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/dfg/- Dwarf Fortress General
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You are currently reading a thread in /vg/ - Video Game Generals

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The General is as dead as ever.

Previous thread: >>136364408

>Download the basic game here. Current version is Dwarf Fortress 0.42.06
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 (Alpha release):
http://www.bay12forums.com/smf/index.php?topic=139553.0

>Starter Pack (Alpha release):
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!
>>
Dead at 187 posts? Seriously?
>>
>>136522306

I blame the masterpiece trading bug.
>>
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Heavens above, that was record timing thread archive.
I need to tell my friends to start posting here, or something.
>>
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>>136520150
Storytelling allows A LOT of archeology, an expansion of the tracking system combined with it would be pretty fucking cool.

>>136522412
I blame GDC. I want my fucking building shit dammit! All I'm doing is going around scouting sites and playing with different world-gen shit to see what pops out.
>>
Horizontal vs vertical forts, or a pragmatic mix of both?
>>
Are there any current mods which add more spells and shit for adventure mode?
>>
>>136523210
I hope expands the zones of the underground bandits to also include specialised throne rooms, barracks, recreational rooms, et cetera. It will be a stepping stone towards making Arol-Iton real.
>>
Hi /dfg/!
Who do I play?
>>
>>136524454
elven hippie peasent
>>
>>136524454
You play as Greg.

How Greg plays is another matter entirely.

The keys are usually listed on screen with what they do in a given context, you can hit ? to see the general list of keybinds and the icon guide I posted a couple posts up.

You grab your crew of dorfs and pick out a spot to start doing shit in fort mode, massive excavations with engraved multi-level rooms lined with statues and furniture, military centric forts with a bare minimum of comfort to keep it functioning while you grind goblins with your soldiers and/or traps and/or more creative methods, role play based setups where you try for a certain goal or aesthetic or theme as it suits you, ascend in status with your civ until you become the mountainhome (or capital) and the monarch comes to live in your fort, and any number of other options.

Alternatively you can go into adventurer mode and explore the world around your fort, visit your own forts, go do silly things like kill a merchant and then try to run a shop, become famous as a bard, rescue people from muggings, (attempt to) rescue kids (which is broken right now) kidnapped by goblins, track down hoary beasts and slay them or die horribly trying.

Basically you have to ask what //you// want to do, and then you can start figuring out how to accomplish it, if it is even possible yet.
>>
>forbid eggs
>forget to check on the gila monsters
>gila babby explosion
Oooops.
>>
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When I tried to drive the elves away from my capital, my lord also began attacking me for some reason, so I killed him. My law-giver is nowhere to be found, and seems to have escaped with the rest of the fleeing elves.

Subsequently, I claimed the site, and then retired and unretired in order to pass some time. When I returned, I found out that several elf recruits joined me as hearthpeople. Some of the stores are empty now(even though they're not abandoned), so I guess that's where they came from.

Anyway, currently I'm travelling arounf this tiny mountainlake microscape, making the human lords pay tribute to the capital(of which I'm in charge), and driving off any elf occupiers from human sites.

Pic related is probably the most impressive mead hall I've ever seen.
>>
>>136525683
On a related note, Gilas are venomous right, what syndrome do they give? Maybe I could use them as fodder to weaken invaders before battles.
I only keep them because their returns are 3 x for some reason.
>>
>>136526123
Starting civil wars and loyalty cascades, sounds like fun.
>>
will gobbos or undeads ever try to path over water? will I still need a lip on my walls if I've got a moat?
>>
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>archived at less than 200 posts
>>
>>136528509
We need new pure innocent blood who don't know what is waiting for them.
>>
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>>136528509
>tfw 99% of the time you spend on 4chan is spent on /dfg/
>>
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>>136528850
>>
>>136529630
I;m thinking about thos dorfs.
>>
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>>136528850
>tfw 99% of the time you spend on 4chan is spent on /dfg/ and you haven't actually played the game in months
>>
>>136529630
If anything, reflecting on dorfort is going to increase my fear of magma.
>>
>stop funposting on /dfg/ for one day
>thread dies
Cmon guise
>>
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Does Dwarf Fortress have memes?
>>
>>136531448

You think too much.
>>
>>136531448
Loads of plump memes :^)
>>
What are you planning on doing once the adventure mode construction release comes out?

I'm considering the following:
>building a secluded manor with a personal library, and then travel around the world in order to bring back rare books
>building a hermit cabin in some inaccessible place, like a mountaintop, a cliffside, a mountainlake island, and so on
>gathering a big group of people and then settling an untouched land, building towns and villages
>>
>>136532123
I don't really understand the appeal since it's just a more limited version of Fortress Mode.
>>
alchemy when
>>
>>136532272
Personally, I've always been a bigger fan of rpgs than strategy games.

Fort mode is really fun, but it's more fun to actually play as a single character and still be able to order people around.

I don't know, I think it's the same reason that I prefer Mount and Blade over Total War(not that they are competing for the same niche). Being one ordinary person in the middle of a complex world driven by strategy game mechanics just has a certain appeal to me.
>>
>>136532762
I agree but I meant the appeal of building in adv mode since if that's what you want to focus on you'd be better off in fort mode. It's just a bit of flavor to me in adv mode, can you think of some adv specific cool uses?

>RP a night creature and build your own lair
>RP a homesteading pioneer farmer with family (we Harvest Moon now)
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>>136533361
Franchise taverns along heavy traffic areas identified in adventurer mode.

Specific inns built for shelter and such as you roam around.

Acual sites which you claim that don't revert to some random group the moment you leave.

Fortress seeds in areas where it's just easier to begin in adventurer mode. A haunted glacier of doom is cozy for a properly buffed up adventurer, and can have the infrastructure neglected completely in favor of putting down foundations along with initial shelter for a fortress group to come in and build on/with/around later on.

Even without digging, something like this should be possible as long as we can assign thing to be built in place like doors, windows, beds, etc.
>>
How many z-levels do you generally use?
>>
>>136536330
Definitly enough to count as abuse.
>>
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>So the next version of Armok Vision will support Oculus Rift, as well as streaming to google cardboard, if you have either of those.

>So I can now control DF through Armok Vision. It just passes the keys through directly, so you still need to look at the DF window to see what you're doing.
>I'll be fixing that too.

>you will be able to play Dwarf Fortress Adventure Mode in VR in your lifetime.
>>
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>>136535350
>>136536639
Fun fact, glumprong looks great in AV!

>>136536330
>stand on a beach near a sheer cliff
>the cliff is just what I can see of a mountain peak
>fucking bright white and dark grey on elevation map exports
>[v]iew as far above me towards the cliff as I can
>Shift+V to launch.lua myself that way
>hurtle helplessly upwards as the mountain face comes closer and then rapidly falls away
>oh shit
>slam into the sky and blow apart
>used all of the z-levels
>still need more
>>
can someone explain how to get the current version of isoworld working? i can get the beta running just fine, and ive downloaded isoworld master i just dont know how to get it to work
>>
>>136538465
> ive downloaded isoworld master
from github? A release or the source code? If the latter, did you compile it?
If the former, did you read the instructions from the forum thread? Made sure the isoworld version works with the DF version you're using?

What are you doing, what do you expect to happen and what is happening instead? More information, and more precise explanation of what you want to achieve please.
>>
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>>136538738
>>136538465
Most importantly, do you want to view a world map, or do you want the detailed overworld view that follows you around in adventure mode (pic related)?
>>
>>136538868
I want a detailed over world view

>>136538738
Right now I'm running the version that is in the file in the OP of the forum thread and I can run it fine, except it lacks certain features I want like a mini map or detail on tiles.
>>
>>136539781
You need DFhack for that.
DFhack and DF need to run, then you press "connect" in the Isoworld window.

I don't know if DFhack works with the current version, haven't kept up with things.
>>
>>136539889
do I need to be doing anything special in df while connecting?
>>
>>136539960
Running fortress or adventure mode.
The maps you want to view are only generated after you actually start playing - that level of detail doesn't exist until then.
>>
>>136540194
Didnt know that, that make sense, thanks
>>
Bump for incoming green
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Elves: What For?
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is it beneficial to appoint champions if my dwarves are training anyway?
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>>136531448
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Hey, are there any ways to check if the evil area animates dead spontaneously? I kinda want to try to embark TERRIFYING GLACIER, but I don't want to deal with unkillable butchery-byproducts.
>>
>>136546162
Care to post your colorscheme?
>>
>>136526252
I'm a bit late, but might aswell dump my research.

I fucked around a lot in adventure mode using venomous creatures. Due to looking mellow, I never tried platypus, gila, bark scorpion, copperhead snake and adder. I don't know much about them.

Venomous beastmen are small, and not very endurable, but good sneakers. Injecting venom only works through no clothing or only one layer, your best bet is attacking the hands and feet, or grabbing clothes off enemies and biting the exposed parts. I did most of my research on small-to-medium sized wilderness creatures and goblins. usually 2 bites per creature, 3 if bigger.

It would seem the best for grappling is brown recl. spiderman, due to its 6 arms, but it's venom is SLOW as fuck, takes several hours to kick in, so don't bother.

The poison rattlesnakemen use is similar to that of the brown recl. spider, but much quicker. Blisters and swelling don't even slow things down but the pain and the nausea do, at least a bit. The rotting is only useful if you manage to bite into the brain or lungs, also eyes can suffer from necrosis, but otherwise a long list of rotten organs and limbs isn't fatal. Best tactic is hoping the venom causes enough pain so one of your blows brings the enemy down and you can strangle the fucker.

The black mamba bite is fatal, a bit slow. The dizzyness, drowsyness and fever it causes aren't too dangerous, they slow the enemy down a bit, but nothing useful. Black mamba venom causes strong pain, so there's a good chance your prey will faint rather quickly. The uncosciousness and complete paralysis parts unfortunately come later and against a serious foe you might not last long enough.

If you don't want extra shit, just pure killing power, the king cobra man is the way to go. No nausea, no bleeding, just a bit of dizzyness and full paralysis after that. Prey doesn't give into pain or anything. One random moment they just hit the ground, lock the fuck up and suffocate.

cont.
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http://pastebin.com/C0nGbaUK

Nicked from DF wiki, CowThing's darker colour scheme, I think.
The tileset is Haberdash's.
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>>136546865
The last and nastiest venom is the bushmaster venom. The strong pain it causes has most small creatures passed out within minutes, also they suffer mild bleeding that seems to continue up to the point of death. After giving into pain most creatures puke themselves to death, sometimes they don't even survive until paralysis kicks in. You need 2 well-placed bites and your victim is lying unconscious in a pool of its blood and puke within a few minutes. As I said, nasty stuff.
>>
>>136547178
>CowThing's darker
Thanks a lot. I'm using CLA's tileset, I'm rather comfortable with that. Using the solarized colorscheme before, felt like trying something else.
>>
Let's say my adventurer walks into one of my forts that's filled with metal and glass trap components. Serrated discs, manacing pikes, axeblades, all the good stuff.

How are they as throwing weapons? Are they too heavy? Should I bother?
>>
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>>136547357
[SYNDROME]
[SYN_NAME:bushmaster bite]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:BUSHMASTER:ALL]
[SYN_INJECTED]
[CE_PAIN:SEV:75:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:50:END:1200]
[CE_BLEEDING:SEV:10:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:30:END:50]
[CE_DIZZINESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:100:END:1200]
[CE_UNCONSCIOUSNESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:100:END:200]
[CE_NAUSEA:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:60:PEAK:200:END:300]
[CE_PAIN:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:100:PEAK:200:END:300]
[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:125:PEAK:200:END:1200]

Does indeed look nasty.

So, I'm trying out building isoworld for myself, first all the tries I made with the regular dfhack branch didn't work but I realized that I was cloning in the 40.24 so I figured out you gotta git checkout develop and update it, got it building now with isoworld included in the build. Figure it should be easier to check all the different volcano tube states with it, plus it should be handy for checking on the location of temples in towns and shit.

>>136551010
Serrated discs tend to be pretty brutal, throwing in general is good shit, my favorite part of going barehanded-badass-brainpuncher is running up and grabbing some gobs crappy weapon, kicking or punching them away so I keep the weapon, then chucking it into the lung of their buddy.
>>
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Well, did it anyway. I gotta bow to few caravans, then I will attempt to get my farming on in the caverns.
>>
Just fucking die
>>
>tfw just learned how to mine and do basic shit
dem dorfs man, DEM FUKKIN DORFS!
>>
>>136552817
>evil glacier
Nice meme fort, anon.
>>
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Rate my world, /dfg/
>>
Is there a way to remove aquifiers from worldgen completely?

I'm a noob, I know
>>
>>136555014
Nope. Just search for an area with aquifiers non existent.
git gud.
>>
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Well, that was quick.

>>136553451
I am the mememaster, after all.
>>
>>136555014
Edit the stone and soil layer files in raw/objects/ to remove all [AQUIFER] tags.
>>
>>136555014
You can set Aquifers to Off with the Lazy Newb Pack under the options in the launcher
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>>136555241
>>136555381
isn't there an [AQUIFERS] tag in d_init.txt?
>>
>>136556274
Correct, there isn't.
>>
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>>136555248
This was actually pretty excellent find.

A pit of magma to get my metal industry running.
A water source.
Plenty of space for farming.
And adamantite, Maybe not best idea to go dig it yet.
So close to the surface, too!
>>
>>136555014
You can do >>136555381 to the raws of a save for a world that already exists if you want to be a scrub.
>>136543904
If your champion is already in a squad he'll continue to do the squad's normal training like before, while occasionally doing demos, like he would've anyway. There's no difference unless you appoint a civvie.
>>
>trying to advance history with the Large USA map
Computers were not meant to handle these strains.
>>
>>136554873
That's a nice looking world, anon. There are some real cozy looking islands there.
7/10 would vacation.
>>
64 bit libs when toady i dont want this multilib shit
>>
>>136558585
>tfw doing the same thing
I have Dwarves clustered in the Rockies, with colonies all over the south.
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>>136559521
It is it Dwarven Deseret?
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I'll help keep this thing alive, now and then for the moment

I felt like playing DF in the past, and I have plenty of times (witnessing my own dwarfs falling down stairs with great hilarity) but games like Endless Legend make me feel comfy

simply put I'm not sure how to get back to DF without feeling the same kind of accomplishment I get from the other 4x games. Of course I don't mean to go on involuted ideas and convoluted completionist megastructures, just to find some middle ground between that and just keeping dwarves happy in minimalist buildings

I don't know, have a longhouse I emulated many times in varying sizes, as something static and recurring in previous games
>>
>>136559859
>my longhouse inspired a fellow dwarf
My heart.

Architecture is an art, and I think there's a sense of accomplishment in making something both functional and attractive. I know a lot of people get their kicks surviving in harsher and harsher environs - I've certainly built my share of forts for FUN - but there's something to be said as well for pulling off a theme. My proudest accomplishment was not surviving in an evil undead glacier at the crown of the world, but building a residential district that gave every family a full house with interior plumbing.

That said, I have been playing more GSG than DF lately, so I can sympathize with your plight.
>>
>>136559716
Its even bigger than Deseret
>>
So would multi threading help with FPS or is it always going to he fucked?
>>
>>136554873
wouldestablishempireincentralmountainvalley/10
>>
>>136564519
Kek, the goblins will still get there eventually, and the very first party they send will raze your entire empire to the ground.
>>
Can you guys suggest some Dorffort LPers that aren't Jef, Plump or Quill18?

I need to feel like I'm not alone whilst playing.
>>
Usually play small forts. Is there any reason at all to give nobles what they want? Is there any point in them beyond something else to do with magma?
>>
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>>136566528
>goblins will get there eventually
I'm counting on it.
>>
>>136566762
Nobles can be as useful as any other dwarf. And it's not like it's hard to meet mandates, especially after the last update allowed creating specific craft items.
The only reason left to magma a noble is if they ban the export of one of your fort's major trade goods or to be an ebin memer.
>>
>http://www.mirror.co.uk/news/weird-news/goblin-suitcase-causes-cops-flee-3052799
>http://www.theguardian.com/world/2013/dec/22/elf-lobby-iceland-road-project

It's happening all over the world.
>>
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Well, finally found out that the very common eerie murk cloud husks the wolves.
Their teeth seem to fly off for some reason. Could they be fighting each other, or is there other reasons why they are moving so erratically and frequently?
>>
If you were doing all this to leave the roadway itself nice and rough, would you smooth the stockrooms?

This hole has to much potential, it's really hard to make an effective fortress in here without feeling like I'm wasting a great deal of something.
>>
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>>136567991
>Wave of migrants
>A cloud at the same time
Had me at edge of my seat.
Thankfully, only two farm animals at behind got afflicted. The dwarf that for some reason didn't go inside the fortress immediately got killed dead.

It seems that the region doesn't automatically reanimate. A relief.
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>>136569495
>>136569713
>>136569953
Meh, newb players are ten a penny, do we have any new versions of these?
>>
>>136567585
Sure it's not hard to meet them. But is there any point? Maybe if happiness actually mattered , but it doesn't.
>>
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>>136570637
I like the format, but I've only got these two and they aren't great.

We ought to revive these in DF font, dig up the disemboweling posts and find them something noteworthy to go up against.
>>
>>136571056
Is there a point to anything you do in df?
If you just want to haul goblin giblets without the distraction of having to make a handful amulets or a few pairs of low boots every season that's your business. It's a single player game.
>>
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>>136571778
>Is there a point to anything you do in df?

In the grand scheme of things; if you can crunch the DF 'numbers' and get plenty of plot happening, and then have the wherewithal notice it take place and tell us, you're doing Dwarf Fortress and Toady a great service when the 'numbers' come up and you hit a good story.

My fiancee struck this one, and then Toady fixed it within days, I was probably more sad than her about this.
>>
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I was planning to dump the lot, but gosh that's an intimidating timer we've got now.
>>
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>>136538868
Argh, fucking arch damn shit bastard whores.

>[ 87%] Linking CXX executable isoworld
>CMakeFiles/isoworld.dir/UserInterface.cpp.o: In function `initializeAgui()':
>UserInterface.cpp:(.text+0x2f6): undefined reference to `agui::Font::load(std::string const&, int, agui::FontFlags, float, agui::Color)'
>CMakeFiles/isoworld.dir/UserInterface.cpp.o: In function `MainScreen::UpdateText()':
>UserInterface.cpp:(.text+0x41e): undefined reference to `agui::Button::setText(std::string const&)'
>UserInterface.cpp:(.text+0x471): undefined reference to `agui::Button::setText(std::string const&)'
>UserInterface.cpp:(.text+0x4c0): undefined reference to `agui::Button::setText(std::string const&)'
>UserInterface.cpp:(.text+0x4ed): undefined reference to `agui::Button::setText(std::string const&)'

Fuckity fuckbats.
>>
>>136572513
I agree. That's why I think it's silly to do something as pointlessly gamey as atom smashing nobles just because.
It became a meme when nobles' mandates were fort-ending forces of destruction that rivaled forgotten beast attacks. But now they're just the barest of guidelines for the pointless opulence that most overseers will indulge in anyway.
And what makes a better story? "My novice leatherworker failed to complete a mandate to make bucklers, and now he has a broken arm from his beating. He has 42 days left on his sentence attached to a chain. His wife or his oldest son bring him food and water every now and then, and it makes him cheerful despite his injuries." or "I had a baron and then I didn't."
>>
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>>136573895
>swearing on a blue board
I'm telling Toyota Fukushima.
>>
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>>136574398
You'll be fucking sorry when his mum finds out and says he can't host an image forum anymore.
>>
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Oh jeeze. I guess I won't be getting much imports anymore.
>>
>>136575063
PULL THE LEVER
PULL ALL THE LEVERS
>>
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>>136575430
or indeed, just the red one, fuck the lot of the cunts.
>>
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Does Toady have any dirty secrets?
>>
>Werehyena attacks
>Kills 2 miners without a care in the world
>Herbalist gets bitten
>Bard jumps in
>Somehow throws the werehyena off of the cliff.
>Has been hanging from the cliff face for two months.

Just climb back up you absolute madman.
>>
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>>136577507
I doubt there's even a sex position I could teach him, and that's assuming I could even seduce such a mastodon of debauchery.
>>
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Yessssss
>>
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>40d
>6x6 area default
Toady you fucked up.
>>
>>136575430
Ripety rap, a husk got in, murdered everyone.
In death throes of my fortress, I released the clowns.

Maybe I will visit it someday...
>>
I think I embarked in a place that has no nearby goblins

at least if I'm reading this legends map right

any way to fix this?
>>
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>>136580620
Holy shit this is fantastic. Fath is my duchess, and a legendary macedwarf. She absolutely detests worms, so I guess the mayor was giving her some shit there.
This will be the 4th artifact in her kit, joining a platinum breastplate, a bronze shield and an alpaca wool face veil.
>>
>>136581013
Kill human/elf/dwarf caravans and have fun with them instead.
>>
>>136581184
And for reference, here is the ignominious death suffered by Pelese the forgotten beast, as documented several threads ago. Unseen here is the magma crab relentlessly taunting him from a z level up.
>>
Hauling is a horrendous experience.
>>
>>136577507
I heard he's a former mathematician.
>>
>>136577507
In old versions of dwarf fortress hell had tentacle rape demons.
>>
>>136580753
You totally should. Husk adventurers are ungodly powerful. Become a vampire/necro first and then take over the world with your fort citizens' reanimated corpses.
>>
https://www.youtube.com/watch?v=fXSwxQYrSB0
>>
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>>136584002
Misery loves company.
>>
>cages catch some rutherers
>3 females and 1 male

Rutherer ranch is a go.
>>
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Wonder how many dwarfs will die to it.
>>
>>136580669

but that's wrong
>>
>>136585561
what are you doing
>>
>>136586727
protecting my dwarfs from agents of heaven.
>>
>>136587432
Oh. Carry on.
Never been to a vault, didn't know what they looked like.
Just curious, is it made of slade? Can you deconstruct it or is it natural?
>>
>>136587893
can deconstruct it but it won't unreveal walls which is weird.
>>
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>>136589578
>>
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>>136581184
>>
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>>136591185
Well played.
>>
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>>136595017
At a certain point you get strong enough to just punch limbs off of people, and sure you could just literally knock heads off left and right... but is that as fun as beating someone to death with their own arm?

Hell no it isn't!
>>
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Anyone tried Goblin Camp?
>Goblin Camp is a citybuilder roguelike game with economy and strategy elements released under the GPLv3. It is inspired by various and notorious games like Anno 1404, Dwarf Fortress and Dungeon Keeper.
https://libregamewiki.org/Goblin_Camp
>>
>>136598862
>Goblins
>Not wanting to smelt them into goblinite
Whats wrong with you?
>>
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>>136598862
You can just mod gobs to be playable in df, you know.
>>
>>136571337
I remember one where he changed the way hearts worked, and was testing by having dwarves shoot crossbows at each other hoping for a heart shot, and when he finally got it it was because one of them got shot in the arm, and then unable to use his crossbow, ran through enemy fire and stabbed a bolt into an enemy's heart.

I always thought that was the tightest shit.
>>
>>136596452
POST TILESET
>>
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>>136601763
>>
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>>136602680
Bonus without the shading, for those who swing that way.
>>
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>>136531448
>meme
>>
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>>136602917
Oh, and the 16x24 for the threadbump!

Made them so you can play on 1920x1080 or 1366x768 without them being scaled down. Trimmed the corners off after scaling the curses_640x300 up, then fiddled around with various things like the goblin soldier tile, tilemagic for engravings, translucent backgrounds, and so forth.
>>
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>>136605527
Man, come back from reading and it's still dead. Kammaaaaan Toady!

Here's the bare version of the Keen set.
>>
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>be relatively beginner to the game
>early fortress
>get my first 6-7 migrants
>then the caravan arrives, have to figure out what I can sell
>at the same time try to start my metal industry
>try to assign useful roles for my migrants
>while digging for metal and keeping my mason and carpenters busy
>a month later, 7 more migrants arrive (though they did have relevant skills for once)

Holy shit, I'm trying to go for "Objective -> Idlers: 0" but I'm spending 90% of my time in pause and it feels like I'm micro-managing an ant colony
How do you guys do it? Mods that do some work for you?
>>
>>136607952
I appreciate it, hoping to get back into the game and a nice high-DPI tileset was the last thing I needed.
>>
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Only bees in this desert and no trees, a honey badger tried to murder a dwarf for being near a hive.
>>
>>136608492
having idlers is OK

use Dwarf Therapist to manage labors (or dfhack's labor management screen)

use the job menu [j] to create production jobs that your laborers can work on

have useless dwarves haul stone into a dump zone and then reclaim it
>>
>>136608685
Why should they haul to a dump zone?
I'm using stockpiles right now

Is that an abuse to stack stone on one tile? I'd rather just use bins
I'm a shameless z-level abuser anyway, I got the room
>>
>Tfw beautiful fort
>Legendary tavern, filled with visitors
>Decently equipped militia
>First titan
>It's a gigantic pink jade quadruped that shoots webs.

It was inevitable.

I managed to get the bridge up in time so that now its stuck on the other side in the tavern. Everyone in the tavern is dead. The thing doesn't even have a scratch. I have some 35 militia dwarves training but I know if I lower that bridge this fortress is gone. The visitors, warriors unfortunate enough to have come now, die the moment they enter the tavern.

I suppose now would be the time dwarves start discussing whether or not adamantine is only a myth. I'll begin digging deep soon.
>>
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>>136608508
What size screen you use? I get frustrated as hell with some of the smaller sets. I can appreciate using them to see more of the fort map at once but I can zoom out and get the same effect, y'know?

I was actually inspired to fuck around and see if I could extend the angled walls by >>136608513
this Taffer set which I love as well.

I was using a 32x48 but the game sizes it down to 24x36 anyways, and while it still looked nice it seemed like I should try to make a native one since I needed to do the smaller one since we just recently got df working on the woman's chromebook via crouton.

Though she hasn't even made it to this point yet: >>136608492

Incidentally, antfarm-anon, do you have a manager assigned?

If you don't have dfhack set up and whatnot then you'll be leaning on the manager heavily, it's still useful with dfhack but there are other tools that do similar jobs like workflow (basically you say "there should be between x and y of z item at all times" and the plugin uses the manager to order production when it detects the relevant conditions) but yeah.

Assuming you DO have your manager set up and whatnot, a lot of it is still just habit, knowing which things you can slack on because they'll take care of themselves once you do the basic setup, while other stuff turns into a crisis fast.
>>
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>>136609678
They're just too good.
>>
>>136609149
I love how often taverns wind up being unintentional buffer zone slaughterhouses.
>>
>>136609958
Somehow that gave me an idea. I'm gonna try and kill it with a catapult.
>>
>>136609936
You have no idea how frustrating it was trying to draw 24x36 pixel diagonal walls by hand. That is one thing which square sets make waaaaay easier for sure. I just got the idea to see if I could chop the corners off and keep the connections from the vanilla walls I had and walk it down bit by bit.

I'm scared to poke at them more because I like how they are despite the little vertical/horizontal extensions needed to make them work, and holy shit it is impossible to get straight tile to tile connections looking right and aliased at my skill level.

>>136610687
>Why do we have a catapult aimed through fortifications into the tavern again?
>Ach, it's a long story, lass.
>>
>>136608492
First: don't worry about pausing too often. Especially as a new player, you can't pause too often. Loo(k) at everything, (v)iew your units, etc etc. I've been playing since before the game had a z-axis, and I still spend most of my time in the game paused. Certainly for different reasons than you, but that's another matter.
Second: it's ok to have idlers. Your dwarves have needs that they'll want spare time to tend to. As long as you're getting the essentials taken care of (booze, food, defenses in that order) you don't have to stress over a few dwarves standing around. As you learn the game your playstyle will inform how you manage labors and keep your dwarves busy. And the more dwarves you get the easier it will be to keep all of your industries at 100% uptime, if that's even something you want. It doesn't have to be.
Third: the game is completely playable with no mods or utilities. Many players use dwarf therapist religiously. Dfhack has some automation tools (autolabor and workflow specifically), but I urge you not to use them, especially when you're new. Later you might decide that they're something you want, but right now you don't even know enough about the game to know what they're doing.
>>
>>136610974
I know how hard it would be to make it look even decent, do any of you're tilesets have beards?
>>
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>>136612806
Yeah, I was using one like the Bisasam dorfs, gotta dig into my folders for it. Was trying to get isoworld installed earlier today and did a clean df install to try to figure out why it was fucked up.

Hmmm, I think this is the most updated one I have with the beards, I got back in a smileydorf/dorfletter kick recently so I didn't shrink these yet.
>>
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>>136614680
Waaait, I knew I had this one sitting around.

I was gonna smooth them up some but fuck it, they got that classic crunchy dorf look so I left em.
>>
I'm struggling to find a bit of info and wondered if this general could help.

Can anyone tell me what colors Dwarves become upon becoming heroes, with each weapon skill?
>>
>>136577507
He's on record as stating he has in fact tried methamphetamine once during his math colledge professor days. He said "Gee that was kinda fun... Wait, that's what an addict probably thinks." and then never touched it again.
Which makes sense when you consider what kind of people become math professors or someone who "Could make a job of math if they worked hard enough" to begin with.
>>
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No beds and yet getting metal and paper done.

>>136617631
Once they hit 11 they just get called lord of their class just means they don't mind do military duty.
Peasants also don't mind. Thats all it really does.
>>
>>136618212
I guess the colors are just derived from their civilian skills?
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>>136618394
No its from there highest weapon skill, just press z and it pretty much shows you.
Toady made the legendary dwarfs flash greyish white.
>>
>>136618792
Thank you.
>>
>>136617631
The same color as normal military dwarves, just flashing.
>>136618212
Negative thoughts from long duty shifts were removed early in .40. No one cares about military duty anymore.
>>
>>136620528
That might have just been changed to dwarfs values if thats the case.
>>
>>136620746
No, it was removed altogether. There aren't any values a dwarf can have that will result in a negative thought for military duty, nor for being taken off duty in the case of peasants, because the thoughts don't exist anymore. It was bugged anyway. The negative thought was only supposed to apply to long patrols, but any kind of active duty would cause it.
>>
hello old friends, i havent played df in a long time.

how do you usually set up your starting dwarves?
>>
>>136622282
Depends on the embark and what I aim to accomplish. The only thing I do on every embark is bring a weaponsmith and an armorsmith so I'm guaranteed to have strange mood candidates for those professions when I hit the requisite pop for moods to start.
>>
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>>136621393
Technically you can get dorfs that have strong feelings against martial training, fighting, and so forth which would probably end up with them getting defocused and stressed out a lot easier than others on military duty.

>>136609936
Looking at that screenshot I realized how he got the neat sawtooth wall effect!
>>
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Bumpywallbump.
>>
>>136623841
Everything that stresses a dwarf has a corresponding thought that shows up in their thoughts and prefs screen. You can draft every cowardly or harmony loving dwarf in your fort and they won't have a stress reaction to it as long as they're not in actual combat (and almost every dwarf will have negative reactions to combat irrespective of their values until they're hardened).
As for losing focus, I don't know the system incredibly well yet, but as far as I'm aware there aren't any actions that actively reduce a dwarf's focus. It only decreases via lack of performing their preferred actions no matter what they happen to be doing instead. A dwarf that's especially devout will get distracted from not praying at the same speed whether he's sparring or smoothing floors.
>>
>>136626538
Well, in adventurer mode there are needs/values you can set to remove all of them, but you are right that our puppets don't care if you have them fighting non-stop even if they consider martial training/fighting to be a waste/hassle/bore.

I mean, besides the constant weeping and whatnot.
>>
>>136612413
As a new player I have no idea how would I manage all this shit without therapist. Fuck native interface.
>>
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>>136628304
Its really not too hard if you just keep on top of the migrants to make sure the labours are covered.
>>
>>136626538
>>136627864
Stress is widly broken hardly effects a dwarf enough.
>>
>>136630229
True. And inebriation is too strong right now as well. Even squeamish dwarves are fine hauling corpses as long as you don't run out of booze. The only time I've seen a horrified dwarf since .42 released was a fresh migrant walking by an elf diplomat's corpse. He hadn't been around long enough to get thirsty.
>>
>>136630229
Any solutions?
>>
>>136632264
Either go back to play 34.11 or older or just wait for toady to fix it which might be a while.
>>
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checkin' in.

post your entire forts! let's have some discussion!
>>
>>136632808
>human :)
>dwarf :)

Human/Dwarf solidarity is comfy.
>>
>>136632808
Tried building something big the fps got the better of me, want to try a library out.
If get into the mood for something big again, might try carving into a mountian on the lake.
>>
>>136635957
I don't know why, but I really like humans in DF. Maybe it's because I am one or something.

>>136637260
Yeah I'd like to do a library soon as well. It seems like it'd be really interesting to see what dwarves would write, and the books others would drop off. But I have to build up my town first and expand to the planned area beforehand.
>>
>>136639418
So you're willing to play below 20 fps?
>>
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>>136639418
The long-dwarves are alright but stay away from their homes or else you'll see disturbing trophies of sapient beings and even slaves working the fields! They don't understand that slavery is repulsive because it makes the slave owners decadent and lazy while also disenfranchising their unskilled kinsmen.
>>
>>136640247
I'm doing all I can to limit fps drops, but it will inevitably happen, yes. I'll probably leave it running for a while when it's done, before leaving it to the necromancers and coming back in adventurer mode.
>>
>>
>>136630229
>Stress is widly broken hardly effects a dwarf enough.

You're right this is way worse than every dwarf freaking the fuck out walking near a goblin arm.
>>
why cant I make floors if the materials are on a different z-level?
>>
>>136643707
They still don't get depressed and want to tantrum
>>
>>136644612
Can they reach the materials and the construction site? Did you fuck up stairs somewhere?
>>
>>136644730
the stockpile and the wall is on the ground level, I built U/D stairs next to the wall, so they should be able to use the stairs to walk up on the walls, right?
>>
>>136644809
You need more (down) stairs above them, or they can't actually get up to that level.
>>
>>136644809
You need another down stair on top.
>>
>>136644962
>>136644924
thanks
>>
>>136645061
Z+3: >
Z+2: X
Z+1: X
Z+0: <

I used to try to make them like a sloping staircase.

Z+2: < > # #
Z+1: # < > #
Z+0: # # < >

>how I shot stair_updown
>>
>>136645427
Sadly it doesn't really play like that. If you were to deal with that in Adv mode it would be a bit annoying.

It's one of those frustrating quirks of DF. I use ramps everywhere but why can those ramps not have steps? Maybe a good way of changing it would be to add "steps" as an engraved "decoration" into a ramp.

That way 3d viewers could look for the stair decoration and there you go!
>>
>cant build walls on built floors

so much for all of my plans
>>
>>136646112
why tho
>>
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>>136646112
TOADY WHY
>>
>>136646215
I wanted to build a tower on top of my fort entry
>>
>>136646295
remove the floors and build walls there
>>
Those huge bodies of water found in cavers, are they drinking water? Will my adventurer drink from them? Also channeling above them and buildign a well in fortress mode, is that a good way to have water source?
>>
>>136646483
they're not salt water so they are drinkable

yes a deep well will work like that, it will take some time for the bucket to reach the water and come back up but it's negligible
>>
>>136646112
Just deconstruct the floors, matey. This is one of the core mechanics in the game, so you better get used to it.
>>
>>136646612
I'm figuring it out

I started this game years ago
every time I just give up and stop for a year and then I come back and start a new fort
>>
So caravans taking masterwork items now causes a defacement thought?
>>
>>136645649
Ramps are easier when you're changing direction a lot, while stairs that cover a lot of z levels are nice to zip through.
>>
I just love tombs.

>lots of fun stuff. if the civ is literate, they even contain books
>infinite observer training potential. if you discover all the traps, you can just leave and return, forgetting the locations of the traps so you can find them again, grinding your observation up
>fun zombie killing adventures if the mummy is still left intact
>they are an interesting piece of history that allows you to learn about ancient rulers and generals, and when they died
>>
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>Modify kobolds to be more inline with DnD kobolds
>Slight increase in size, remove [item_thief] and throw curiousbeasts in creature-file, make them speak with lisp, descriptors etc.
>Give them three positions, shaman, chieftain and warlords.

Too bad warlords appear to have no combat skills at all.
I suppose they need to be [elected]? It seems to describe that they are chosen by their skills.
Shamans are elected, warlords are elected, chief is appointed by shaman.

At least it seems to work. I get nice kobold populations ( small, but existant )

Although I have no idea how to make their civs visitable. They are too deep in caverns, I guess...
>>
whats the desired armor user lvl for my militia if I want them to use full steel armor?
>>
>>136650856
This poster is a mummy and he's trying to lure you into his curse.
>>
>>136651000
>whats the desired armor user lvl for my militia if I want them to use full steel armor?
no skill needed, you want everyone to be using the best material armor from the start.
>>
>>136651705
I mean if I dont want them to walk in slow motion
>>
>>136651795
Legendary is the ultimate goal and probably negates all armor difficulties and penalties. Dwarves never really spend much time in the intermediate skill level, but generally a dwarf shouldn't have any problem wearing a helmet, chainmail shirt, and greaves.
You can test various stat levels and encumberment in the Arena, which is why it's there.

Also, slow-down is relative to each individual dwarves' strength and not just their armor user skill. Legendary armor users will still be slow as fuck if they have no strengh to carry the weight of the armor, so assign the military dwarves a strength-based job like Pump Operator.

Just build one pump for each soldier and set it to pump air, and eventually dwarves will gain strength to lift even the fullest armor setup without slow-down. (unless they were an ultra-shitter who had a very low base strength)
>>
>>136577507
Night creatures are rapists.
>>
I'm in a broken temple, and I want to use tiletypes to remove the floor blocking the space above a ramp. I assume that the way to go is placing an empty space there. How do I do this? I've only painted floors and walls before.
>>
>>136653015
Just use gui/gm-editor to edit yourself up a level. I assume you're in adventurer mode?
>>
>>136653417
I would prefer to also fix the map in the process. Reveal tells me that there are priests stuck there, and I want them to be able to move around properly.
>>
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fun inbound I guess?

this is the first time I see this

I wasnt even mining deep, I dont think I mined into anything evil or whatever

let's see how this goes
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>>136654606
ok it crashed
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>>136654606
>>136654840
ok so I wasnt mining deep, suddenly I got this message (no other message before it)
then everything exploded?
then my fort was "filled in"
like, all my hallways reverted to stone layers

is this intended behaviour?
>>
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Hey guys, what do you think of my fort design so far? Decided to go full autist and get the design out at the start and dig it out in sections.

Starting from the top left is a farm area, below that is the clothmaking area, to the right of that is kitchens and stills, below that and to the left will be butcheries, tanners and leatherworkers.

There's a graveyard in the bottom left and in the center bottom is a space for me to build a palace later.

Tomorrow I'll get my other industries planned out on the right hand side.

I want water to be a big aspect of this fort, so thank fuck for mouse functionality. I'm going to need to make a shitload of bridges.
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>>136655170
Looks great m8. Can't you make it multiple z-level deep, so it's even sexier?
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>>136653015
find the ID for air tiles and paint them, it's not too hard
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>>136655098
Your dwarves have become one with the stone; they have achieved enlightenment.


It's a bug
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>>136655629
it felt like a volcano eruption or whatever

like, my fort just went over 3 mil wealth and Amok punished it for greed
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>>136655376
Yeah eventually, after I've banged out the main floor. Thinking of doming out some of the big open chambers for no real reason other than it being cool.

I'll be going deep for gems and ores for sure though.
>>
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>>136655170
>huge crescent fort around natural valley
>>
>no parties in my fort since 10 years

sad
>>
>>136655170
Messy, but intricate. I like it. It'd be neat to hollow out that ankh later on and make a tomb inside or something.
>>
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>>136655170
Beautiful.
My forts are all bunch of rectangles linked with more rectangles.
Post again when it's all mined out.
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>>136655798
It's the most terrifying bug there is in the game, since it's the only one that completely nulls your progress.

Pic is from the first(and only) time I got it.
>>
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>>136657025
Thanks bro. The ankh is already dug out, the horizontal striped tiles surrounding it and all throughout the fort are planned channels which will be filled with water, but a king's tomb incorporated into it would be pretty damn cool.

>>136657640
Will do. I've done enough rectangle forts so this time I wanted to do something that would be cool to explore. Ultima Underworld maps are a nice reference.
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>>136658003
Yeah, I noticed it was already hollowed after I said that. You could build it back in with walls of precious metal or something for a kickass legendary tomb.
>>
>its a dorfs put items in a bin in the stockpile then refuse to get things out of the bin episode
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>>136659938
>it's a crundle standing in a walkway and preventing your dorfs from using a stockpile resulting in announcement spam episode
>>
Downsides of starting a fort in a 5 year old world? Will I still get invasion?
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>>136661460
you will get less invasion, if any

longer history = more civilization = more trade and invasion
>>
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>Play kobold bard
>See a fortress, decide to go there over night and perform
>Strangely empty, save for one human.
>Find this

Oh, I guess that explains it.
>>
>>136661567
Better play the best lullaby you ever played.
>>
>>136661460
On one hand you'll have smaller pops available for invasions to be drawn from, though the civs' initial pops will be there. On the other hand those civs won't be doing much of anything yet, so you'll be the most prominent target in the world simply by virtue of being a player fort. If you're very successful in drawing and killing goblins you'll probably deplete their pops enough that you'll get a long lull in attacks while they recover, if they even can. But if you don't plan to play a multi-decade fort (which if you're mainly concerned about being invaded, you probably don't) you're not likely to notice a difference.
>>
>tfw no goblins or necros near me

I always fuck up something
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>>136661567
What is it? I'm a millenial.
>>
>get artifact
>bitominous coal crown with picture of an elf eating a human during a battle

not sure how I feel about this
>>
>>136655170
That's some nice looking autism. Wish I had more patience for design rather than just rectangles. Maybe I should start using the mouse.
>>
>hauling gold furniture
>>
Is there a way to make Legendviewer, Worldviewer, or any similar utility only display things I've actually discovered, on a world with "Reveal All History" turned off?

The Legendviewer interface is much more intuitive and less crash-prone than the in-game Legends mode, but I want to play an archaeologist and uncover history as I go.
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