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Snatcher!
Last Thread >>144218208

>Download the basic game here. Current version is Dwarf Fortress 0.43.03
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Dwarf Therapist (Out of Date):
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DFHack (Out of Date):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Starter Pack (Out of Date):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 (embed)

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

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

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

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

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

Strike the earth!
>>
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Well, it's a damn shame this only lasts until I leave the screen, and the zombie merchants respawn.
>>
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>>144578937
>>
>>144579717
Bumping with a reminder of the bug: >>144575771
>>
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>hear of a beast attack and travel to a ruin I've passed by twice
>dig in and kill the cyclops that destroyed the fortress (how?)
>butcher him
>climb to the top of the fortress
>hurl his skull from it
>>
Ah, it's nice to see the old fort still kicking.

I consider making a hospital area, but we only have 6 wooden logs, and no way to secure anymore for the time being, so I hold off on that.

I notice that a lot of dogs were marked for war training, but no animal training zone was ever designated, so I put it in the old stockpile room that was mined out earlier.

I hope you guys are okay with mundane updates like this. It's a decent way to keep the thread alive.
>>
>>144581914

As I look around the fort, there actually IS a hospital area.

Whoops.
>>
>>144578037
I actually had a snatcher stop by; which coincided with a goblin siege of just 6 crossbowmen, which was unusually wanting
>>
>>144582367

It seems this dog was also put up for training. Poor thing.

I unmark it. It's existence is probably miserable enough already.
>>
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>>144582367
I think that's the use of the mini-map actually, doesn't it help you view hospitals and shit via the Rooms/Buildings menu?

Also tossing out upscaled curses for the hell of it.
>>
I'm trying to figure out how to tame things. I've got some Elk Birds chilling out in tightly closed rooms, having been tamed up to some level of Trained. My only concern is that, now that they're out of the cages, no one is coming by to feed them and they're not grazing.

Is it because the cave moss is only sparse, or is there something I don't know about?
>>
I want a dwarf fortress inspired mod for total war warhammer
>>
>>144582646
>his right eye tooth is gone
>right eye tooth
>eye tooth
What the fuck kind of dog is that thing.
>>
And we still have this guy to worry about. Normally I'd sic my marksdwarf squad after him, but we don't currently have one.

I queued up a couple crossbows to be made, but the problem lies in training them. I usually just have a fuckload of wooden bolts be made and let them have at it, but Girderpalace needs all the wood it can get. It seems copper is the only reasonable choice for training them, and I'm not sure if anyone had anything in mind for the usage of copper.
>>
It seems the only two with any marksdwarf experience are the tanner and the spinner, and both pretty low with that. Two peasants are put in, to make it look slightly less pathetic.

I hope we have enough leather.
>>
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>>144582670
Stripped down, just HD and no effects, round dorfs.

>>144583273
I want a Kill Six Billion Demons mod, if it wasn't for the eventual artifact/myth/etc release I'd try to do it now, but bleh.
>>
I know the population of turkeys is already quite high, but having more eggs isn't a bad thing. Besides, if they get too out of control they can always be systematically butchered.
>>
Elves, eh?

Well, let's just hope they brought some animals along.
>>
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>>144584460
Incidentally, as I haven't done shit for fort mode in a while and may as well see if I can't fuck it up amazingly for ya'll, I'll toss my hat in the ring for a turn.
>>
>>144584709

It's...something.
>>
>>144585023

You're funny, guy.
>>
Some of our dwarves have...interesting tastes. Must be all that medical stuff they do.
>>
>>144585721
That and the apocalyptic state of their civ outside the fort.
>>
I trade some gems for some grown wood. We aren't gonna be getting any fungiwood for a while, and we need all the wood we can get in this place.
>>
>>144585442
>"rustling fabric"
that's some rare thread right there I wonder how the trading civ had control of this material, weird raw calculations (other than some crossing the streams with vaults and proximity to it)
>>
>>144586567
it's random. a function of the not-yet-fully-smoothed-over instrument functions. you see it pretty regularly, actually
>>
>>144586759
ah right, that explains the forgotten beast leather bellows and bagpipes and such and such
>>
After trading away a few more gems for all their wood, I designate a leatherworking and tanner workshops. They may not get much use, but it's nice to have them anyway.
>>
how far out of date is the starter pack
>>
Hmm. It seems as if something's making these dwarves sick.
>>
>>144587814
It's 0.42 and the game is updated to 0.43 so.
>>
>>144587951
what's the minus of 42 and 43
>>
>>144587948
Ngggg, skyfire bad!
>>
>>144588028
one century
>>
someone in the last thread said you can learn medicine from libraries, is that true
>>
>>144588723
You can learn how to dance and write alt-history fiction from books, so why not?
>>
The Marksdwarves are finally training for once.

...Hm. I'm running out of even mundane updates. Perhaps I should do something interesting.
>>
A strange mood!

...and it's possession. I wonder if he'll make anything interesting.
>>
He claims a clothier's workshop..

...and idles in it. Uh oh.

He needs cloth, bones (!), stone, raw gems, cut gems, stone again, and wood.

I can only hope the pig tails bloom soon enough. If not, I might have to breach the caverns once again.
>>
>>144590979
>>144590513
one sock, coming right up
>>
It seems my only option to getting cloth would be to pierce the walls into the cavern and have them collect webs. With the military as it is, that's unacceptable. All I can do as of now is hope that he doesn't go berserk, as there's really not much room to wall him in.
>>
>>144592356
I can't remember if a hospital has been set up yet or not, can you reclaim some cloth from there?
>>
>>144592514

No dice.
>>
Oh boy.

Well, did any of you bring cloth?
>>
A new stairwell is designated, isolated from the other in case it needs to be walled off. This one is going to go far deeper than the other ones.

Let's get dangerous.
>>
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Guys w-wtf is going on? This is the third dwarf that died on me
>>
>>144593968
Vampire?
>>
Another one? Well, whatever.

By the way, here are the new arrivals:

-4 fucking traders
-1 siege operator
-1 architect
-1 mechanic
-1 cook
-1 butcher (as if we need another)
-1 brewer
-1 woodcrafter
-1 craftsdwarf
-1 gem setter
-1 papermaker
-1 weaponsmith
-1 miller
-1 child

We are now 108 dwarves strong.

I should make new rooms.
>>
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>werebeast appears
>dashes towards my animal pasture
>breaks one of my alpaca's legs
>leaves
>>
The queen herself decides to help dig out the tunnel.
>>
This cancellation spam is killing me.
>>
Who the hell destroys mugs, man?
>>
Oh dear.
>>
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Hey /dfg/, I'm building a castle around my fort entrance, and I can't settle for a height. Here's a picture comparison of the two heights I think make the most sense.
The dark grey see-through blocks represent fortifications.
The brown blocks in the corners are up/down stairs.
Should the walls be taller? Maybe thicker?
>>
>>144596558
no, that looks pretty good to me the way it is. I like that it's 2-thick to prevent anyone dodging through it (and so that soldiers can stand on it
>>
We've managed to hit the SMR without actually hitting any more caverns or the magma sea itself. Also I hope these leather bags will shut the goddamn job cancellations up a little. Sheesh.
>>
Every 3x3 embark is guaranteed to have at least one needle of pure cyan glory. It's a simple fact of Dwarf Fortress.

This is not a 3x3 embark. We may get none. Only time will tell.
>>
>>144596697
... So 1 high or 2 high?
>>
Ah, there it is.
>>
Are ambushes just sieges with 5-10 invaders now?
>>
Well, let's see if we can find our vein.

...if it spawned.
>>
Well, he finally snapped.
>>
>>144598597
At least he's not breserk
>>
Girderpalace now has its first elite soldier! Very nice.
>>
>>144596558
>>144597301
2 tile or higher walls prevents siegers (and adventurers) from grabbing the ledge of the fortification and climbing through it.
be aware that the higher you build it, the less LOS to the ground the dwarves (and enemies) will have. test this in arena/adventure mode.

2 tile wide walls prevents military from dodging through, in case that bug hasn't been fixed yet

BLOCK walls should be used instead of raw materials, because rock blocks come 4-to-1 and prevent climbing vertically with perfect effectiveness (but not ledge holds)

keeping the path that's behind the fortifications a single tile forces any marksdwarves to be immediately next to the fortification and thus maintain as much sight as possible through it.

using walls to seperate your fortifications isn't necessary; you can completely use fortifications only... unless you intend to accept that blocking LOS of your marksdwarves is FUN.
>>
...seriously?

Whatever. I'll put it in the queue.
>>
>>144599617
oh and:
1-tile wide moats are not sufficient any more. enemies will jump over gap with ease. moats must be at least 2 tiles wide.

any moat should probably extend out from your wall to the distance where your dwarves will definitely be able to see enemies and not have their LOS blocked by their elevation and position behind fortifications. For every tile of elevation i suggest at least 2 tiles of moat width, to force enemies into LOS and away from the wall.

enemies that swim through water or magma will do so. make sure all your liquid access points are properly U-bend and grate secured if you want to be safe and avoid FUN.

enemies that fly will nullify all surface seigecraft. hope that elves or goblins do not have flying mounts. put a roof on everything or just don't build a surface castle if you want to avoid this.
>>
The second axe lord has risen.
>>
>>144599617
>>144600282
Thanks, anon. How's a 2 tile deep moat with spike traps at the bottom?
>>
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>>144596558
You can hang a fortification over a wall.
___
d #
[ ] g

Can't climb up (outside of occasional ninja magic, seen it happen, dunno, the game just goes "FUCK IT, THESE GUYS ARE GETTING UP THERE NOW" sometimes, VERY rare, like 18 years of zombie sieges outside a barrier like this and randomly got like 6 zombies climbing impossible paths) but can still shoot down (and be shot at naturally.

Put a floor over the fortification and pillbox or your dorfs will climb out like retards sooner or later.
>>
>>144601648
2 wide can't be jumped over so that's good. (unless you're an adventurer moving at faster than walking)
Enemies will only climb when they really have to, and a pit that's dry can be climbed into and out of no matter how deep. (well, unless the pathfinding breaks) weapon traps with giant spikes or spears in them, on every tile of that pit/trench, could perform well in any case even with just 1 weapon in them.

upright spears/spikes however need the entire trap filled with spears/spikes to have a good chance of hitting (since the enemy only gets the chance of be "hit" once, when they fall on the upright spikes trap)

Ideally you'd want to flood the bottom level with water to drown any survivors, and give it a drain so you can recover any metallic items left behind for recycling

also, always make sure where you're digging/channeling out of, because you don't want to accidentally open a hole into your fortress.
>>
>>144603465
oh, and if you really want to get autistic you can setup an automatic repeater system to constantly retract and extend the upright spikes traps, so they constantly get stabby on anyone who falls in.

just be aware that unless an enemy is being attacked, there's really no way for them to misplace a step and go tumbling in; everyone moves perfectly, unless they're dodging an attack or are going insane. (and invaders don't go insane)
>>
>>144603465
>>144603672
Nevermind about that moat, built my barracks right under where the moat should've been.
>>
>>144603835
dig deeper
not just a meme
>>
>>144604230
I guess I know what (not) to do next time.
>>
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>>144603672
Nah, what you do is set up a dry moat withminecart tracks and a checkpoint-ramp powered repeater, and load it with silver carts.
>>
>>144604351
Is that to run goblins over?
>>
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>>144604540
Goblins, wildlife, clumsy dorfs, pretty much anything.
>>
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Has anybody here ever seen Toady in their dreams?
>>
>>144605485

i remember i had a dream once about some weird patch notes but that's about it
>>
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bon appétit
>>
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>>144610526
>FBs
>critically endangered megafauna
>dorfs will kill the very last ones just to sate their decadent tastes
>>
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DON DIE
>>
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>>144610795
>elves
>get their shit stomped in
>dorfs
>do the stomping
>>
>>144583397
Eh?
Eye teeth/cuspids/canine teeth, they're the four fang-like teeth in a mammal's mouth.
So a normal dog.
>>
>>144615882
Wish I could draw fag up a pic with literal eyeball teeth now.

"Seriously, your goddamn dog creeps me the fuck out, Urist."
>>
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/dgf/ is DEAD. i am NOT upset by this
>>
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>>144619153
I'm here. Please rate this small, shitty section of fort I made.
>>
>>144619393
No.
>>
>>144619393
Its alright. It's very textured and has a lot of things going on but it's not very utilitarian.
>>
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>>144619393
>The supports are confusing... traps or?
>the layout isn't too default, I can dig it
>this section right here though is the best
>>
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>>144619393
>messy, non-standardised, assymetric stair designs
>messy stockpile designation(are those supports part of a collapsing roof trap? if yes, bear in mind that the trap will scatter all the items in that room)
>letting dead dorf, along with all his belongings, rot in the pond
0/10
>>
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>>144621430
>>144621405
>>letting dead dorf, along with all his belongings, rot in the pond

It's also the drinking pond.

Don't mock me too much, this is the first game I've played since 2009, I can tell it's pretty awful bt this is sort of a practice fort. Here's the main level of shitty fort.
>>144620918
thanks anon
>>
>>144621773
Hey man, I wasn't hating, it amuses the hell out of me.

You don't need supports anymore btw.
>>
>>144621976
Really? But I had a cave-in earlier when I dug out a large chunk of surface, so I thought they would still be necessary
>>
>>144616484
This actually came up before, literally a dog got it's eye tooth damaged and it triggered my friend's autism
>>
>decide to head back to my glacier fortress after crossing frozen seas and mountains on a high adventure that lead to the slaying of a cyclops that destroyed a fortress
>take the long road home instead of crossing the mountains
>sleep in a hamlet
>wake up to the sheriff talking about bandits troubling them
>ask him about it
>he tells me about 4 other bandit groups before I decide these people need my help
>>
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>>144622309
Oh shit everyone here is elite/legendary.

Time to strangle them in their sleep.
>>
>>144622086
Any horizontal support is sufficient.

_+_ <- ok
+++

_+_
+_+ <- not ok

++++++++++
++++++++++
++++++++++ <- fine
++++++++++
++++++++++
____ + ____
++++++++++
>>
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>>144622542
That old sheriff forgot to mention a detail about Unitegarlics
>>
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>>144623534
Awesome. As I was scouting the camp by circling it I ran into a marksdwarf that was attacking a group of three zombies by himself. I shouted at him to join me and he did. My first companion.
>>
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Mother of God.
>>
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>>144623710
Brutal. I came across a camp in the wilds. A night creature and a dying human spearman. It must have been a heroic fight and there was no one to tell the tale.
>>
Can a peasant character eventually reach hero/godlike in terms of power?
>>
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>Left my fortress in Granite

>Came back in Limestone
>7 months later I still remember where this fucker was standing when I left
>>
When was the last time I even played this.

Oh God.

How much has the game changed?
>>
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>>144628487
I left as a peasant and returned as a hero. I slew bandits and cyclops alike.

After 7 months I returned to my fortress and petitioned to become part of the fortresses militia and was accepted. And peace ruled the snowy-wastes.
>>
>>144628661
Somewhere between a little and a lot
>>
>>144628661
give us a rough year?

i played last in 09, rejoined recently, now there's immigrants from other races who you can permit to visit your fortress, libraries and books, necromancers, taverns, minecarts, beehives, temples, heaps more shit in adventure mode, and a lot of other stuff i can't remember right now
>>
>>144628661
only you can answer the first of those two, familia

http://dwarffortresswiki.org/index.php/DF2014:Release_information
skim through the right panel
>>
>>144628661
Toady added 31 new genders and some otherkin stuff. I guess that subscription to Sarkeesian is starting to have results.
>>
>>144628965
stop that
>>
Do vamp necros still need to drink blood?
>>
>>144629107
Only one way to find out anon, you'll have to go on a mission for science.
>>
>>144628885

2012, I think.
>>
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Finally finished my grand adventure >>144628734
so its time to try this worldgen out.

It looks fantastic.
>>
How do I set custom pronouns for my OC characters?
>>
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>>144630586
Jesus Christ in Heaven aquifers EVERYWHERE

Don't get me wrong I don't mind an aquifer embark but LITERALLY EVERYWHERE.
>>
>>144630645
suicide succumb
>>
How are spears better than pikes?
>>
>>144631549
I don't know about in game.

I do know that pikes are not individual martial weapons and are meant to be used in massed formations with tens or hundreds of other pikemen. Pike hoplights were notoriously vulnerable to non frontal attacks.

So here you are, this single dwarf, with a really fucking long stick affixed with a metal head.

Which would you rather have? A more maneuverable pointy stick or a SUPER LONG pointy stick?
>>
>>144631837
I only know that Pikes get a penetration bonus (at least according to the wiki). Length isn't modeled in the game, all weapons act equally long I believe.
>>
>>144599617
A bit late with this correction, but block walls do not prevent climbing. Smoothed natural stone walls (but not pillars) prevent climbing. Block walls are supposed to make climbing more difficult, but climbing is in a pretty wonky state right now, and I've never seen an untrained climber fall off in fort mode.
>>
>>144623132
>Any horizontal support is sufficient
Orthogonal. Tiles can be supported from above or below as well.
>>
when I make a fort it always becomes spread out, so most of my dwarf spend their time walking
a lot

bedroom -> workshop -> dining hall -> bedroom
often with several loops

I already started with making specific bedrooms and a dining hall for farmers and animal care close to the outworld, but they often walk down to my big dining hall which takes forever

do I have to make sealed off wings?
how would I do that and still be able to transport goods easily?
is there a better way (besides ditching outdoor activities)?
>>
>>144630586
Sorry, I didn't check to see how the drainage to make the crazy little lump of glacier/tundra would do with aquifers. Turned out neat though.
>>
>>144635215
True, sloppy of me.

>>144634523
I tested it and it is quite a bit harder to climb at lower skill on a block wall, and I don't recall ever catching hold of one falling.

I do make a point of scaling the walls around keeps/sliding down them to exit, and they're all blocks, so. With a point in climbing they're doable, otherwise, nope.
>>
>>144637754
Yeah, that's why I specified fort mode. It seems some liberties were taken with fort mode climbing calculations, maybe to ease the pathing burden or to account for the fact that so few histfigs make it out of worldgen with any climbing skill. My experience in adv mode has been similar to yours, but in fort mode climbing accidents are exceptionally rare since some of the early .40 climbing tweaks.
>>
Just downloaded dorf fortress.

what can I expect?
>>
>>144641657
It was inevitable.
>>
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>>144641657
smokin' hot meems

also redpilled scholars which write titles such as "The Elves Exposed"

there's also monster girl rape
>>
>>144641657
Confusion at first, but you'll get used to it. Wrangling with the wiki. Your fortress slowly dying for stupid reasons. And, eventually, truckloads of fun.

It takes a specific type of person to endure the HUD and menus and learning how to get around though, so it might be an annoying experience for you. But if you're an imaginative or creative person you'll find this very rewarding once you get to grips with it.

http://mkv25.net/dfma/map-4062-reinhammers
>>
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>>144627019
First try got lagged out when random battles with other bandit groups spilled over into my site, so I moved north and redid it.

All set up now, the cart I'm on is full of carts full of magma, and the end of this floor has a bunch of carts and then about a 4 z level drop to the top layer of those bandits there.

Weeee!
>>
>>144641657
Reading simulator 2016. UIs from outerspace.
Someone post the image I'm referencing.
>>
>>144641657
The inevitable .
>>
Begone page 10!
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>>144644018
>>
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N-no problem, Toady. I-it's not like I actually wanted to put my depot there or anything.
>>
>>144647149
Fucking rekted
>>
How can I protect my fort? I think I have military down but my entrance is always open and vulnerble. Walls? Walls with a roof? Walls with a roof and a nearby guard tower full of crossbow men?
>>
I have forgotten how great DFHack is for little QoL things and when its finally updated I am gonna be so fucking happy.
>>
>>144648476
Bridges and cage traps are so good that they are arguably exploits. Raise a bridge -> perfect wall. Cage trap -> perfect catch rate.
>>
>>144648476
here's what I have: >>144621773
walls to keep ground attackers out, with a moat around the outside, and 2 drawbridges which double as walls

you might want your walls to be taller and your moat to be thicker, as has already been discussed in this thread, since units can climb/fall down on some wall tiles, but that's the basics for keeping out ground attackers
>>144648682
>Cage trap -> perfect catch rate

not against [TRAPAVOID] creatures
>>
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>>144647529
Well, from looking at this: >>144627019 in comparison I can see some big chunks knocked out, and a few flying through the air or climbing trees (to get away from the fires I hope) but I still don't wanna risk getting close enough to see them cause the game will go "HA HA, FUCK YOU, SEGFAULT TIME" from 1000~ xbowgobs trying to plink at me at once.
>>
>>144649937
I don't even know what I"m looking at.
>>
artifact tier list

>weapons
>furniture
>large powergap
>>>>>>>>>stupid fucking crafts
>>
>>144650745
Where do querns fit in
>>
Bump DF.
I have old.

I didn't lose but I sure did have fun and stress last night. Elves walled in the Trade Depot, two squads of 6 and 5 goblins ambushed plus another snatcher looking for the two minor dwarves. I tried to prepare so well and thoroughly and I was at such chaos trying to get things to work out right, no losses but a muskox calf and eliminated one squad and one mace goblin (and all thieves and snatchers that month) before the last four grappelers took off.

I'll take a day of IRL time just digesting that little success.
Hey guys, goblins ambush in Spring not just in Winter. (and a double ambush is common enough.)
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Did they have an army of warbeasts that didn't show up in legends viewer, or did these four elf girls really kill 75 humans by themselves?

Never underestimate the power of sharpened sticks, I guess.
>>
>>144651893
Sometimes legends are funky and don't list non historical figures in battles. Like it'll say a siege attacked your fortress. There were 200 goblins. You killed 200 but only 10 of them were "notable historical figures" so it just gets lost like tears in the rain.
>>
Do turkeys go infertile after awhile?
>>
>>144650926
mid tier

i keep getting fucking amulets, i'd love a quern for the meme value
>>
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>>144652021
I thought that was just a player fort thing? This was a worldgen battle. Then, every single human who died in that battle was a non-hist fig, meaning they'd be at a disadvantage against a hist fig that has managed to accumulate skill.

Interestingly, all of those elf girls were nobles. One of them was the queen, one the princess, one the druid, and the last one some other noble. They didn't have any family trees, so I guess they were just pulled from the site pops, perhaps after the "real" nobles had gotten killed in an earlier attack.

Pic is the war in its entirety.
>>
You have reached the depths of page 10.
>>
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>>144650310
Imagine they're red and you're a vampire.

I made them candy aqua for the cap-buff item I modded in (with the other buffs being semi-mega: purple, dragon: red, hydra: faded aqua, roc: green) and that represents about 2000+ goblin bandits in a camp that I'm chucking shit at from a campsite I built north of it.
>>
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>>144655104
>>
>>144652272
No, but there is a per-species cap, after which you won't get new pregnancies or fertile eggs (40 or 50, or thereabouts), and a percentage of the total per-species population (maybe 75%? can't remember) than can be children after which the same thing happens. After you hit either limit you won't get new pregnancies or fertile eggs until you go back below them, but already pregnant animals and fertile clutches will procede as normal.
>>
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>>144657000
>>144655104
>>
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>>144658273
>bags and bags of thousandstacks of gold
>tenthousandstacks of silver
>multiple hundredthousandstacks of copper
>why are all these goddamn leprechaun-wannabes sitting on more loot than I've ever seen in one place instead of just buying a town
>maybe running a bank
>I don't fucking know
>goddamn weird goblins
>>
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>>144661749
https://www.youtube.com/watch?v=bZfyrIPw3wY
>>
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Current Stronghold. Most successful fort yet.

The Ivory Crown - 2 years in
End Goal: have a wide variety of animals integrate into dwarf society and collect a SHIT TON of Ivory
Short Goal: trying to tame 5 giant elephants and building a functioning wall as my fort is defenseless

I have 80 dwarfs and 1 death. I'm purposefully trying to hold off mining but my wealth is already high. Need a bigger military but we dont have enough equipment to give everyone. I need the elves to give me more animals but im dangerously close to the tree limit and i cant cut down anymore. Im fully tasked as is and theres always stuff i have to build
>>
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>>144665737
here lies axedorf
he died as he lived
"I was attacked. You will know my ferocity!" t. axedorf
never 4get
>>
>>144665918
>Everything on one z level

vomit urist.png
>>
>>144665918
If you put it all on one level you're just begging for FPS death once you hit the population cap.
>>
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God I wish I had the patience (and sand for this embark) for glass windows.

This would look so nice with windows but its so not worth the time.
>>
>>144667724
>>144667808
aww shit i didnt know that. I guess i gotta move my military. Fucking shit how long does my fort have until the FPS death occures? Im a little over 2 years in and im getting 46 fps right now. Any advice how to fix it?
>>
>>144669975
>how long
It really depends on so many factors that no one can answer that. How much you dig, how you deal with the caverns, how much you produce, your pop cap, whether or not you work with fluids, how much livestock you keep, trees on your site, your visitor policies, size of your embark, strength of your pc, your fps tolerance... At low fps your site's weather even plays into it.
There's no fixing it. Every fort that isn't killed by game mechanics will die of fps loss eventually.
>>
What are some high value clay items?
>>
>>144669975
Mass slaughter any unnecessary pets, but make sure to keep a breeding pair of species important to your industries.

You may want to lower your population cap in the init file. If you havent hit the population cap yet, this will mean a full stop to immigration. If you HAVE hit the population cap, lowering the cap might still help, since any dorfs who die won't be replaced.
>>
>>144671674

>Mass slaughter any unnecessary pets
>tfw my friend lost all interest in this game when he saw slaughtering dogs and cats was an option
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>>144672678
>being friends with neurotypical subhumans
>>
>>144673784

i have this bad habit of not letting any friends go if i can prevent it, but i'll spare this general the blogposting
>>
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bing
>>
>wanna test if libraries and taverns been fixed
>no starter pack

dropped
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>>144679771
>>
>>144679771
what exactly does the starter park do for you?

I admit its nice and I use it when it's available but it's not a big deal either way.
>>
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>constantly struggling with alcohol shortages
>at one point my dwarves are even critically thirsty
>its leveled out now
>checking my stockpiles to see how much food I have

I see.

Well, the cooks is clearly to blame not me.
>>
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>>144679771
you don't want to be playing fort mode seriously for the moment anyways, libraries are still bugged, but the last news post suggests what seems to be a critical bugfix:
> they should store items properly in locations like libraries without hauling them back and forth over and over

> still using the starter pack
>>
>>144681263
>critical bugfix
while I agree this is annoying as PISS and should have really been fixed right away, the workaround is pretty simple. just don't build stockpiles that accept mugs, instruments, books, quires, or scrolls anywhere other than in the locations you want them. put the location-chest right next to the location-stockpile, and the hauling will be extremely minimal.
granted, if you wanted to have multiple taverns or something, I'm sure it would still fuck up
>>
>>144669975
>Im a little over 2 years in and im getting 46 fps right now. Any advice how to fix it?

This. Bumping for admit on how to prolong FPS death, iv mined 50 layers deep and i also build everything in 1 level like a dumbass and now my FPS is 15-20ish. Any advice would be welcomed. I was thinking about moving my living quarters / military to another z level but no clue if that'll help/
>>
>>144681031
I like being able to click on a single thing to open up therapist and shit
>>
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Post / Rate Artifacts

here's mine.

>Gay metal baseball cap not worth mentioning

>Boar Bone and Green Gem carved Epic of a Giant killing a legendary human hero

>King-tier throne engraved in Green Gems, boar bone carving tells of the foundation of the Fort.
>>
>>144682785
Shit, now it'll take two!
>>
>both my brokers have died horrible, violent deaths
good luck peasant #3.
>>
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>>144683202
All I got so far.

I rate it 3/5. Useful, but not very.
>>
>>144651818
oh and goblins did slay one dog trained to ambush that was chained by the door some of them made it in through. He was a good dog.
>>
>>144671674
That 'green monster' is that artist's, or that provenance's production of a goblin. It has hair from it's head down it's back and there is another moving cartoon of that walking and I dunno how many more of exactly it.
>>
>>144685392
>stone amulet
>limestone
Id be so disappointed if i was an adventurer treasure hunter and i stumbled upon that.
>>
>>144686384
Yea but it'll make some dwarf really really happy to wear.
>>
>>144686384
Be grateful to armok you shit
>>
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>>144683202
>Post / Rate Artifacts
I always get some shitty craft artifact that never even gets worn.
Rarely do i get furniture or weapons/armor.

The real dream is to get a military dwarf completely covered in steel-based artifact armors. maybe a few adamantine ones (especially the bladed weapon) maybe fancy materials like fireimp leather for a cloak, or nethercap wood for a shield.
> you manage to get a slade mace/hammer somehow
would be so based
>>
>>144689665
I tend to manipulate the artifacts in my favor by building all the work stations close to the population and storing the best stuff aroud them with stockpile. Doesn't always work but it mostly does, it can make the difference between a fools gold crown with mudstone engraving and a platinum crown engraved in marble
>>
>>144689665
>adamantine aftifacts
I remember being so hype seeing a guy get all these really high value mats with the base being adamantine, imagining the leader of my military armed with a gem encrusted sword capable of splitting titans in twain.

He made a fucking warhammer.
>>
>>144690513
At least it wasn't a grate.
>>
>>144686695
Dwarves won't wear artifacts unless they're assigned as part of their uniform, and you can't assign an amulet as part of a uniform. And the happy thought for wearing something valuable is small anyway, and only occurs once when they equip it for the first time, so even if a dwarf could wear it it would still be a shit artifact.
Artifact crafts are the absolute worst kind of artifacts you can get.
>>
>>144690649
I've had that before now too.

And a platinum sword.
>>
>>144690649
>At least it wasn't something useful.
>>
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I hope those Dwarf Therapist devs are working around the clock for 43.03

I'm not sure how far I can go without it.
>>
>>144692874
>not being able to play vanilla DF
GET THE FUCK >>>/OUT/
>>
>>144693209
Fuck off, you boy raping faggot. Managing >50 dwarves' labour is cumbersome in vanilla.
>>
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Is there any way to modify wrestling, such that it is more effective for everyone? I like to play Mantismen for Adventurer mode, and the fact that I cannot immobilize my enemies and eat their head while they're still alive grates on my immersion.

I can't even meaningfully wrestle some enemies: larger animals, most night-creatures, and all mega/forgotten beasts are all-but-immune to grappling.

At the very least, is it possible to mod a Mantisman's snatch attack to have the same properties as a bite, in that may latch on, rip, and tear?
>>
>>144671329
What embark size would you recommend in the future? Iv been using 5x6 and so far iv been trying to build large epic underground cities all in 1 z level, would spreading out my fort in 2-3 Z levels be wise or does it not make that much of a difference?
>>
>>144694482
Spreading your fort vertically will definitely make it more efficient, though less aesthetically appealing.
>>
>>144694482
You might be surprised what you find down there.
>>
I just got the announcement "Trade Depot destroyed", and indeed, my trade depot had disassembled into its components. Why would this happen? There were no tantrumming dwarfs, no enraged animals, and only a handful of giant cardinals for wildlife (which aren't building destroyers).
>>
bamp
>>
>>144695756
Did you make it out of ice?
>>
>>144694482
How big is right for you is entirely subjective, but 5x6 is excessive. Assuming you're >>144665918, you could fit that in a 1x1 probably, maybe a 2x1 (I'm not going to count tiles). That's pretty small, too small to satisfy most players. But if that image is typically the scale you dig on, then 5x6 is definitely unnecessarily large. Absurd even. You should probaby stay somewhere between 2x2 and 4x4. There's not a chance in hell you'll utilize all the space that even a 2x2 provides anyway, even if you were to branch out from antfarms into massive megastructures.
>>
>>144698791
kk thanks mate, that is me btw. Reason im so attracted to larger spaces is because i like to capture live animals but im beginning to find out that im not really using all that space and im capturing more animals then i know what to do with. Thanks for the feedback. Going to just re-do my fort since i needed a clean start anyways.
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>>144699512
AHHHHHHHHH!

I JUST GOT MY EYES PECK BY AN EAGLE WHILE FIGHTING A WILD ELVES! I JUST GOT RAPED BY A PACK OF ELVES AND THEY KILLED MY HUMAN GF! REEEEEEEEEEEEE!!!!!! IM MAD AS HELL THEY KILLED MY WAIFU AND I COULDN'T DO ANYTHING!
>>
>>144700450
>>144699512
idk why i replied to this post my bad
>>
>>144683202
Not bad i rate 7/10
Currently starting a new fort but last fort i got an iron axe engraved in sapphire and a golden hive that told a story of our wardogs killing a gaint bat.
>>
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Kinda noobie question but i needs to know. How would i write it so my large region is
15% easy mode good terrain like like joyous wilds, mirthful, serene
35% Mid-Savagery with Neutral alignment
35% High-Savage Neutral Alignment
15% High-Savage Evil Alignment

Or will this kill all the elves, humans and dragons?
>>
>>144703901
nobody here understands that shit
>>
>>144704334
kek

sorry for being a fag then, i just thought i'd bump the thread and maybe get some help. Currently trying to understand the advance map settings but the best info guide so far are some faggy youtube couple im watching. Worth a try i guess.
>>
>>144703901
You're not going to be able to match up specific levels of evil with specific levels of savagery. You just adjust weights or minimum required squares and hope rng gives you what you want. Alternatively you can learn the world painter or perfect world.
>>
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Bump
>>
>>144709385
>that pic
kek

though i have to agree, somewhat, it is pretty stale and needs to be toned down (slightly) especially because being friendly with elves can be fun and people who dismiss with 'ye dirty elf lubber' usually dont have any meaningful input to add to the conversation.
>>
Firs time playing dwarf fortress after months of lurking. I already did a tutorial run to get an idea of how the game works so i know the basics of adventure mode and fort mode. But im not sure which mode i should start first, i'll be cool to visit my fort in adventure mode but then again making a fort with my retired adventurer sounds cool also. Thoughts?
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>>144690513
I'm pretty sure that's happened to me before. gave it to my captain of the guard, he'd look sharp and would be unlikely to kill any criminals by accident

in that same fort I got this, made by our king no less, so I figure it balances out
>>
>>144710378
do advetureode first. its significantly less difficult and staessful
and desu i bit more fun because its more personal.
>>
>>144627897
No, if I recall correctly. Check the wiki.
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>>144711018
>do advetureode first. its significantly less difficult and staessful
>and desu i bit more fun because its more personal.
>>
>>144712813
>not drinking while posting on /dfg/
Be merry!
>>
I'm new, and my dwarf fortress keeps freezing/crashing. during normal things. Saving, embarking, loading, and it actually freezes every time I try to quit the game.

Is there anything obviously I should be aware of?
Using the lazy newb pack, if that makes a difference.
>>
>>144712983
try generating smaller, younger worlds
not a perfect fix but I know I get occasional crashes with "small" or larger and 250+ years of history, and no crashes ever with "smaller" or "pocket" and 200 or fewer
>>
>>144712983
sounds like a problem with your computer, all you can really do is built a smaller world
>>
>>144713258
>>144713332
My computer isn't shit though
>>
>>144713419
try it anyway
especially with the 43.x update, big/old/highly populated worlds have TONS of stuff to track and it can easily get out of hand
>>
>>144692874
>>144469554
>>
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>>144713419
ehh idk but keep in mind Dwarf Fortress brings high-tec $4k 2015 gaming computer that can make up GTA 5 scrambling to their knees. An average computer cant handle DF if you doing huge shit on your map.

But if its not that did you do any odd edits to world_gen? Dont know them exactly but on the DF forums there's a few rare edits that can fuck up the world at a moments notice.


>>144683202
Bump this post for more artifacts. One of my favorite things in DF is to read new artifacts that get created
>>
>>144713419
Don't you have an error log or something?
Download another version, try vanilla.
>>
>>144714660
>>144713258
>>144713332
>>144713878

But that's also the thing. It freezes just on the main menu when trying to quit.
>>
How do you usually start an embark? What do your first couple of rooms look like, and in what order?
>>
>>144712983
Things to try:
Disable save compression. It's a known cause of save/load crashes.
Don't use TWBT if you are. It's suspected of causing some fort mode crashes, and known to cause some adv mode crashes.
If your embark is huge, stop. We're talking bigger than 5x5. DF running out of RAM is a common issue with large embarks. You don't need that much space anyway.
Check the bug tracker. Filter for crashes and try to find reports similar to your own. Sadly, DF has a lot of unresolved vanilla crashes and you might just be unlucky to have been hit by one of the rare crash issues. It doesn't happen a lot, but every DF player who sticks with the game will be affected by one eventually.

Despite what the other anons are saying, the size or age of your world are unlikely to cause crashes. If the world genned without crashing then it's not going to start crashing the game after you embark.
>>
>>144718073
are you asking as a beginner or are you asking for peoples tastes.
>>
>>144719496
Both. I keep starting over because my starting fort design feels uninspired and inefficient.
>>
>>144694371
Just put the CAN_LATCH and edged properties from the bite in the relevant attacks?
>>
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>>144719975
I usually build rooms for things as the need arises. First floor is workshops and military, second floor is stockpile, and third is housing. I usually branch them off 3 square wide hallways like pic related
>>
>>144719975
Have a brief glance at the terrain on embark, see if there's anything cool you would want to put in.

For example, if I have mountains I usually tunnel into the mountain a few z's above ground level (eventually constructing a ramp of some sort up to the corridor), then design a couple of main corridors with only a rough idea of the final shape, and progress as need demands.

If I have hills I like to put a tower on top of each, rivers then I like to have bridges, maybe windows looking into the river/through a waterfall.

Think of how your dwarves would build it. When you start you need the basics, fast. So put aside an area for a dorm, farm etc, then maybe later repurpose it when you have more dwarves.

I like to turn my starting area into my ghetto when I reach metropolis levels.

And I'd second guess the instinct to start over. I have started to regret doing that recently, as no matter how shit the fort it's always fun to ramble through it as an adventurer or find out that it's been conquered by the elven hordes.
>>
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>>144729221
Toady has been paying more attention to removing the negative effects of retiring/visiting with an adventurer too. The various merchants and item scatter and such.
>>
>>144726392
Alright, thanks!
>>
>>144731616
He has, but it's still so clunky that more often than not it puts me off.
>>
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>>144731938
Yeah, it is frustrating because it has a lot of potential to be awesome, same with the campsites.

I eagerly await being able to set up a franchise of taverns and come back to find them doing business.

I do love how easy they are to just whip up though. Now when you see a neat site or interesting traffic region you can just toss up a camp to play with it.
>>
>>144731616
>>144731938
what puts me most off, if I interject is the movement speed of certain creatures in general
I'm sure something about the animal people's raw tags affect this, like the [copy from quadrupedal animal's tags] which clash with the 'functioning member of society' values, and thus produce a sluggishly slow and somewhat inferior depending on the animal worker

ofc if they are deployed well and ahead of time they can do some damage
>>
>>144732661
that is the reports of one of two adventurer's I retired in a fort by the by
I was rightly bummed out with the advent of their lethargic demeanor
>>
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>>144731745
[ATTACK:SNATCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:snatch:snatches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:5000]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_INDEPENDENT_MULTIATTACK]
[ATTACK_FLAG_CANLATCH] [ATTACK_VELOCITY_MODIFIER:5000]

You will want to replace the relevant body parts and such, maybe play with the name, I think this would make more sense as [ATTACK:SLASH: etc and :slash:slashes: myself instead of snatch but those values should let you literally chop limbs off with melee attacks, its how I punch people in half and shit.

Now, naturally that's with the full buffs and shit, but even with a regular skilled demigod mantisperson this should do a good job lopping limbs off and such.

The kick is a similar type of attack with no edge/higher velocity so I can choose to knock people around/away/crush targets or go for knocking heads off.

Also added knee/elbow strikes linked to the relevant limbs with different force/weighting/recovery to let me go all anime martial artist on niggas.
>>
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What's the difference between
>you grab [limb]
>attack is interrupted
and
>you catch [limb]
?
>>
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>>144733259
Imminent/distant I think.

One counts as a parry, one an interrupt.
>>
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What is Toady's political affiliation?

Don't just answer yes or no: explain why you think as you do!
>>
>>144736036
He's obviously a constitional monarchist with an old way parliamentary house arrangement and the usual "run-off" method for selecting elected officials: tossing them into a pit with a bear.

You either get a bearpunching badass, or a bear, which goes over well with Russia.
>>
>>144736036
I wouldn't be surprised if he thought bush was still in office. Guy doesnt strike me as the type to pay attention to the outside world.
>>
How do I increase the FPS on this unoptimized piece of shit? I have the default init.txt settings, I added a color scheme and using a tileset.

I am on a 4x4 embark location, 100 population cap and I have 20-30 fps. I have an i5 2500k, 8gb RAM and an AMD HD7790 which should be more than enough.
>>
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>>144738730
fresh OC
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