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/dfg/- Dwarf Fortress General
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Choose Wisely.

NOTE: The 42.xx update has finally been released after nearly a year. Be prepared for weird shit, broken things, bugs, and crashes galore. If you find a bug, don't bitch about it here, go to http://www.bay12games.com/dwarves/mantisbt and report it.

Previous thread: >>127531925

>Download the basic game here. Current version is Dwarf Fortress 0.42.xx
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DFHack (Out of date):
http://www.bay12forums.com/smf/index.php?topic=139553.0

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Starter Pack (Out of date):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

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

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

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

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

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

>This pasta:
http://pastebin.com/iAduXzjn
Strike the earth!
>>
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If I started a fort without using any drawbridges or traps, how much more fun should I expect ?
>>
Is there a date planned for the next major release?
>>
Why would the adventurer be neutral good? Chaotic good at best, but, I mean, I spent hours just poking around under great big towns to find tombs with untriggered mummies and dfhacking criminal bosses on top of them, then shoomping the mummy around to large piles of bodies before sitting back to watch the chaos unfold.

The best part: I'm technically not responsible for any of it, so if I just sit back and let it happen, no hard feelings, or I could go jump in and help out and everyone is all "yay hero!" about it.
>>
>>127849162
>implying
>>
>>127849865
nuetral good is the ~intended~ way that adventure mode is meant to go.
get quest, do quest, become here, continue
>>
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>>127849085
EXPECT THE GLORY OF A THOUSAND SHOWERS OF BLOOD AS YOUR MILITIA CUTS THROUGH WEREBEASTS AND INVADERS ALIKE.
TRAPS ARE FOR THE COWARDLY ELF THAT FEARS FIGHTING HEAD ON.
TO HAVE THEIR FLESH MEET OUR HAMMERS IS THE ONLY TRUE PATH OF ARMOK.
>>
>>127850740
Until a GCS/webspinning beast waltzes up to your militia and you realize you have no ranged support.
>>
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Is a 1 goblin siege possible? If so I am pretty sure that is whats happening to me right now.

I've never seen anything like this before.
>>
>>127852210
no, the rest are stealthed, it's a new feature
>>
>playing an adventurer

https://www.youtube.com/watch?v=H6qrREJizY8
>>
>>127849162
No, he's still bugfixing for this one, calm down
>>
>>127849865
>shoomping
I'm pretty sure the scientific term for that is "bamfing".
>>
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>>127850154
Yeah, then you do silly stuff like I just did, deciding to walk from where I started to visit the library on the northern glacier in a 129x129, and haul various books there. No fast traveling, just to do it.
>>
Have you guys ever tried brewing IRL?
If you could brew a drink from DF, what would it be?
>>
>>127858181
ur mum
>>
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>>127857337
Shoomping amuses me more, and there's no [UNDIRECTED_DUST_FLOW] or whatnot to go along with it.
>>
>>127858181
meme helmets
>>
>>127850740
I want to play like this but with danger rooms being mandatory still it feels like cheating even more than traps and bridges.
>>
>>127860602
>danger rooms
>mandatory

Not anymore.
>>
>>127860953
Is the sparring not working at all bug fixed?
>>
>>127861104
Yes. Been that was since .40
>>
>>127861254
He fucked it again in 42.something.
>>
Anyone check if the old Spear of Destiny exploit has been fixed?
>>
>>127861320
Got the bugtracker link for that? As far as I understand it, it hasn't been broken, it's just that sparring was balanced.
>>
>>127861445
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9294
Surprised you don't know. It's been talked about a lot in the general.
>>
>>127861320
I thought he fixed it .04? toady even made a post about why it was happening I think
>>
>>127861338
Shaft of Enlightenment was patched a long ways back, like 40.19 I wanna say?
>>
>>127862112
40.24
>>
>>127861906
It's listed under next update in the bugtracker.
>>
>>127862227
How do you get a well trained military without using danger rooms then?
>>
>>127862170
Guess it was huh, I remember 40.19 distinctly with the stress shit and just kinda smush the later couple of bumps into it in my head.
>>
>>127862768
You don't, that's my point. Dangerrooms are mandatory if you don't want to wait 20 years to get proficient militia or fuck around with prisoner punching bags.
>>
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Is this general going to die?
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Spiderman fort anon here. I need help with a reaction, namely:

[REACTION:PRODUCE_SILK_BLOCK]
[NAME:produce a block out of silk]
[BUILDING:WEAVER_WORKSHOP:CUSTOM_B]
[REAGENT:A:1:MEAT:NONE:NONE:NONE]
[PRODUCT:100:4:BLOCKS:NONE:CREATURE_MAT:STEGODYPHUS_SPIDER_MAN:SILK]
[SKILL:WEAVER]

It doesn't work like I wat. They create the blocks alright, but they aren't made out of silk. Rather, they are simply marked as "blocks", and when I use them to build, the constructions are made out of "unknown material". What am I doing wrong?
>>
>>127868728
>playing as spiders
Therein lies the problem
>>
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>>127869141
Since social spiders are a thing, it's inevitable that someone's gonna make a playable man variant. Just like the antmen.

Interesting info:
http://entomologytoday.org/2014/03/22/social-spiders-divide-labor-according-to-body-size-and-condition/
>>
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>>127868728
Is the material spelled properly?

As a test I just made some brown recluse spider man silk blocks with gui/create-item so the item CAN exist, but silk only has [ITEMS_SOFT] so I have no idea what happens if you don't explicity tell the game "there is an item made of this absurd material here" like gui/create-item does.
>>
>>127870291
>Is the material spelled properly?
I'm pretty sure it is. Perhaps the problem is with the creatures, not the reaction. Currently I haven't given the abiltiy to produce silk to the spidermen themselves, but to the spider that they draw their tokens from. That THIS spider's web making ability works alright I'm sure of; I see the "stegodyphus spider" webs everywhere in the savannas.
>>
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A hammer lord, an axe lord, and an elite crossbowman walk into a keep full of sleeping elves... and a bloodbath ensues randomly.

>>127870645
I'd make sure they have the silk themselves.

Try the reaction with the spider silk by itself instead of the spider man?
>>
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>>127870875
I found the problem. It was a typo which I though I had fixed, but it turned out that I'd only fixed it in the raws, not the save.

Now it works just fine.
>>
Question about Inns and Temples:

I built chests in both of them, and I have made mugs and instruments, now will the dwarves automatically store them in their respective locations upon use, or do I somehow need to place the mugs/instruments myself?
>>
>>127873819
The mugs and instruments will place themselves, no dwarves needed.
>>
>>127873974
Yeah mugs will place themselves, all over the fucking fortress.
Fucking little shits stop taking mugs with you to the fucking workshops just drink from the barrel like ancient dorfs christ.
>>
>>127873974
>>127874661
Don't you have to build the larger, standing instruments as furniture?
>>
haven't played since just before the hauling update, and stockpiles are fucking with my head now

I have a stone stockpile next to my mason's workshop, its filled with hematite. I tried to forbid metals and economic stones from said stockpile, and have another one open that accepts metal ore, but nobody is moving it. This is preventing them from putting the Gneiss that's all over the fortress into the stockpile, and for some reason my mason won't work with stone that's NOT in the stockpile (I suspect it has something to do with me trying the give/take command from the stockpile, but when I removed all give commands it made him unable to use anything instead of everything).

Also, I set bins to maximum but these assholes aren't using the bins, how do I fix?
>>
How many books can 1 bookcase hold?
>>
Wooden bolts + Draltha = Grand Master Marksmanship in a year.
Its morbid how many bolts are stuck in the current live target, and it seems unable to die by them.
>>
>>127876921
For your stone stockpile, check how many wheelbarrows you've allowed. It defaults to one, and once there's a wheelbarrow in the stockpile it will only generate as many simultaneous jobs as there are wheelbarrows in the pile. So that means 1 dwarf hauling stone at a time, which can be really slow and easy to miss. The max in vanilla is 3, but dfhack has a plugin to allow as many as you like.
As for your bins, it's hard to say what the problem is without looking at the stockpile and your stocks and your dwarves. If you have bins, they'll put an empty one in the pile, fill it, and then add more as needed. There's a lot of buggy behavior with bins, and with items in containers in general, so you might be better off with your dwarves not using them.
>>
>>127848587
>2016
>playing rpgs with alignment

Alignment is an outdated as fuck mechanic that no one uses anymore.
>>
>7mil wealth
>125k exported
> about 50k offered
>3 full steel squads with admantine weapons and shields
>still a village

My civ wont even make me a barony.
Started my game in year 2 of my world.
I tried keeping the liaision from meeting with my mayor until AFTER the caravan left, didnt help either.
>>
>>127884864
Did you also have the job requirements?
>>
>>127885413
Of course, craftsdwarf at 20 is pumping all year round, woodburner churning coal, jeweler at 20 cutting and encrusting, 3 cooks churning out, 4 brewers 10 planters, and a carpenter making about 50 beds a year, I dont know what else to do. Maybe its because the world is so young?
And of course my smiths on permaduty
>>
>>127885765
Age of the world shouldn't matter. If you've hit all the triggers you should get the offer. Had reached them when last year's caravan left? Because this year's liaison is probably going off last years numbers. Either way, if you're sure you've hit the triggers and go another year without the promotion I suggest teporting it as a bug.
>>
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Any point in putting performers in the temple as opposed to the tavern?
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>>127886543
Unless you have a very large fortress or a pantheon temple, there's no real point in assigning a performer to one, especially if that temple only has like 5 dwarves in the entire fort who go there.
>>
>>127888298
what do they even do, just socialistic during the praying?
>>
how much of a hipster fuck would I be if I tried to set up DF on my steam controller
>>
>>127889207
Just a normal faggot.
>>
>>127889207
Doesn't sound very hipster at all, only hard to make it work without being clunky. But if you do somehow find a setup you're comfortable with, I could see it being rather nice.
>>
So I built my little faggots an archery range, but they would rather sit around and pray and listen to music all day then train

I quadruple checked equipment/ammo and everyone is equipped with crossbows + training bolts, schedule is set to train year round and I put them on alert, what am I missing here?
>>
>>127889979
the more I think about it the less possible it seems given the different prompts in every fucking menu; you'd have to bind the entire keyboard or else just live with scrolling through every menu
>>127890265
>I put them on alert
active/training should suffice. an alert may actually prevent them from training depending on your burrows and alert settings
>>
>>127863287
>'20 years'
>not giving your military live training experience
>not assigning them to go slaughter wildlife
>not trapping creatures/invaders and releasing them in a designated coliseum for your military to stab to death

Yeah more than a few dwarves will die in the process but thats what makes it fun. Also when you finally get 3 or 4 dwarves with good enough experience that'll keep them from getting wrecked every seige, it makes invasions much more exciting knowing that theres a real chance your military can actually get slaughtered with a few lucky strikes on your only decent dwarves.
>>
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>>127878676
All of them?
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>>127888517
Performers do all the normal shit they do in a tavern or inn, they just do it in the temple instead.
>>
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why is this dorf scattering seeds everywhere
>>
>>127863287
>uber military
>unbreachable fort
That's a boring playstyle
>>
>>127890265
Did you assign it as archery range? Did you build it in the right direction?
>>
>>127891092
the food stockpile holding seeds has run out of space. make another food stockpile set to only accept seeds, and a dwarf should eventually clean up the mess.
>>
>>127891092
Urist Helmetseed.

He's eating, I think.
>>
>>127891208

Yes and Yes

>>127890360

I'll try taking them off alert, but when I do they go back to their civiliian job titles
>>
>>127891470
you have them set to minimum 10 or at least minimum [militia size] on the training orders?
>>
>>127891651

Read the archery guide on the wiki, not only did I forget about quivers but I also fucked up the militia size for training orders

thanks all
>>
>>127868728
The reaction is alright. You need to specify the block's material, so the game either doesn't know what the material specified is or doesn't recognize the way you put it in. Have you defined the material elsewhere? Check the error log
>>
noob here again, how do you establish a water source?, i know is in zones, etc but i keep selecting the river and still no water source, ever tried with a lake in a cavern and still nothing
>>
>>127876921
Only stone blocks can be stored in bins. This fucked ms over for ages too. Set your mason to make stone blocks on repeat whenever he's not doing anything else. Using blocks has the added bonus of speeding up the construction of walls immensely and increasing their value.
>>
>>127894374
After designating an area, hover over it in the zones menu and hit the key for water source.
>>
Did they remove combat logs from fort mode or maybe I'm crazy for ever thinking they were there?

got bored of my fort and decided to send my militia on a rampage, but I only ever get "so and so was found dead" and never any detailed combat.
>>
>>127895465

Nevermind I'm stupid. Haven't played in forever, forgot it was [r] and instead kept pressing [a]
>>
>>127894867
i've done it but, still no "water source"
>>
>>127894374
'i'nteraction zones, designate a space either immediately adjacent (diagonals count) to the water, not actually over the water.
turn on the 'w'ater source activity.

wells don't need to be designated as a water source and will function as long as there's enough water directly beneath in a completely unobstructed vertical fall (ie; grates will block the bucket from going any lower than the grate, even if "open")
>>
>>127892340
YOu also need to activate the squads tranining in each archer target.
>>
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Easy to take for granted travel mode, but mountain climbing remains a matter of actually getting there.
>>
>>127894183
Like I said earlier, I got it to work. I found out that it was due to a typo. Creature mats don't need to be specified, either. The spider men are set to use ordinary silk, and thus, just selecting CREATURE_MAT:STEGODYPHUS_SPIDER_MAN:SILK is enough.

Now that the workshops are working, my next step is using interactions to make my spider people moult anually. The moulting should have a healing effect on them(which compensates for their lack of hospitals), and should leave a chitin(if this is possible. If it's not, I'll have them leave spiderman leather or something behind instead).
>>
>>127880867
I just stablished a squad with full steel armor and training weapoons to attack a Draltha.
The poor thing keeps vomiting and dragging away, while my dorfs investigate the effect of pulping a living beeing and become better warriors.
>>
>>127896141
I had no idea this was a thing, neat. Naming scheme seems unique as well. I didn't even know mountains had names.
>>
>>127896141
I wish there were more cliffs and ravines on mountains. Well, more terrain variation in general.
>>
what features will be added in the next patch?
>>
>>127896891
Not only that: moving up a slope should always cost stamina, and if you fall while standing on a slope, you should roll down and potentially take damage.

Most video games don't pay any attention to this, but tripping down a downward slope can be just as dangerous as a free fall.
>>
>>127897793
If not moreso, the compounding injuries can hurt far more of your body than just breaking your legs or hips or something in the case of a survivable freefall.
>>
what does the average dorf fort player look like?
>>
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>>127898068
>>
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>>127897304
>in the next patch
>the next
>>
>>127897304
Read the dev posts
>>
>>127899108
>>127899715
what happened?
did toady die?
>>
>>127899812
No, he didn't. He's still working on the bugfixes. I'm just telling you to stop being lazy and read the dev posts
>>
>>127899912
Oh when i said what will be added on the next patch i meant that like "what new features would you guys want"
>>
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>>127896862
It's generally quite a trip to reach them, they show up in legends/engravings though.

>>127896891
Heck, I've had peaks which fit an embark tile that topped out around 140 Z, freaky spike mountains. Most sheer cliff was only a dozen or so z unless you count the weird exposed volcano tubes that I've seen hit 100 or so z straight down the side occasionally, with 50 or 60 being pretty common.

>>127897793
Well, it is as tiring as normal movement due to gravity being abstracted.

You can definitely fuck yourself up if you do something dumb like try to hop down a couple layers to speed things up, but that's the closest to the tumbling down hill you really get unless you count losing hold while climbing.
>>
>>127896862
When you're embarking in fort mode you can see the names of the regions and map features in your selected embark area. It's either to the bottom left or in the center above the map, I forget now. It's always the bottom left in adv mode.
Every distinct biome is counted as a region with its own name. For example, my current embark covers the regions "The Prime Lake", "The Jungles of Adventuring", a swamp whose name I forget, and a volcano called "The Joyous Rage". There's no way to see the names of the regions you're in after you've embarked, so make a note if you want to remember.
>>
are opossum men dangerous?
i just started playing and they are fighting dogs outside my fort
>>
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Never seen a dance like this one before, there's one group of dancers making a little circle and another making a larger circle and they kinda reciprocate past each other like a gear.

>>127903006
Well, you can use open-legends to check them out too.
>>
Butchering problems again. Are Puffins not butcherable to begin with? They're now in a stockpile next to my butchery and even manually selecting the task gives "needs butcherable nearby item".
>>
Is pitting humanoid creatures broken? I want to empty my cages but i can't find troglodytes in the pitting menu.
>>
>>127904197
not allowed to directly pit (semi-)intelligent creatures, since Toady figured it goes against dwarven ethics.
>>
How many Z-levels down can Dwarves fish and how safe is it to fish on a edge over a pool the dwarves couldn't swim out of if they fell?
>>
>>127903386
Not in any way, even your average dwarf without equipment can punch some of them to death
>>
>>127906191
yeah i realised when the stray dog killed two of them at the same time
>>
>>127905732
dwarves can only fish directly below their current z-level
dwarves are never in danger of "falling in" to the water by random chance; the only way to actually be forced into water is if they dodged an attack during combat.
>>
>>127905632
so how do i get them out of the cages, nonviolently? sell them?
>>
>>127907383
If you construct the cages near the end of the map, and then use a lever to open them, I guess they'll run for the exit(although sometimes, retreating enemies will decide to hit your tavern, where they will cause the exact kind of mess that they do in adventure mode, except with a weapon and skills).

Selling them won't help, since this will only rid you of the cage: the goblin will simply be put in another cage.
>>
>>127896209
Mannerisms might be capable of that, but I haven't looked into them at all.
>>
>>127903691
some small animals cant be butchered, ravens, owls, etc.

it's a bug
>>
>>127909386
I don't think that's a bug
>>
>>127910070
http://www.bay12games.com/dwarves/mantisbt/view.php?id=0874
>>
Oni mod guy here again. If I want the creature to have different numbers of horns, can I somehow use creature variation tokens or do I need to do it with castes? For that matter, can variation tokens change horn length?

Oh, and what do you consider to be the plural of Oni? Onis looks stupid.
>>
>>127910854
Just because it has a report doesn't mean it's a bug
>>
>>127910857
It's nip, so there's no actual pluralization. One oni, two oni.
>>
Another of my Glacier starts got kinda fucked, because no fish are spawning in any of the 3 underground caverns and I haven't seen any Yetis either and my Hunter is ignoring all the Albatrosses outside.
>>
Were zombies buffed or something ? I just jammed the skull through the brain of an elf recruit corpse and it's still trying to hit me.
The fact I'm walking around with 5 shields and a shiv might not make the task easier though.
>>
>>127913012
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
>>
>>127910857
"The plural of oni is the same as the plural of goblin or wizard: war."
>>
>>127913012
>He thinks elves use brains.
100% of the races who use brains often cut down trees, so elves obviously don't want to associate themselves with the stereotype.
>>
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>>127917790
>I fawn in your general direction
>>
Was there a DFHack command that ignored warm/wet stone warnings?
>>
>>127917790
>https://www.youtube.com/watch?v=qRxwBb7ev1Y
>what happened moments later
>>
>>127915695
>just cut a zombie goblin's head off the body
>it didn't kill it
I also became a vampire along the way but zombies still attack me, is this new ? I thought they didn't attack night creatures.
>>
>>127891106
>>127890617
The point still remains that sparring is bugged. You're accusing me of having a boring playstyle when 42.03 was the first time ever that I actually resorted to dangerrooms because they disgust me so much. I do send my militia out to fight wildlife and use traps but it's not always practical for various reasons and sometimes I want something for them to do while I'm working on other aspects of the fort. That's what sparring is for.
>>
>>127920696
If you started attacking the zombies before you turned vampire, they'll still attack you when you turn into one. Same if you attack one now while you are a vampire, they will retaliate.
>>
>>127920884
Well that makes sense.
At least I'll be able to hone my skills.
>>
>>127920696
There's a bug in all post-0.40 releases which causes resurrected corpses to keep their old loyalties, meaning they'll attack whoever they fought before they died, even if it is the necromancer himself. This also causes mist zombies to fight each other.

I also think that if you become a vampire/necro AFTER you've already been attacked by a certain undead, he will remain hostile forever.
>>
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>>127848587
I don't remember how a dwarf start a party at a table. Can you hint me ?
Should I set multiple dwarf assignments at tables or a huge one ?
>>
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I see your grand army.

I raise a ghostly militia.
>>
>>127921747
Once a dwarf becomes a ghost, he will also become a ghost in all historical records.

Your engraving is of the dorf when he was still alive.

Imagining that portraits of dead people become "ghostly" is fucking terrifying, though.
>>
>>127921694
Make the table NOT be a meeting room, and you should be fine.
>>
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>>127923556
I was trying to fool the ignorant. You spoiled my fun.
>>
>>127923864
All right thx
>>
So, I've made a little pond of water 3/7 deep and I've built three ramps of soap so that my dwarves entering the fort will have taken a bath.

The problem is that the dwarves are not going through the water and as such I've had to build a floor over one of the 3 tiles.

This has worked in previous updates, does anyone have an idea as to what is going on?
>>
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>>127924637
Do they have to path through it or do they just sit on the far side?
>>
>>127924873
they were unable to cross it until I built a single tile floor.

Not only that, but I was unable to build anything on the surface has my building materials were not accessible there.
>>
>>127920815
I'm not acusing, I'm stating. It's boring.
>>
My oldest squad has gotten to proficient axedwarves in 3-4 years, but their armor user is still dabbling. Half of them have ZERO experience in armor.

this shit is bugged.
>>
>>127911543
There goes that fort. For whatever reason my Military Axedwarfs didn't bring their Copper or Training Axes to battle and got overrun by Underground Fun.
>>
>>127925009
Okay God.
>>
>>127925697
Are they getting hit at all? That's what raises the skill. If they become good at using their weapons/shields, they won't get hit on their armor as often as they just block/parry.
>>
>>127926150
Well, they're proficient in shield skill too. I suppose I'll try removing their shields.

I'd rather not use danger rooms, and my options of live training are storks and demons. Goblins and elves sieged me once, but never came for a second try. Despite having 120 dwarves, four million created wealth and year 95 in a world where there should be plenty of beasts (age of myth, I thought I increased the beast amount) the only beast I've had was a cyclops that wandered to one of my traps and died.

On top of that, the walled off demons plummet my FPS to 25. I'll forge an adamantium set and try to shut down hell. If it fails, I'll fight to the end and then start as an adventurer...
>>
>The dead walk. Hide while you still can!
>three unded in unit screen
>prepare my five militidwarfs for the worst
>unpause and they are gone
>>
Where can I find steel swords (preferably two handed) in adventure mode? And now that I'm a vampire necromancer, what do?
>>
>>127927824
AFAIK only larger races create steel two handed swords, and only dwarves use steel.

You can mod humans to use steel too, I guess.
>>
>>127927592
Heh
Enjoy it
>>
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The elves brought a sort of harp with never-still strings. Are instruments with divine materials made at worldgen?
>>
>>127930149
No idea, but it's not the first time I hear about instrument part being made out of divine mats.

Everytime I heard about it, it has been strings brought by elves.
>>
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>>127930149
Sounds like it would be annoying... need a big sound-proofed box to shut it up.
>>
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This can't end well.
>>
Ive never built a leather industry before, is there an ez animal to do it with?

Dunno if I wanna dick with setting up an outdoor pasture cause I feel like animals would freeze to death/get killed by wild animals. Plus I think some grazing animals take a while to mature

there an animal that doesn't need to graze and mature relatively quickly?
>>
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>>127932958
How boring.
>>
>embark
>hunter starts shooting at a rhino
>breaks over half of its body parts
>runs out of ammo
>rhino lives
>hunter picks up more ammo
>goes to shoot a different rhino
>rinse and repeat until no ammo left

I'm feeling like assigning into a squad and making him melee the 3 rhinos he left alive.
>>
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Why reindeer are considered dangerous animals at times? My butcher must be a fucking pussy for being afraid of them.
>>
>>127941591
>Mass: Male: 350 – 400 lbs (Adult), Female: 180 – 260 lbs (Adult)
>>
>>127917790
so is this a confused siege looking at a raised drawbridge, or a modern tavern-conscript militia?
>>
>>127924286
>>127921747
>Thaddodom
>42.04 dwarven artists now become pretentious and adopt a single name once they reach masterful my natural means
I must have missed that in the changelog.
>>
>>127945690
probably the second.
>>
>>127924637
soap can only ever "clean" a dwarf when the dwarf picks it up in bar form and chooses to clean themselves. this is a very low priority task, and only happens when the dwarf has enough grime or other contaminants on them. making constructed ramps from soap prevents the bar from being used at all (preserving it for use in a hospital for example)

Dwarves will also not path through water if they can help it. building a mist machine is better (coating dwarves in water and removing contaminants) and with an added happy thought.
>>
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>>127946886
They will path through 3/7 if you make them though.

Using soap for the ramps doesn't matter, but I approve because it amuses me... though they'd really be hazardous as hell.
>>
Any sitrep on the project to correct the material values for organic tissues?
>>
>>127941591
Hooves and horns.
>>
>>127933397
Not enough dwarfiness. Step your game up, senpai.
>>
My cocks aren't fertilizing eggs. Chicken or Turkey. They're in a closed room together with the correct species.
>>
Should I start a santa fort?
>>
Ok so a new version is out.. I don't really understand any of the changes.

Is it all to adventure mode? Or does Toady still update fortress mode? I dont play AM ever.
>>
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>>127951018
He updates the world, and the world interacts with fort mode in certain ways.

Go make a tavern and some temples for your dorfs, they take breaks to satisfy needs instead of a general "on break" job, visitors show up to party, drink booze, steal your books, and get killed by goblins when you lock the inner fort off from the tavern during a siege.
>>
>>127949719
dey prolly gay
>>
>>127933230
Your options are:
1. Build wall, make pasture
2. Breach caverns, make underground pasture
>>
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So is this random wombat woman I met on a mountain actually a super wise hermit or a brilliantly stupid moron?
>>
My hunter has shot 200+ wooden bolts at these Giant Tortoises without injuring them. They probably don't put a dent on the shell, but the tortoises are fucking gigantic, so head shots shouldn't be this hard.
>>
>>127953290
Reptile skin is typically thick though.
>>
>>127953528
Must be. They don't even bother running away. The hunter just blasts full quivers on their face from 1 tile away and they don't move.
>>
>>127933230
Unless you mod, every animal gives the same amount of leather regardless of their size. Pigs and geese are two good choices for the leather industry for this reason. They both mature at 1 year old and don't have to graze. Most baby animals will be too small to give leather, so fast maturing is the most important thing to consider.
>>
>>127946004
No, you just failed at reading the screenshots. The dwarf's name is As Thaddom.
>>
>>127955375
Or you can do what I do and drop them into a huge pit with sawblades at the bottom, then butcher all the pieces for lots of leather
>>
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>>127955592
Basically what I do in adventurer mode, hack limbs off before killing to get a better yield of the tougher leather types (modded dragon hide, similar properties to steel where applicable) when they're less common in a world.
>>
>>127953290
Giant tortoises are a real life species, they're not actual giants. Their giant variant in df is "gigantic tortoises".
I was about to post a snarky comment about throwing sticks at Gamera before I remebered that, so let's just all assume it was really funny and completely complimented this image I grabbed to accompany it.
Really, though, you should give your hunters some metal bolts if you're doing it for food and not training.
>>
>>127955592
That only works for wild animals. Tame/trained creatures that die from any cause other than being slaughtered in a butcher shop can't be butchered. It's an ancient bug.
>>
>>127956476

Well that would explain why I have a shortage of cow leather and not unicorn leather
>>
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I've never had a king or queen before. In fact, I capped my population at 50 to avoid such problems (currently pop is 38)

Am I gonna have to build a bunch of bullshit now? How did this even happen
>>
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>>127956310
I'll give ya props for the Gamera reference, loved that shit when I was little.
>>
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RRRRRRREEEEEEEEEEEEEEEEEEE

she was muh designated mason, she didn't have anything. Now I gotta pull all this out of my ass.

W-Will she at least still act as a mason?
>>
>>127957429
As the world is active now gobbos could have rip'd the queen and that's the closest relative.
>>
How do you buy stuff from merchants? I went to an armor shop and chose to 'trade/settle debts' with all of them but they only have currency, or nothing
>>
>>127957878
She will, it's a bug though. Nobles are supposed to lazy, but they aren't. Just demanding.
>>
>>127958312

When I started my Fortress, there was only one Dwarven Civilization in the world. If my Fortress RIPs will I not be able to play fortress mode on this world save again?
>>
>>127959942
You will, you'll just be playing as a dead or decimated civilization.
>>
>>127959942
>>127960128
I should add: it's not guaranteed that your civ died, just that your monarch died. It's entirely possible that your mason was just next in the line of succession, or that your monarch had no heir and your mason was selected (kind of but not really) at random.
>>
dead thread, dead game
>>
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>>127962092
>After a polite discussion with local rivals /dfg/ has claimed the position of queen of the spergy spergerspergs.
>>
http://www.bay12forums.com/smf/index.php?topic=36256.msg6724582#msg6724582
>>
>>127962678
>http://www.bay12forums.com/smf/index.php?topic=36256.msg6724582#msg6724582
What am I looking at here?
>>
>>127963749
looks like an URL, mate.
>>
>>127964209
you mean that these shapes mean something?
>>
>>127963749
We got a shoutout from 9dots.
>>
Thought my Fort was done, but a group of unarmored peasants took 3 Magma Crabs down surprisingly well. Only minor casualties.
>>
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>>
>>127968316
FLEE
>>
>No outpost liason? how curious

second year in a row I've gotten that message, WHAT DOES IT MEAN
>>
>>127969148
It means your liaison died like a bitch, and it might mean more than that.
>>
>>127969148
Your liaison is either dead or otherwise detained. The monarch will appoint a new one. Eventually. Many players take this as a sign that a civ is in its death throes, but my experience has always been that the liaison starts showing up again and it's back to business as usual.
>>
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>>127968865
FLEE WHERE, THE FLOOR IS LITERALLY LAVA!

I KNEW I SHOULD HAVE BEEN PAYING MORE ATTENTION AS A KID!
>>
>>127969861
>>127969684

b-but I AM the monarch
>>
I just created a Gobbo Adventurer in a 700 year old pocket world. Spawned in a human fortress where there is currently an insurrection going on against the people in charge. Weird thing is, no one has any weapons, they are just wrestling each other.

It's like I stumbled upon the biggest bar brawl in history.
>>
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holy shit that was painful
>>
>>127971908
Huh. The liaison is supposed to migrate with the monarch. Did you inherit it or hit the triggers? If you inherited it I don't know how a new liaison gets appointed, which is irrelevant anyway because the capital doesn't get visited by the liaison anymore. On account of them living there.
>>
>>127968316
Just curious, do your superspeed adventurers move fast enough to skip on water and magma like minecarts do?
>>
>>127968316
Can you climb the clay wall? Is it onnected to the rest of the temple at all? I can'y see any ramp. If there is as much as a hatch, you should just try to cimb through it.
>>
So /dfg/, what setting do you use when you generate a world?
>>
>>127962678
I like their art.
>>
>>127977596
I used to be working on an Advanced World Gen suite that would make megabeast heavy archipelagos.
I lost it recently, more the pity, but in general, I like high beasts, high site count with a lower civ count, and high mineral frequency.
>>
>>127977596
I just do a few tweaks to make caverns more open
Stop periodically eroding high cliffs and usually try to get some steep cliffs in valleys to play with

Also remove evil squares from large regions
>>
>>127978416
Why the low civ and archipelago tho? Doesn't that mean you potentially miss out on caravans and sieges?
>>
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Do humans normally roll with goblin sieges?

I had a bunch of goblins siege me and some random ass dude.
>>
>>127978767
It's a kidnaped human

Once I had a few elves and dwarves roll in with the siege, it's not that uncommon
>>
>>127978643
Potentially. Most of my fiddling with the settings was trying to get a map that ultimately looked similar to the Caribbean: a few large islands with scattered small ones.

But I value building in interesting environments more than the interactions between civs right now, and I get by and have fun well enough without traders and invaders.

>>127978767
Goblins have always been kidnappers, and in the last release, willful immigration became a thing. It happens.
>>
>>127962678
>vg/dfg
He knows about us!

I hope he starts posting his new shit in the general, like Timbukdrew.

This is a good day.
>>
Quick Question /dfg/:

If I wanted to be super cheesy and embark with nothing but 7 miners and 7 picks, mine out as much as my fortress layout as possible before they starve to death/murder each other, could I then Reclaim the fortress with relative ease? I know when you reclaim with things already inside everything gets scattered, and in some cases the fort gets inhabited by hostile creatures, but by just mining out areas I should be fine, right?

basically instead of "organically" growing my fortress I want to mine out all the areas I want first.
>>
>>127980614
It should be fine. I haven't done it myself, but I've heard of several people who have.

The hardest part would be burying the increasing number of bodies before they become ghosts.

Also, the new needs system might change your conditions, but I'm not sure.
>>
I m interested to know is there finite number of enemies in caverns or do they just keep spawning? Like is it possible to wipe every creature in caverns and then be relatively safe in it ?
>>
I want to praise Armok by slaughtering entire Elven civilizations.

How should I best do this?
>>
>>127980614
just go with 5 miners, 1 mason/woodcutter/carpenter and a single farmer/cook/brewer
>>
>>127981874
Why would it? Just like the world has a fauna above ground, it has one in the enormous caverns as well.

What you call "enemies" are just animals living in the caverns. They're a static element there, just like keashits are a static element above ground. Most of them aren't that dangerous either, so I don't understand why you can't feel "safe".
>>
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>>127978840
>>127978852
Guess I killed him for no reason then.
>>
>>127983349
Nah, he was a foreign invader coming to steal your booze and craftworks.
In either situation, he's an enemy.

Either he was indoctrinated into evil and "goblinized" as a youth, or he joined the goblins willingly as an adult. It's an Old Yeller situation either way.
>>
>>127984514
Actually, the kidnapped kids never become goblinised. They keep their old names and ethics. It's the second generation that becomes goblinised.
>>
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I'm getting better at creature modding. Please give me ideas for medieval eastern europe flavored monsters
>>
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>0xp swordsman kills a cyclops in a single strike
>>
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>tfw painstakingly laying out the perfect bedroom and workshop (not pictured) plan manually

embarked with nothing but 7 pickdwarves, will reclaim later. I sure hope they finish everything before they die
>>
I HAVE TO MANY DWARFS AND ITS SLOWING DOWN MY GAME. WHAT DO?
>>
>>127988396
Embrace it
otherwise
MAGMA
>>
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>>127987694

Dolomite, Magnetite, Platinum AND bees?

I've never been so lucky
>>
>>127987154
Baba Yaga? Have her live in a lair.
>>
By the stone, live!
>>
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I have 2 goblins in eternal combat with an undead head, which can neither damage or be damaged.
I did this to powertrain them. They are both elite in their skills now.

My problem: how the fuck do I seperate them now. They remain on the same few tiles, unmoving. I tried baiting them out to my cage traps with a bunch of pleb dwarves, but to no avail. The area is too small to make a cave collapse and knock them into any cage traps.

Wat do.
>>
>>127992450
dig from below, dropping the undead head on another tile
>>
>>127992450
Unless they're standing in the same tile as the head you could just drop a 1 tile cave in on the head.
>>
>>127992631
One of the goblins is on the same tile though.

>>127993991
I prefer to keep the undead head alive for further experiments
>>
>>127947393
Honored anon, would you consider posting pics of your dorfwash? I wish to construct.
>>
Guys, would you like to do a sucesion fort?
>>
Oni modding report: It's going rather well. I gave them a bunch of gigantic new weapons, but the inability to use high-level materials. They also have merrymaking and martial prowess appreciation at max and stoicism at zero, and PRONE_TO_RAGE, as well as killing enemies set to required, so they're like bigger dwarves that live aboveground and substitute science for aggression. Building aboveground forts with clay and huge interconnected towers is fun.
The biggest problem when playing as them is satisfying their needs. They don't inherently value art (unlike dorfs who have craftsmanship set to 50, the maximum) and they all absolutely love fighting. I basically have to draft them in turns so they can go kill random wildlife.
Is there some way to get tavern brawls in fort mode?
>>
>>127995404
I assume they're gigantic? If so, heads up:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=4843

>Clothing thickness scales linearly with body size => giant creatures have insanely thick clothing
>>
>>127995639
Huh. While they're not fuckhuge, just a couple heads taller than humans, that's all the more reason to make them wear little to no clothing. If I were to remove all clothing aside from sandals and pants from their raws, would they get unhappy thoughts from not wearing much? If so, can I disable that? I'm not exactly picturing them as very shameful.
>>
>>127995193
I doubt it would work very well, but we can try. If this becomes a thing I would gladly do an early year (PC is shit) and help organizing
>>
>>127996168
Yeah, It could be cool, but maybe we should try to use trips so this doesnt become really confusing.
I guess we could make someone roll for it(dubs or trips) and the winner downloads it
>>
>>127996441
Just set up a list of email addresses. If only one person has the current file there won't be a problem.
>>
>>127995193
Every few months anon floats the idea of doing a succession fort, and it never happens because most of us aren't willing to trip for it. I wish you luck.
>>
>>127995971
http://www.bay12games.com/dwarves/mantisbt/view.php?id=5775
Well, apparently I can't. Shit. I guess I'll just play it off as them just having a tough hide while only giving them sandals and vests.
>>
>>127997164
>>127996441
>>127996168
>>127995193

Ok, lets do it then.
First, we should create the world and choose where to settle, right?
>>127997251
The key is just start to do it right away.
Answer this post asking what would you want/need about this fort.
>>
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>second year
>migrant wave of 35

if that wasn't bad enough, half of them are children

>>127995193

Is it time to revive the tomb of /v/irgins?
http://steamcommunity.com/groups/Tombofvirgins
>>
>>127997512
Dindnt knew about that, so i guess no.
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