still everywhere
>Shit happens and a ceiling collapses, falling over 3 z levels
>More dead
>Riots intensify eve further
>Dead dwarves everywhere
>The ghosts from the first 2 dead dwarves start to haunt everyone, fueling the riots
>Over 2 years of barely having control over my dwarves
>Riots finally calm down
>10 dwarves left
>No food
>For some reason the well is destroyed
>They slowly die off
>Last dwarves carve the entire fortress before dying so any adventurer that comes around can see what happened there
>They finally die

>>122476234
No, it was literally an ocean.
>>
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What should I do with an immortal piece of skin? It can't harm anything, but it can't be killed by regular means either.
>>
Is there any way to make a turret?
>>
What is the current easiest way to actually get invasions? Invasions, trap design, and actually putting my clusterfuck constructions to use are really the main draw of this to me, but with invasions not really... happening, that's a bit of an issue.

Any way to fix it?
>>
>>122477770
A rotating weapon mount? You can't build rotating structures in DF. Unless you're talking about things that can simply shoot in all directions. The Masterwork mod has something like that IIRC.

Or do you mean a tower?
>>
>>122478054
Legends mode research. Embark close to enemies, make sure they have a sufficient population and aren't preoccupied with other wars.

And then you wait. It's not gonna happen in the second year.

Sieges work currently, ambushes don't.
>>
>>122478267
Basically, I like to make elaborate defenses, with ranged traps, ground traps, mines, drowning traps, and all sorts of shit. I want to be able to have whatever the closest equivalent of a trap that shoots a crapload of arrows from a wall at enemies.

How can I accomplish this? I know one of the possible ways is Minecarts, but I'm not sure how to set that up correctly. The only real thing I can think of is like, a minecart setup that somehow accelrates it around in a small circle, with one corner blocked off by a drawbridge raised to make a wall, which gets raised or lowered by a pressureplate in the entrance of the fortress. Enemy trips the plate, it lowers the bridge, the cart hurtles down the now open hallway and slams into a fortification at an appreciable fraction of lightspeed, shotgunning the contents into the room beyond, likely loaded with spears.

How could you set that up to actually work?
>>
>>122477767
M A G M A
A
G
M
A
>>
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>>122478672
Down that path lies dorfputing and there is a thread in bay12 which covers some of the fucking wizardry involved there, none of which I have a clue about how to do.

So someone posted a drawing of their goblin adventurer with bunny ears on and I realized that when I was trying to make the soldier tiles more distinct from the civvies, and had the bright idea to put vertical bars above the goblins, so the humans have horizontal ones and the elves have the squares.

Except now all I see are toothy grins and bunny ears.
>>
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>Within a few minutes after breaching the caverns, a trog family sneak into my fort, and in the aftermath, a babby ends up crushed at the bottom of a chasm.
Why can't all of them be cool like pic related?
>>
>>122477767
Drop b it in a pit and feed it goblins
>>
Can dwarfs dodge through walls? My barracks is built aboveground next to the moat and I keep finding militadwarfs drowned in it.

I've relocated the barracks just in case.
>>
I'm making a Fortress out of salt

I'm surprised the game didn't spit on my face yet by making salt dissolve with water.
>>
>>122486558
Them poor Slugmen tho...
>>
>>122486121
yes, its a bug
' as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls'
>>
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I have an idea that might help Toady attract more players to the game.

The idea is simply to implement running forum gags and references to internet culture, so called "memes", into the game. This will make the DF community feel that Toady is closer to them, as well as their internet culture.

One example is by simply changing the names of certain objects and creatures, like changing "tree frog man" into "pepe" or, to reference a dearly loved meme among the DF community: changing the name of plump helmets into "helm plumps".

I'm not just suggesting that Toady changes the names of certain objects, but I also think he might gain from adding the ability for DF to connect to a dedicated server, constantly keeping the playerbase updated with the freshes new memes constantly, by automatically scanning popular meme communities such as "9gag" and "reddit". This framework also opens up for a potential future system to replace the donation system, where the players can choose to pay Toady to instantly unlock certain features in the game.

This is not all: Toady can also make a bigger effort at being "in touch" with the playerbase, for example by using more memes in his dev log updates.

So, /dfg/, what do you think? I think this might be what's best for DF in the long run. Of course, it might not be everyone's cup of tea, but the new influx of players will surely compensate for any player that might leave the game. It will also generate more donations, making it easier for Toady to realise his project.
>>
>>122488858
>changing tree frog man into pepe

I kek'd
>>
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>>122488858
>>
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>>122488858
>>
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>>122488858
This would be a better troll if you accounted for the fact that people can already do shit like this, I mean, I've got an actual caste of dwarves called dorfs, with axedorfs, craftsdorfs, craftsdorfship, superdorfy strength, and all that jazz.
>>
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>>122488858
>attract more players to the game
>>
I got two full 10x10 plump helmet farms

Is this dorfy enough?
>>
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>>122490065
Depends how dorfy you think it is to gnaw on raw mushrooms in a damp hole in the ground, personally I think strange and decadent luxury xenophobically protected from outsiders is more dorfy.
>>
>>122490339
Well, it's efficient, I guess.
>>
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>>122490339
Mmm, yes, quite, where'd that pic come from?
>>
>Embark almost on top of a necrotower
>Get attacked by 4 zombie goblins almost as soon as I start
>Kill them all with my juggerdorf (Yes, I wasted points in weaponry)
>Year 2, never attacked again

Did I kill this guy's entire zombie army?
>>
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>>122492754
The fuck, just tripping over vaults or some shit.
>>
>>122495139
Where do you find vaults?
>>
Is there any way to make dorfs train faster?
>>
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>>122495947
Everydamnwhere apparently, but you actually gotta bump into them while running around in adventurer mode or have someone randomly mention them when you ask about the surrounding area.

So I've developed a habit of just stepping off ledges and catching myself as I slide down a wall.

Got to a weird looking temple in a city with some holes in the floor, figured I'd drop down a couple levels quicker than doing the ramp run right?

pssssshoooSPLOOSH!

Straight shot, no walls to grab, glad I'm fully armored.
>>
>>122495135
Did you kill the Necromancer?
>>
>>122496669
He was nowhere to be seen during the "siege" (If it even counts like siege)
>>
What is the best adventure mode mod?
>>
>>122497663
I built a massive cistern with a well at the top and when I designate the well as a water source it shows there are 0 tiles that can be used as a water source

The well is indeed active. Will they use it to get water anyway? It's right in the middle of my hospital so I want it to work properly
>>
>>122498243
I know you misquoted me, but I'll answer you anyways

As far as I know, wells are automatically selected as water sources, no need for making a zone.
>>
>>122498389
Neat, thanks

Yeah sometimes I overlook the code when I click to bring up the reply box
>>
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Anons, tell me about the most interesting mega beast you have seen in dwarf fortress (a screenshot/description would be nice).
>>
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>>122497663
I had a lot of fun with Dark Ages and started modding my own shit. The various wanderer type mods with the crafting stuff adds a lot of fun and flavor.
>>
Hey /dfg/

Is there any way to "hide" uncovered terrain?
I want my inner fort walls to look all fancy and smooth but not in random different colors. However if I remove and replace parts of the walls the stone behind it gets uncovered and it looks shitty.
Any fix?
>>
>>122501103
>you pinch
snibety snab :DDD
>>
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>>122501740
Dfhack terminal, type:
tiletypes
paint h 1

If you want you can just do it one tile at a time with point, or you can do blocks.

range x y z, so 3 3 2 will hide a block 3 to the right and down from the cursor, plus the z level above it.
>>
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>>122501968
I still have no clue how it is possible to grab someone by the head with one hand and snip their ears/nose/tongue/teeth off/out, but it's one of my favorite "mercy marks" besides randomly gelding some jerk.

Buncha blind toothless bandits sitting around lamenting their injuries.
>>
>Play adventure mode
>Ask someone to give me a quest
>Can't find the place where the dude I have to kill is supposed to be
>Die to bogeyman
>>
>>122502982
Travelling alone? You should know better than that.
>>
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>>122502982
>mfw boogershits
>>
>>122485434
I wish the ingame engravings looked like this.
>>
>>122503165

Never understood the boogyman. Basically makes it you have to travel in a group, or tediously always find a way to make it to a house by sundown.

Why.
>>
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WestDwarffort
>>
>>122506441
>The Good, the Bad, and the Kobold
>>
>>122505457
I can' tell you why, but there is a solution. Turn them off in advanced world gen.
>>
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>>122506871
Hathdwarfs and Mc Urists
>>
>>122502614
Dude I love your posts and how you add to this general but this texture pack hurts my eyes. Anyway, Godspeed random dwarf anon.
>>
>>122508387
Maybe it's the snow/white sand?
Every time I see that shit it fucks my eyes up, and I'll avoid looking at it.
>>
I'm starting a complete playthrough of my own mod (Yes, I know that's really sad)

Anyone interested on me posting progress as I try to bring civilization to the deserts?

Ya know, muskets and shit. I'll fix bugs and add stuff in the process of playing and you guys might end up being interested on this.
>>
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>>122508998
Drawfag here, do it!
>>
>>122508998
>(Yes, I know that's really sad)

Why would that be sad, anon?
I'm proud of anyone who does their own modding.

I'd be interested though.
>>
>>122509165
I'll finish up the layout of my fort and begin, then.
>>
>>122508998

I was just thinking having a gunpowder tech mod (that's not so convoluted) would be nice to play. What all are planning on adding to it?

Also yes Urist, post dat progress.
>>
>>122509296
>>122509165
>>122509254

Thanks for the support.

I'll just tell you something: I won't be using the bowyer, mostly because bone and wooden muskets make no sense and I can't find a way to remove it.

Also, expect me to make a lot of mistakes, I'm not an expert at dorf.
>>
>>122509254
Perhaps he's labouring under the /v/ delusion that being autistic as fuck and going all out to create something you want to make is a bad thing because of reasons.

Those poor stupid bastards, breaks my heart to seem them trying to apply B^U to every comic they see, as if you can improve everything by tearing it down to brass tacks.

>>122509726
>expect me to make a lot of mistakes, I'm not an expert at dorf.

Thank fuck for that, STRIKE THE EARTH!
>>
>>122509845
Agreed mistakes are interesting and make the best stories. Despite what /v/ believes. The point is to enjoy yourself. So fuck the haters.
>>
>>122509726
Could you still have them in the bowyer, but add a metal requirement to them? Unless your okay with adding a custom workshop, which is just fine too.

I liked the stuff in masterwork with the humans having gunpowder stuff but it takes...a lot of fucking resources to get there. Maybe I'm just a pleb.
>>
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>>122510009
Nope, you can't do that with the bowyer

I already tried with a custom workshop, but it makes it impossible for other races to spawn and use firearms

Also, first update, the fort's basics are already here. Still need to haul a shitload of rock, build the surface fort, get metals to make my first muskets and do some other stuff. I fear my grazing animals will probably die because loldesert, so I might just butcher them.
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>>122509845
oh, look, it's the painstakingly well planned colonialist fort again

do you have highly functioning autism, or do you have to take medications?(I'm not bullying; it's an honest question)
>>
More DF reaction images please
>>
>>122510298

>>122510009
Me here, What else are planning on adding to the mod aside from muskets? Was it kind of difficult to make?
>>
>>122510351
Not that I'm aware of, I was late in development through missing a lot of school early in my life, so I understand what autists have to go through dealing with the rest of us. I was tested for Dyslexia at college, but I didn't pass the test. It was apparently a close thing however.

I like all the things 4chan has come to associate with autism, I love when people get caught up in the worlds they're making, especially when they go beyond what any sane person would and it starts getting awkward for everyone. The same way I came to like all the stuff they called neckbeard back in the day, although that seems to have merged with fedora now, which seems to have very few positive traits.
>>
>>122510689
Well, you can check the mod here

http://www.bay12forums.com/smf/index.php?topic=153919.0

It's not difficult to add them, it's difficult to balance it and actually completely change the entire setting of dorf fort to Victorian era.

Dorfs got Monocles, Tophats, bowlerhats, vests, bayonets, sabres, etc.
>>
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Alright, the underground part is done, but I suck at designing aboveground stuff.

Anyone got any cool idea?
>>
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>>122510446
>>
>>122511216
Try to make a nice castle that looks like worldgen created it over your fort.
>>
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>>122511221
>the dangers of only giving your dorves water
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>>122511454
what a horrid tale
>>
To starter pack or not starter pack?
>>
>>122511942

It's convenient for sure.
>>
>>122511942
Might as well learn to do the bits you want from the pack yourself, it's called the lazy noob pack for a reason.
>>
>>122510837
Please share that build
>>
>>122511942
That's a call for you to make. if the idea of DF really interests you and you're pretty committed to figuring it out you probably don't need it; if you're just curious and dabbling to see if it hooks you, it might help make things less obtuse.
personally I've never used it, the only external applications I use are legends viewer (regularly) and dfhack (very rarely, just to clean things up to improve FPS a little)
>>
>>122512349
I'm already familiar with Dwarf Fortress. I just haven't played in ~ 1 year.
>>
>>122512301
http://www.mediafire.com/view/drahdz1ws4itjai/Chance.csv

It's not properly centered, IIRC it's a tile or two higher than it ought to be.

Please do an export when you're done, I got bored with it so I'll probably not produce a smoothed image of it myself. Nothing wrong with the design (Significantly, so far...), I just had grander plans floating around.
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>>122510446
Dwarf expresses anger.
>>
>>122512616
Probably not worth it then, just keep the wiki open
>>
>>122512760
There is a feature I know a previous LNP had where, in the bottom right, there was a small interface showing you the current happiness level of all the dwarves in your fort. E.G
0/0/3/14/23/6

What is that from? Is it LNP only?

That, a nice tileset and Dwarf Therapist is all I need.
>>
>>122513054
That's from some Dfhack script/plugin/function/whatever.
>>
>>122513054
Dwarf Monitor I think it's called.
>>
>>122513645
Thanks. Since it requires DFhack I'll just get the LNP.
>>
>>122513825
You know that DFhack has nothing to do with the LNP, right? Just saying.
>>
>>122513925
I know. Just easier this way.
>>
Issues with puppies
>>
>>122513985
DFhack is really easy to install man.
To each his own though.
>>
Blunt weapons are so powerful now

One strike in the arm makes anyone fall in pain 90% of the time

Then do a heavy to the head to blow apart their head
>>
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>>122508737
>>122508387
Yeah, the snow is a pain no matter what, I like the really harsh default colors too, which doesn't help.

It's literally just an upscaled curses_640x300 with the jagged edges cut off. I was trying to put curves in but I ended up loving how the diagonals looked.

Was it the shading itself or the specific letter style?

As an example, here's a version with the shading and translucent ground tiles off.
>>
Why are my dwarves ignoring stockpiles? Everytime I tell them to make rock pots, instead of picking the rocks near the workshops, they'll go all the way down to the mines, get it, and take 5 minutes coming back.

Is there a way to fix this?
>>
>>122514919
Dwarves always grab the longest material for the job first then they will grab shit near the workshop after the first job is compete.
>>
>>122514919
Link the stockpiles to the individual workshops, and the dwarves will refuse to use any stones but the ones in the pile.
>>
>>122505457
>>122506916
>not being stronk enough to fight off a group of boogymen
its always so satisfying because they used to kick the shit out of me too
>>
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Basic aboveground fort done. I'll build farms and stuff around it and then make a second wall to protect them.
>>
>>122515191
Boogymen are just annoying even if I am super strong. I leave them off for the less of a hassle of traveling
>>
>>122514294
Add sneaking into the mix and you've got a brutally effective adventurer.
it's kind of gruesome when you're taking on giants or ettins though, usually you'll knock them to the ground with 2-3 hits, but then need dozens of bone-crunching heavy attacks to the head or lungs to kill them
>>
>>122509845

I want you to know that your forts are pretty
>>
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>>122515392

>Smash someones legs so they collapse onto the ground in pain

>Smash their head with my war hammer blowing apart their heads

Feels do satisfying
>>
>>122515260
Alright, the aboveground's defenses are almost completely finished

I got a shitload of microline blocks and I got no idea what to do with them

Shall I build a Microline Piramid or something or just wait and sell the stuf?
>>
>>122515260
Looks cozy.
>>
>>122517410
build a meme tower
>>
Is there an overview of what's going to come in the next update somewhere? I don't want to read up on all the blog posts
>>
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>>122519608
*lights the update-list-anon-signal*

*a minecart full of caged goblins smashes into a wall behind me, launching the goblins through a magma-mist generator into a nearby forest, setting it ablaze*

...that, wasn't the update-list-anon-signal, I have no idea why that happened.
>>
Damn. Forgot how many pointless DFHack crap LNP comes with that I am never going to use. Manual install time.
>>
>>122518667
>built entirely out of microcline blocks with a 3x3 staircase up the centre
>first floor: naked elf prisoners in cages/sex prison
>second floor: FB-powered gas chamber
>third floor: groups of invincible reanimated bits of hair and skin

tell me the rest anon, that's not a tower yet
>>
Do any of you guys have any experience equipping dwarfs in fortress mode with weapons left at an embark site by an adventure mode character? I just raided vault 111 for a heap of weapons and sheilds but they wont come up in the "equip specific blank" menu unless someone else has it equipped. They picked up mastercrafted weapons and shields with individual choice on but I can't figure out to replace their caps with masks. I set one to replace clothing and stationed him but he stood there naked with no mask.
Also having a similar problem with a necromancer book on the map. I think I remember moving one to the top of a tower once in a previous version but the dwarfs won't dump it. thanks for help
>>
>>122523183
Mark it for dumping and put the dump zone where you want the items to be, then unforbid them, once a dorf has handled them again they'll work right.

You get the same problem sometimes if you dfhack gear into existence where it won't show up to be issued in a uniform until it has been handled by a dorf in the first place.
>>
is there a way to melt ice in a glacier area?
>>
>>122513054
>>122512616
I have been playing DF on and off for a few years now and I don't ever not use the Starter Pack. It just makes things a lot easier so you can get right into the game.

This is especially helpful if you drop the game and pick it up again frequently and don't want to go and download and work with all the latest versions of mods and things, just a simple download and install then you can start playing
>>
>>122525418
Magma?
>>
>>122525351
Aha thank you very much
>>
Is there any advantage for a new player to play Masterworks?

I'm +- new to the game but I'd like to have less pelt and wood types in my inventory.

Does it ruin the original game in any way if I only play as a dwarf?
>>
>>122531608
>not wanting to differentiate between willow and oak for hauling and shield-making purposes
smdh
>>
>>122531810
;_;
>>
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Newest Fort design. I had too much fun making it and not sure if I'lll actually make it ingame.

What do you all think? Anything I should change/add?
>>
>>122533281
Guess I should have added that it will indeed be all above ground.
>>
>>122533281
I'd decrease farm size by 75% and put a statue garden or something there instead
and personally I'd move the SOFTWARE UPDATE AVAILABLE chamber a little to the right, too
>>
>>122533509
I am angry that you beat me to this joke, but I love you for doing it, anon.
>>
>>122533509

Ah yes that does need to be centered more.

Thanks for the laff tho
>>
>>122533281
what are those octagons? towers?
>>
>>122537525
Waddling zones for dwarves who become morbidly obese after eating the colossal amounts of food he's apparently planning to grow
>>
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>>122508387
Hmmm, was playing around with outlining methods in prep for AV allowing us to change tilesets, I think I like it but I'm not sure if it would be better or worse for the folks that didn't like how it was before.
>>
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>been trying to make a Dorf Fort world for some 5 hours now
>usually 150-250 civs with 100k max pop
>every single fucking time the world crashes when I end the aging/creation process and get ready to use it
>none of the worlds have survived past year 200-250 before crashing either

This is making me ANGRY
>>
>>122539613
I gen smaller worlds with 7 civs each for 100-150 years and I never get crashes. hope this helps
>>
>>122539978
B-BUT MUH BIG WORLDS WITH LOADSA POPS FOR LOADSA SIEGINS

I'll probably keep trying until I die of a stress induced heart attack
>>
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>>122540604
You don't need a big world for that.

Cathelms has been under siege almost constantly for 13 years, between zombies and occasional goblins and it's on a 33x33 map, not even in the middle, it's way up on the northern glaciers.

Raise the number of civs really high, I think Cathelms was generated with 150 or something?

Pow, towers everywhere.
>>
>>122539613
> 150 to 250 civs

> 250 civs

remove the 0 for something that won't crash your non-supercomputer, dude.
>>
>>122539613
The fuck do you want that many civs for? That's an absurd amount.
>>
How the fuck do I get my militia to go to the hospital? Literally all of their spines are rotting due to Forgotten beast secretions and all that they want to do is continue training and eat. Turning the squad to inactive just causes them to go about their jolly day. Is spinal rot just not lethal or something?
>>
>>122543890
>>122543741
>>122542686
welp guess it's time to tone everything down a bit

But it bothers me that I can't crate xboxhueg worlds with pop densities similar to india
>>
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>what kobold lovers don't want you to know
>>
>>122546352
Perfect
>>
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>>122543741
What crashes it is the actual world size, a 33x33 with a hundred civs gens no prob.
>>
>>122537525
>>122537748

Heh, you guys are great. Yea I plan on making them towers with fortifications to shoot from.
>>
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>>122533281
>gulag bedrooms
>not 2x2 bedrooms
why
>>
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>>122548601
>2x2 bedrooms
>not max size rooms for vampire discovery/super high room value

So I cracked open another section of cavern to get some more room for my grazers.

I'm uh, walling it back up before I discover what the fuck happened here.

Maybe once I raise the pop cap up and set up a military I'll crack it back open again, for now just having where I can dig safely revealed is fine.
>>
Everyone in my fort is "corpulent" at best, and "belarded with great hanging sacks of fat" at worst. Is this genetic? They are also pale pink.
>>
any of you anons have a good way to reliably gen a world with all the dorfs extinct?

been trying for days to get the perfect one.
>>
>>122549552
clarification: extinct extinct, first two migrant waves only, no dork caravans, etc
>>
>>122549552
tiny worlds anon, ez.
there will be only one dwarven civ, and if they get fucked up early by whatever beast before they expand, they die.
you can also put it to 1000 years and see how the goblins dominate with wars too
>>
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>'Urist, why did the plump helmet cross the road?'
>'Microcline'
>>
>>122550927
that works somewhat but usually there will be enough stragglers around to send caravans and migrants..

also means lack of diversity in other civs beasts etc.
>>
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Does anyone here understand how to design multi-level designations for Quickfort? I only want to make a 3 tile wide path spiral down around a 3x3 pillar, but having only used Paintfort/Chromafort to feed Quickfort, I can't wrap my head around how or where to place the commands to change level.

>>122512738
Are you getting along ok with this? I wasn't sure if the spreadsheet was what you were after, so I was hoping you'd reply if that wasn't what you'd asked for.
>>
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>New codex, The Harmonious Giant Dingo: "What if the rise of the giant dingo Touchbow as an enemy of the dwarves had unfolded differently?"

It seems surprisingly sensible for a genned text, although the title is probably just created from a string similar to how the book titles are.
>>
>>122555560
Haven't played DF in a while, are there actual books or something now? What is this?
>>
Question regarding fishing:
Do dorfs have to be close to the water, or can they fish from a few z-levels up too?

I got a river in a small canyon and I wonder if I have to dig out a space lower or if I can just fish 2 z-levels above it.
>>
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>>122555971
There are books, but they're mostly histories and autobiographies, with the odd secret of life and death manual thrown in.

These are new books; Speculative fictions.
>>
>>122548601

I could give it a try, I mainly do it because easy to make and seems efficient to me.
>>
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>>122533509
>>122536685
>mfw I'm hours too late for a joke
>>
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>>122548601

Well I managed to fix 11 rooms in both designs, But I guess this goes down to personal preference. Although seeing how I normally do the 1x3 bed rooms this might be a nice change from the usual.
>>
>>122557103
What is it you're using to design this?

I always end up giving my dwarves big bedrooms because I want places for them to store stuff in addition to empty spots on the floor so I can tell who is hoarding trash and needs sorting out.
>>
>>122557167
It's called Grid Cartographer 3. Came up in my search for something I could use to plan forts because if I don't shit just gets messy. Gotta have order in the chaos that Armok creates.
>>
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>>122557103
>tfw you can't deselect anon's blueprint
>>
>>122557285
Bugger, I was hoping it was something that tied into Quickfort.

Looks nice though, must feel good to plan in.
>>
https://www.youtube.com/watch?v=iaN13gn-2zg

Why did they edit this interview to make it sound so awkward?
>>
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>mason crafts both a statue of a human killing an alligator, and an elf being eaten by one

Oh, I know how to decorate my trade depot entrance now...
>>
Never seen anything quite like this before, it's all scalding badlands.
>>
>>122557554

That would be something nice, because if that's quickfort, that shit is uggo as hell.

I enjoy building above ground forts, so I works out for my purposes.
>>
>>122558542
No, that's just GIMP. Quickfort is a utility that takes spreadsheets and turns them into macroes for DF.

So I'll take that ugly image, feed it to Picturefort which will spit out a spreadsheet I hand over to Quickfort, which will then do all the tedious buttonpressing for me.

The hideous colours are so that I can make three designs from the one image, the first pass to dig it all out, the second to place the furniture, the third to designate rooms from the beds. I am lazy.
>>
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>>122558672

That's quite impressive it can do all that actually. Down to even designating rooms.

Dorfs surely are masters of the world.
>>
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>>122559095
It's even better with the right plugins for DFHack, building planner lets you order furniture you've not made yet and workflow lets you place an order to maintain a specific number of items in the stockpiles.

So I can dig it all out, order ALL of the furnishing made, tell the dwarves to make sure there's a few beds, armour stands and whatnot in the stockpiles at all times, and they'll finish the whole place off without making loads of excess or having to work out how much of everything I actually need beforehand.

Or at least it would, if Quickfort wasn't refusing to play nicely with me when placing furniture. I've reduced the macro repeat speed to 50ms and it's still fucking up with the building planner disabled, can't work out what I'm doing wrong.
>>
Anyone of you stout fuckers use Masterworks ?
I've been using it since i started DF, i took a very long break though but now i'm ready to start back
The thing is, my version of masterworks gave me no bituminous coal.
Like ever.
I would raze entire forests to craft platemails. It worked i guess.
>>
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>>122559472
>I've been using it since i started DF

Which is why you don't know that bituminous coal is rare as fuck in DF and think it's a problem in Masterwork.

I'm not one to hate on the mod because I've not tried it yet, but FFS play the vanilla game before you mod it you moron.
>>
>>122559472

I've been playing V.6.0, haven't found any bituminous coal, but I don't really need to look for any. Humans can make batches of coal and Dorfs, well I think they have an option to increase coal output from trees too but I'm not sure for them.
>>
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>>122559619
If you've played a bunch of vanilla DF I think you might like Masterwork.

It can get a little...tedious in some of the resource requirements for certain buildings, depending on what race you choose to play. But I think it's a nice refreshing change of play.

You will have to use the .34v of DF tho just cause the creator hasn't been able to work much on the newer version. (This little tidbit incase anyone else might like to try it)
>>
>>122555995
pls respond
>>
>>122559472
>playing mastershit
"menaces with spikes of bloat"
>>
>>122560093
I think i did it several times and i remember like 3 of my dorfs falling down then stumbling several Z levels with broken limbs and taking something like an hour to die in agony
>>
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>>122559881
When I get tired of DF I go play something else, I'm not interested in adding more to the clusterfuck that DF already is.

I like exploring the simulation Toady wants to make, I'm not interested in the games other people want to turn it into unless they're pursuing an autistic vision (Like Napolanon here) or exploring a facet of the simulated world (Like Kobold Camp).

And you'll get a poor reception trying to promote it here anyway, though I doubt many people share my odd reasoning that leads me to dislike Masterwork.

>>122560093
Fishing zones can only be set next to bodies of water.
>>
>>122560216
>>122560240
So it's a bad idea.
Alright, thanks.
>>
>>122560240

Well, I wouldn't say it's attempting to make it a different game, just expanding on what's already there. Digging a little deeper into the gameplay if you will.

But each their own. I won't say it's the greatest mod out there, but it is fun in it's own right.
>>
>>122560113

Heh, I thought this was just a silly maymay at first, but MW does indeed have a lot of stuff. Most of it is useful though I feel.
>>
>>122560565
That's why I don't like it, it's got ideas to bring but not any overarching design, so you just get a bunch of 'ooh, neat' ideas and nothing to tie it all together.
>>
>>122560676

Ah I can see what you mean here. Hoping with the newer version the creator cleans it up, still adds the fun without all the..not too needed extra.
>>
>>122561392
He can't very well remove any features now, what if he took out that thing you loved?
>>
Anyone here tried cataclysm: dark days ahead? How does it compare?
>>
>>122562614
It's pretty cool. Hard to compare it to DF since they're completely different games though.
Go to the roguelike thread, they post about it quite often.
>>
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Anyone happen to have any dwarven reaction images engraved in their forts, like: >>122559619 ?
>>
>>122560240
>Napolanon

...how the fuck did we not think of this beforehand?

Did someone say that and I just missed it?

Was it too obvious so nobody said it?

What the fuck.

So I was fucking around more with my graphics and whatnot to try and get the fiddly little details (like the @ monocle) to show up right.

Then while I was trying to figure out how to get a cool expression with the human soldier mouths a little voice in my head said "Cop Moustaches."

I shrugged it off, but it kept saying it.

I have no idea what I'm doing, but I kinda like the muttonchops one actually.
>>
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>>122564873
I suspect it's more likely no one wanted to be the one wielding the brand, the names we pick tend to stick pretty good, given how we value not having them.

Sorry if you don't like it Napolanon, just don't get a Napoleon complex about it!
>>
>>122533281
That off center Trade Depot makes me want to jump out a window. Otherwise, trolls will destroy/10.
>>
>>122565214
Perhaps, but it is a kinda awesome name for the mod.
>>
>>122565257
There's nothing an aurtist appreciates more than impassioned feedback from his audience.

>>122565506
Looks nice, you need a little more detail to the human faces to keep them consistent with the detailed dorf faces.

I'd suggest a little highlighting on the mustache to give it depth, or some grey/miscoloured hairs in the 'tache to show it's grain.
>>
>>122565603
Ty, I've been trying to figure out how add more detail, I'll try the highlighting.

The dorfs are easier cause I knew how to draw them and the tile already looks like them. Trying to fit the humans into the U and the one with the dots is trickier.
>>
>>122565257

If I could have it centered, I'd be too happy, but sadly It'd take a whole redesign I think to accommodate it.

I'll have my marksdwarves take care of any troll usurpers.
>>
Can we, like, invent a new Dwarf Fortress related meme, and then try to introduce it to other boards?
>>
>>122558394
Strike the earth!
>>
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>>122567840
>invent a new Dwarf Fortress related meme

Sounds reasonable, if a little suspect.

>and then try to introduce it to other boards

What the fuck have you been smoking?
>>
How many files do you have in your Dwarf Fortress related OC/reaction pic folder?

I have 425. Most of it seems to be Timbukdrew stuff.
>>
>>122567840
You don't just fucking invent memes son, you let them happen. Same with the memes spreading to other places.
>>
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>>122568147
1,427

But a lot of that is going to be me saving screenshots and trying to put awful jokes to them, I'd imagine there's 5% of it actually worth saving.
>>
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>>122568380
>reg
By the way, do anyone else think that Reg and Holt is starting to look like a buddy cop pair?
>>
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>gen world
>32 kobold civs
>>
>>122569403
>dwarf:4740
>kobold:4534

I'd use this one but

>goblin:16240

NOT ENOUGH
>>
>>122569403
Are they on the mainland, or are they hidden away on some cave-filled islands?
>>
>>122565603
Holy shit that fort...REEEEEEEEEEE
And for the record "trolls will destroy" was not a pejorative.
>>
>>122567840
Just go to other discussions and randomly drop, "It was inevitable."
>>
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>>122570193
This is the correct answer.
>>
Hmm, I've mentioned earlier that there are mists in my map that makes creatures fall asleep and rot, and even after recovering, will remain blind. However I'm now noticing something new. I accidentally sent out like ten dorves to construct a wall, all of whom got caught up in the mist, and are now being treated in the hospital.

However, shortly after the incident, some of my dorves fell unconscious just when they were about to eat. They didn't even make it into the dining hall, but rather, fell asleep right in the middle of the food stockpile. They, too,are now being treated. They didn't start rotting however.

What the fuck is happening to them? Is this a separate syndrome, or is it the same disease that gets different symptoms depending on whether they come in contact with the mist or not?
>>
>>122570764
Found the problem. Some of my plants were contaminated, and whenever a dorf tried to pick them up, he fell asleep and was brought to the hospital. Only one barrel was affected, so I tossed it in the trash.

The dorves who got infected from touching the contaminated vegetables only fell asleep, and weren't afflicted with any of the other symptoms. After resting up in the hospital, they went back to work.
>>
>>122570193
>>122570705
To be honest, there seems to be a DF memer on /an/. He described some animal in thread, and added "beware its x" in the end. I also saw the characteristic catsposion image from bay12 posted in one of the theads.
>>
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>>122572198
>memer

That's a little harsh isn't it? It's nice to drop the odd subtle reference here and there for a small minority that'll get it.

I'm just checking I'm not a memer...
>>
>>122568147
1.671 Files, 115 Folders
Only a fraction of that is OC though.
>>
>>122560240
>Pursuing an autistic vision (Like Napolanon here)
T-thanks anon
>>
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>>122574389
You are very welcome bro.
>>
Go away, page 9.
>>
Does Quickfort have an issue with placing furniture at the moment, or am I doing something wrong?

I don't particularly relish the idea of furnishing this place >>122557554 by hand.
>>
>The thing is, my version of masterworks gave me no bituminous coal.

It has nothing to do with Masterwork. Sometimes you get it, sometimes you don't.
>>
I just read some of the early examples of procedurally generated musical forms Toady ran across, and I must say I'm impressed with the detail. It's really pretty insane. I mean christ someone with a bit of music theory knowledge could turn it into actual music.

http://www.bay12games.com/dwarves/early_musical_forms.html
>>
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I'm designing a fort

Is this gud?

1-Dining Room
2-Kitchen
3-Emergency Plump Helmet Farm (The rest will be a few floors above, on the sand/clay layer)
4-Workshops and storage area
5-Barracks
6-Hospital, includes patient rooms, a few surgery rooms, storage area and the CMD's office along with a staff room
7-Dorms, can be extended upwards.
8-Armory
9-Offices (Bigger ones are for the mayor and any noble that I didn't kill yet, can be extended leftwards)
10- Statue Garden
11-Food Storage
>>
>>122582048
It'd be more gud if you didn't upload a thumbnail
>>
>>122582220
1px = 1 tile. anon, it's called scaling.
>>
>>122582281
it's called i can't read the numbers for shit, although that's probably mostly white text on a bright green background
>>
>>122582281
Blow it way the fuck up, browsers can only enlarge it so far and we're not saving it and loading it in an image editor.
>>
>>122582574
Are you blind?
>>
>>122582048
Let me put my ant goggles on then take a look...
>>
>>122582681
Not that guy but I can barely read the numbers on the green parts.
>>
>>122582681
Yes. This is why I play df with a text to speech utility.
>>
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>>122583301
Looks fine to me, I'd delay making the statue garden until you're ok with constant partying on the fort though.
>>
>>122582671
Speak for yourself, anon.

I often post my own designs this way, and I have no problem downloading other peoples' designs.
>>
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>>122584167
>Speak for yourself, anon.

I was rather arrogantly speaking on behalf of those too lazy to speak for themselves, because I'm a nice guy like that.
>>
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how bad an idea is this? I've expanded the embark to the entire tile, so I have almost the entire island, all coasts but the west, and a significant chunk of ocean to play with. will I get invaders or caravans?
>>
>>122586713

you can see what populations can show up in the embark sceen, if there are just dwarves you are only going to get dwarf caravans showing up, and maybe kobolds.
>>
>>122586713
Unless the embark is totally surrounded by water, you'll get caravans from your own civ.

You won't get any humans, elves or goblins, though.
>>
>>122586968
it is totally surrounded by water.
>>
>>122582729
kek
>>
>>122587164
I'm talking about the embark. Since the island overlaps two "embark squares", there is no way for you to embark and be totally surrounded by water. It doesn't matter if the whole thing is technically an island, if there's land at the edge of your embark(which there will be to the west, in your case) caravans will come, but only from your home civ.
>>
>>122587402
I forgot to add: such a large embark area is not advised, as it will likely crash the game, and possibly harm your computer in the process.

Even if you manage to get it going, it will definitely run slow as fuck.
>>
>>122587638
yeah, I've done it before. it's stupid but FUN to have a vast river running through your huge embark bogging you down to <1 FPS. no invaders isn't fun though, so I'm going with a different one anyway. on the coast, maybe a third of the tile, two rivers and an ocean bay. we'll see what happens
>>
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>>122565603
Bah, trying to add detail to the moustaches and shit just ended up fucking them up so I reverted to a workable version for the time being.
>>
>>122588045

you can just dig down and make your fort in the caverns. It's almost the same thing.
>>
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>>122588141
The gobbos are looking cool as shit though.
>>
>haven't played in like a year
>boot up newest version
>stepladder? the fuck would I need that for?
>drop it and use the points for a mace
am I going to regret that
>>
>>122589018
Probably not, since they are easily made. Picking fruit can be useful though, especially if you are low on alcohol.
>>
>>122583301
What is every number supposed to be?
>>
>>122588919
Looks more like a classic cutebold, to be honest.

If it was used for 'bolds, it would be perfect.
>>
>figurine of Koren Metalsoacker

Where can I see/read who is this guy/god/king??
>>
>>122589343
>>122582048
>>
>>122590878
Legends Mode.
>>
>>122591335
thanks
>>
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>animals can have sexual orientations
>slaughter all gays for refusal to bring
Inclusiveness!
>>
>>122594205
refusal to breed I mean
>>
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>>122594205
>Inclusiveness!

I think you've misunderstood the meaning of that word.
Thread replies: 255
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