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/dfg/ - Dwarf Fortress General
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"Ain't no party like a Necrodancer party..." edition
NOTE: The 42.xx update has finally been released after nearly a year. Be prepared for weird shit, broken things, bugs, and crashes galore. If you find a bug, don't bitch about it here, go to http://www.bay12games.com/dwarves/mantisbt and report it.

Previous thread >>125557851


>Download the basic game here. Current version is Dwarf Fortress 0.42.xx
http://www.bay12games.com/dwarves/

>Official forums:
http://www.bay12forums.com/smf/index.php

>Find a bug? Don't tell us! Tell Toady! Complaining in the thread will accomplish nothing.
http://www.bay12games.com/dwarves/mantisbt

>Have a question? Check the wiki first:
http://dwarffortresswiki.org/index.php/Main_Page

>Fireden archived threads:
https://boards.fireden.net/vg/search/subject/Dwarf%20Fortress/

>Dwarf Therapist:
http://www.bay12forums.com/smf/index.php?topic=122968.0

>DFHack (Out of date):
http://www.bay12forums.com/smf/index.php?topic=139553.0

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Starter Pack (Out of date):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

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

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

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

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

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

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

Strike the earth!
>>
hare, have a wallpappy
>>
>>125670914
Aw shit das kawaii
>>
Need any fish cleaners in this thread?
>>
>>125671139
No, only fish dissectors. Move along, migrant.
>>
>>125670567

http://dffd.bay12games.com/file.php?id=11247
>>
>>125671139
Nice try, hauler.
>>
>>125671139
Guess who's getting drafted
>>
>>125671197
How about animal caretakers?
>>
>>125671263
Always needed, welcome friend
>>
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>>125671251
>peasant comes in
>can literally do nothing
>slap him into danger room with clown suit
>comes out as murdermachine 9000
>peasant comes in...
>>
>>125670758
No. Defend burrows and train are two different orders. If they're doing one they won't be doing the other. If you want them to train indefinitely just set them to train and make sure they're active. They'll only stop to eat, drink or sleep.
>>
Oh shit my first siege on this version, I was getting worried I settled in a really shitty peaceful area.
>>
>>125671360
what if I just built a room next to them that had food, drink and beds?
that would at least shorten the downtime, right?
>>
>Hauling doesn't appear on new Dwarf Therapist

STOP HAULING STONES REEEEEEEEEEEEEEEEE
>>
>>125671524
Yeah, they'll go to the nearest food when they get hungry, unless their preferred foods are in another stockpile, in which case they'll sometimes go for that instead. If you include the beds in their barracks and set their orders to sleep in barracks, or better yet assign them their own rooms adjacent to the barracks, that will speed sleep up some.
>>
>>125671216
>http://dffd.bay12games.com/file.php?id=11247
Thank you very much, senpai.
>>
First for toady a shit
>>
>>125671865
Just inactivate it in the game if it bothers you. Or have you forgotten how to use the vanilla UI? Or worse yet, did you not even bother learning it?
>>
>>125671865
v p l
>>
>>125671935
FUVB AVABHN
>>
>craftsdwarf gets 101 days in prison for only making 2 out of the 3 amulets the baroness requested on time
>militia commander savagely assaults two people and a cat then kills two others, is only given a beating and sent back on duty
>>
>>125671865
>can't play without a normie crutch
>still REEEEEEEEs
reeeeeeeeeee
>>
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calm down
>>
>>125671865
Except it does, Jobs Full.
>>
>>125672174
you could do him the favour of turning the labour off
is he missing arms or legs or something? make him a performer instead, might be funny
>>
>>125670761
If the game looked more like OP's pic, maybe people would actually play it.
>>
>>125672380
I did. I assigned him a new profession and he leapt out of his hospital bed and promptly went outside to fish. But then he found he could not grasp or stand and canceled his job 800 times.
>>
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This is what I miss about DFHack

>carefully picking out each and every metal item from the caravan so I can smelt it

my eyes. Ijust want to type "bronze" or "steel" and press shift enter to select them all.
>>
>Necrotower has a hamlet nearby that's supposed to have a vampire
>Go to said hamlet to drink his blood and then enter the tower
>Some people say it's their neighbor, others say the hamlet's lord will know where he is
>Go to said lord
>He tells me the vampire has traveled to some town on the other side of the world

JUST
>>
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>about to play Dwarf Fortress for the first time
Things should turn out fine even without mods, right?
Not sure if the base game is playable as is, but if it's been developed for so long it better be
>>
>>125672509
did you turn the old labour off though? having a profession doesn't cancel that out, they'll (poorly) try to do both
>>
>>125673098
You don't need therapist, dfhack or custom tilesets. In fact I'd say starting with the base game to learn the shitty UI is a good idea. Personally i have never used anything besides stonesense for looking at shit I built
>>
>>125673098
Even if we said no, you wouldn't know what to mod or how to mod or why you were modding it.
>>
>>125672858
JUST
topple a statue
>>
>>125673428
Of course he doesn't *need* them, but Dwarf Therapist and a square ASCII tileset can make the game a lot nicer. I would recommend trying both at some point. The user interface of this game is terrible.
>>
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Holy shit, the dwarves are actually dancing
>>
>>125673428
2 of the 3 things you mentioned aren't mods, and a person who has never played probably has no idea what you're referring to anyway.
>>
>>125672495
If the game was a commercial product, maybe Toady would care more about looks and less about the simulation
>>
>>125673582
>they nimbly avoid the trail of vomit
>>
>>125673428
You don't need rapist or DFHack or Announcement Viewer but it makes the game much nicer to play.
>>
>>125673546
Yeah, this game is cringe material for user experience designers
>>
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Hmmm, I still haven't come across random dancing while adventuring, anyone seen people dancing on their own while adventuring?

I see singing, music, poetry, stories... no dancing, makes it really hard to learn new moves.
>>
>>125672495
To be honest, the world map in the OP pic looks like a generic fantasy world map, made as a backdrop for the script rather than a living world.

While the world in DF is created by geological processes, the one in the pic has been specifically painted to suit a certain story.

While DF civilisations sprawl according to availability of resources, the world in the pic just has the few obligatory castles, towns and hamlets strewn about.

The worst thing about the world in the pic is that is literally has four corners, not just on the map itself, but on the very landmass; the world is quadratical.

Then, the style looks pretty sweet, and I hope that one day someone creates a utitility able to generate similar maps using detailed DF maps.
>>
>>125674273
No, the only adv mode dancing I've seen has happened when I started it.
>>
>Get Masterwork
>Embark
>Forces me to use Kobolds

How to use Dorfs?
>>
>>125674479
The world map in the OP pic is a DF map
>>
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>>125674723
Bleh, I notice a nice thing about forest retreat taverns is there's a lot of room so the musicians tend to run around and then just bust into jam sessions, but no dancing.

The human ones are too cramped half the time.

Or there's a decent amount of room but some 3 year old is telling a story while the drunks make fun of them. :D
>>
>>125674727
>what is tab during embark screen
>>
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>27 peasants and a child

Haulers it is.
>>
>>125674921

Tab just gives me the items.
>>
>>125674767
Were it not for that lake, I would believe it. DF just doesn't make lakes that big. I tailor my worldgens specifically to get large lakes, and they don't even come close to that. Also the place names aren't the kinds of names that DF gens.
>>
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>>125669319
Should not be possible since i never actually entered the caverns, i was just digging my stairwell deeper to find minerals, when i suddenly somehow discovered them, as far as i can tell i should never even had vision on them.
Pic related, its how i dug the stairs and how they still are.
>>
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>>125675448
http://www.cartographersguild.com/showthread.php?t=22798

http://imgur.com/a/bC66I

http://www.cartographersguild.com/showthread.php?t=22882&highlight=april+challenge+entry

http://www.cartographersguild.com/showthread.php?t=22825&highlight=april+challenge+entry
>>
>>125675056
>what is tab during selecting embark location
>>
So this guy got possesed and wants rough gems, I have a shitton of them, why isn't he taking any?
>>
>>125676151
Then the mapmaker appears to have mislabelled it. That's an inland sea. Water features that size are always saline.
>>
>>125676776
A lake can be saline.
>>
>>125674479
>the world in DF is created by geological processes

No it bloody isn't. Gabbro and diorite adjacent to one another? Please. And don't even start me on how unlikely it is that every bedded sedimentary unit has a perfectly horizontal contact with the surrounding layers.

Accurate geology when, Toady?
>>
>>125676873
Not in DF. Lakes are always freshwater. Every biome with saltwater is an ocean biome or a saltwater swamp.
>>
>>125677213
http://dwarffortresswiki.org/index.php/DF2014:Lake

What the fuck are you talking about?
>>
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Can someone tell me what this triangle at the mouth of the river means?
>>
>>125677213
...and the wiki disagrees with me.
I have made literally hundreds of worlds tailored for lakes, and have never seen a single saltwater lake. Maybe a bug report is in order.
>>
>>125677181
To be fair, the simulation is better than most, if not all, games who deal with random terrain literally in a completely random fashion.

I agree it has its flaws though. If someone could write a detailed report on what's wrong I'm sure Toady would fix it sometime in the future.
>>
>>125677592
The first thing would be actually distinguishing rocks from minerals, rather than having the generic "stone" tiles, which can be made out of rock as well as mineral.
>>
>>125677409
Waterfall?
>>
If I mine out all blocks on an entire z level will it cause a cave in
>>
>>125678045
Yes, build a single support anywhere and it will be fine.

>Does the layer above connect to anything below it?
>Yes
>No worries
>No
>Cave in
>>
Does the Musicality attribute affect anything now that performing is a thing?
>>
What is the cleanest tileset?
>>
>>125678571
What do you mean by "cleanest"?

I like CLA, its pretty clean for me.
>>
>>125678571
As in readable and easy on the eyes? Default ASCII, Taffer or GemSet. Also try different color schemes.
>>
Some oddities with plants and bags. Dwarves seem to randomly take seeds and milled products out of bags and put them in barrels. This has a couple of side effects. I had a dwarf yesterday make a lavish meal out of some booze and a mill barrel that was worth about 90000 dorfbux. it had about a dozen ingredients, made from a combination of booze and milled products (dwarven sugar and flour) that was stored in a single barrel.

Also, it seems that milled dyes that are taken out of bags are ignored at the dyer. I had a barrel with about 70 milled dimple dye in it. after some fiddling around, with different stockpiles, the haulers ended up just dumping the dye on the floor. This essentially destroyed the dye. One workaround is to just restrict barrels at all of your dye stockpiles, which causes them to be stored in bags, which seem to work like normal.
>>
>>125678781
>>125678841

Yep, easy on the eyes and quite readable. Bonus point for crispiness.
>>
>>125678953
Yup. I just have designated milled stockpiles. It's obnoxious but whatever.
>>
Is 0.42 somewhat stable?
>>
Dwarf Fortress - Next Version (Not Yet Released) [ View Issues ]
================================================
- 0005432: [World Generation -- Beasts] Vampires become unstoppable in worldgen in cities large enough for temple+sewers - causes depopulation (Toady One) - resolved.
- 0005263: [Adventure Mode -- Town] Population crashes in human towns (Toady One) - resolved.
>>
>>125679113
Somewhat, I haven't encountered any bigger bugs yet.
>>
>>125678953
It's already reported. This issue probably doesn't need any saves, as it reproduces 100% of the time. You can monitor it to keep it on the front page, though.
>>
>>125672629
I wonder why Toady doesn't incorporate search bars or the manipulator that dfhack has

I mean they would take a few weeks max to put in the game and people would cream themselves
>>
- 0005289: [Adventure Mode -- Dark Fortress] Severe FPS drop in Dark Fortresses(Toady One) - resolved.
>>
>>125679373
Because losing is fun also means losing your mental health, dummy.
>>
>>125679108
I can live with the bug in respect to milled cookables. it's almost like the old planepacked artifact bug with respect to meals. but rendering all of my dyes useless? yeah, nah. if dyers would accept barrels as containers for dye though, it would be great. they'd stick that barrel in their shop and dye for months at a time.
>>
>>125679183
So starting a save on this version wouldn't result in having to delete it within minutes because of a gamebreaking bug
>>
>>125679527
No

This version is surprisingly stable compared to how 40.01 was
>>
>>125679414
Oh thank god. It took me 30 minutes to make ~15 steps to get out.
>>
>>125672509
thats very depressing, when you think about it
>>
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http://www.bay12forums.com/smf/index.php?topic=137096.msg6670711#msg6670711
>>
>>125679690
Yeah, but 42.01 crashed at least as much as 40.01. Like .40, most of the major bugs of the .42 release were fixed quickly.
>>
alright, so I sealed my fort up to a necromancer siege at the the 2nd year, and other than 2-3 replaceable dwarves and some livestock getting killed outside, I was going to be fine. But somehow, one of the undead got into the fort, killed some people, the necromancer revived them, and it went downhill from there. there was only two possible entrances to my fort: the entrance which was a 1 z level passage sealed by an upright bridge and a channeled hole built over a millstone with a windmill over it. The odd thing is the windmill wasn't destroyed, and the undead soldier showed up in my farm, which should have been completely isolated. I know it's hard for anyone to diagnose the issue without screenshots and stuff, but my DF computer doesn't have regular access to the internet.

There were no dead dwarves (or dead things of any kind) in my fortress, so it shouldn't have been anything related to a necromancer reviving someone inside the fortress. furthermore the undead that attacked from inside my fort was an unnamed crossbowdwarf.
>>
>>125670761
How long until dwarf fortress characters achieve sentience and it will be unethical to run the worldgen or abandon a generated world afterwards?
>>
wh-what does this mean?
has somebody sacrificed a dude in the name of his god?
>>
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>>125680315
forgot pic, cause im stoopid
>>
Is there a way to get rid of long-term residents?
>>
>>125680649
Magma is your friend.
>>
>>125680649
magma
>>
>>125679840
Thanks reddit.
It wasn't even a great tileset to begin with
>>
>>125680690
>>125680696
So, the only way is to kill them, shit.
Because this fucking faggot poet starts brawls every 5 minutes and he fractured ribs of my dorf.
>>
>>125680789
sorry for hurting your feefees
>>
>>125680791
Well you could stick him in a burrow with food for 10 years and seal off the exit, but that would probably cause him to go mad.
Dont know if you can ,but you can try putting him in a cage and selling him to some passing caravan.
>>
>>125680484
it means a god made a deal under the table with a demon so it could propagate it's ideals of warmongering and chaos, in exchange for power and and control over lesser evil creatures.
in layman: event that creates a tablet and a demon controlled by it.
>>
>>125680791
Burrow him to your jail cell, lock the door, dump his corpse few months later.
No other use for jails 99% of the time until we get economy/crime systems in place.
>>
>>125680990
how would I go about that?
also aren't cages broken in this version?
>>
>>125681147
Hmm , as i said i dont actually know if you can and the wiki says that if you try to sell a cage , whatever it is holding gets dumped.
So the best plan seems to make a seperate burrow for dwarves who piss you off or kill him.
>>
>>125680131
I think I may have an idea of what the problem is. Do felled trees sometimes punch through the ground? Some of my plots had aboveground crops available to plant, so it's possible some holes were made when I felled trees.
>>
>>125681567
yes, if you fell a tree and the wood falls on a ground tile that's weak and empty under it, the wood will fall trough and make a hole.
that's why I always floor the ground around my farms, and never dig under them
>>
>>125679760
[Adventure Mode -- Dark Fortress] doesn't exist as a bug tracker category, and that is a really old bug id number... ya been trolled bud.

Hmmm. So I'm looking through the syndrome stuff added with the personality facets and such, nice thing is you could just set up an interaction that strips them out or sets them to a preferred state, but I am pretty sure it doesn't work with values.

So now I'm left trying to figure out if there is any combination of states that would make a dorf want to spontaneously bust out in dances.
>>
>>125681797
there were extra Z levels under the farms that were undug, and that explains why I didn't notice anything else. Also I recall now that some logs showed up randomly in my farm. But yeah, that definitely explains it. Weird that I didn't notice the channeled out holes above the farm, but I was using a new tileset too, so that explains that as well.
>>
>weaponsmith has a mood
>possessed
>makes a silver battle axe
god dammit
>>
>>125679834
>Sadly, I will no be able to update the graphic pack myself. I suffer from anxiety/dread issues, and working on this pack is one of my triggers

>I'M TRIGGERED BY VOLUNTEER WORK

You know you all are tremendous faggots and I dislike many of you. But you are all a cut above anywhere else.
>>
>>125683253
you can be sad about fake stuff without being "triggered"
>>
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>mfw nondwarves petition to live in my fortress
>>
>>125681797
>>125682267
That's not what makes the hole, you're confusing this issue with how cave ins work.
When you chop down a tree that has had the walls dug out on the z-level below, the tile that was the trunk of the tree will leave empty space. Basically, chopping down the tree removes both the trunk and the floor beneath it, so if there's nothing below it you get a hole. It has nothing to do with falling logs.
>>
>>125683465
>cheese makers by the cartload in your fortress without ever asking
>professor badass the human lasher has to ask to live in your fort
>>
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STIBNITE
T
I
B
N
I
T
E
>>
http://www.bay12forums.com/smf/index.php?topic=137096.msg6670711#msg6670711

trigger warning
>>
>>125683815
yes and?
>>
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>mfw a bronze colossus walks on the ground on top of my pasture and falls through the ground, in the middle of all my animals and farmers and bypassing all the traps i had laid out for just a moment like this.
RIP 100 animals
>>
>>125683815
Being a non-dwarf while at the same time being better than most dwarves is prettys suspect, though. He probably become successful only because of nepotism within the human diasporic community.

Into the deadly dust room he goes.
>>
>Both dwarven civilizations dead
>2 years, only have a popuylyation of 20 despite being rich as all fuck
>Captain of the militia declares himself king
Alright, fine. But you're still staying in the militia and you're going to be the first sent out in the inevitable goblin siege.
>>
>>125683890
we already kekked about it
>>
>>125684060
my point is you let total trash into your fortress, what's a few humans here and there?
>>
>>125683890
>Sadly, I will no be able to update the graphic pack myself. I suffer from anxiety/dread issues, and working on this pack is one of my triggers

What did he mean by this?
>>
>>125684773
He picked the most retarded way possible of saying that he doesn't want to work on the pack anymore.

Should have pulled an ironhand.
>>
>>125682626
Force him to fight with it, completely naked.
>>
Can marksdwarfs fire at targets directly below them, like through a grate or something? Will the things below fire back?
>>
>Mastershit creator held hostage by ISIS
>Phoebus quitting

A good day to be a myne.png user
>>
>>125685253
Didn't he just get robbed by Lebanese soldiers?
>>
>>125685253
>>Mastershit creator held hostage by ISIS
link?
>>
>>125685430
I may have embellished a little
>>
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>>125685440
>28th of Obsidian
>Chief Medical Dwarf was bitten badly by a were-chameleon on the 2nd

Time to see how it goes.
>>
>>125685589
Well, he was infected. He managed to last longer than most goblins and undead, but there was little he could do against 9 legendary militia.
>>
>>125685253
>Mastershit creator held hostage by ISIS
Oh no, he's going to get dipped in lava.
On ISIS note, does anyone else think their executions are getting dorf fortress tier ridiculous? Detonation cord, cage in water, really?
>>
>Embark
>No Noble Screen in Masterwork

I've had so many problems with this mod. Is it even worth it? I might just stop using it.
>>
>build giant fortress
>140 dwarfs
>we have food and booze for everyone
>everyone is happy
>comfy furniture
>make a military squad
>train them for years
>everyone is at least proficient at one skill
>two master hammerdwarves
>still training them
>never had a single siege
I'm getting bored, everything in my fortress is perfect, no problems, nothing happens. How do I force a siege? I already ruined all diplomatic relations with nearby civilizations, sieged inumerous merchants, did all I could to have a siege, but all I had was one thief who didn't even manage to enter the fortress
>>
>>125686349
did you check your neighboring civs? do you have gobbos or a tower nearby?
>>
>>125686341
Last time I played, there definitely was a noble screen. That shit is hardcoded.
>>
>>125686341
there were things I really liked about it when I used it a year ago, like clothing/wood/leather simplification.
>>
>>125686476
Theres Kobolds and elves. Since I sieged the elves caravans multiple times, shouldn't they siege my fortress
>>
>>125686276
>On ISIS note, does anyone else think their executions are getting dorf fortress tier ridiculous? Detonation cord, cage in water, really?
ISIS are basically a bunch of fundamentalist /b/tards with heavy weaponry set loose in highly unstable region, so it was inevitable.
>>
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>>125686529

wat do
>>
>>125686602
I mean, probably, but even when/if they do, you're going to be disappointed.
>>
>>125686601
Just use Modest Mod
>>
>>125686635
Not sure, but that might be because you don't have an expedition leader/mayor. When a new one is elected the screen should return to normal.
>>
>>125683784
So basically, cut down trees before digging and block floor the area above my farms, or dig an extra level down if I have multiple soil layers, and the problem is resolved?
>>
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>>125679032
I like mine, personally, since it's just a big sharpened up version of the little curses set.

>>125681925
Oh... hrm... that wasn't what I was aiming for at all.
>>
Is it possible to mode DF2014's raws so all ores (and maybe even all stone?) drop 100% of the time like gems?
>>
>>125687014

Thanks man. That's probably why.

It wouldn't let me embark with Plump Helmet spawn either. I have no idea how to grow the seeds I have. What do?
>>
how about a high res font that has square tiles?
>>
>>125687994
magma
>>
>>125671924
>>125688059
There's quite a few square versions of the upscaled ones in that pack.
>>
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Walling off the caverns was a good decision. This poor bugbat's been rotting alive for over a month
>>
>>125687826
probably but why
>>
i'm using the updated ironhand for now which is nice but the last fort i dug had a stone that had identical-looking walls and floors in the ironhand graphics, so bedrooms etc. were almost unusable until they were smoothed.
>>
>>125689392
dwarves are a renewable resource. send a squad in and quarantine them afterward, if they all die it's nothing lost in the long run.
>>
>>125690124
Stalin pls go
>>
>>125690201
in order to push back the darkness which pervades our world, sacrifices must be made.
>>
>decide to retire my fort and start an adventurer from it
>1 week goes by
>there are at least 4 wagons inside of my fort, some stuck in walls
>sparrow men have taken residence in my death path for undead to enter
ok time to leave
>>
>>125673098
I'd say start out with the vanilla game, and once you know the ropes and have a large amount of dwarves (which makes it hard to manage them all) you should use Dwarf Therapist.

I don't really know DFhack, but you should figure out if you want that later.
>>
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>>125691394
also a merchant just gave a kitten a quest.
>>
>>125691551

Can you play as the kitten?
>>
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>>125691986
>>
>>125692114
theres always snek
>>
>Getting bored
>Decide fuck it, attack the merchant caravan
>They are outnumbered from my 20 vs their 3-5 guards
>The guards manage to kill everyone but 2, a some non militia dwarves
I knew copper equipment was bad, but that bad?
>>
>>125692746
Stronger materials wreck the fuck out of weaker materials.
>>
wish there was some use for the dissection stuff

whens alchemy going to be included again?
>>
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carp

no.
>>
>>125692746
copper is terrible, what are you, kobolds? iron and steel cuts through copper as though it's not even there, and copper bladed weapons can't penetrate iron or steel armor at all. (copper hammers do just fine, but you'll still need better armor)
>>
>>125693760
>copper is terrible, what are you, kobolds?
you have found tetrahedrite
you have found tetrahedrite
you have found tetrahedrite
you have found tetrahedrite
Every. Single. Embark.
>>
>>125693930
Just make billon and trade.
>>
>>125693930
>train your weaponsmiths by making copper spiked balls
>request iron ores and bars from the caravan
>trade the spiked balls you made earlier for the iron ores and bars you requested
>make steel
>equip your dwarves
>???
>magma
>>
>>125694117
this, except I request all bars they can bring. I can craft the other shit into whatever, mugs.
>>
>>125694117
>request max metal bars
>get 4 of each
that shit's highly inefficient, you need to request everything steel or iron and then melt it
>>
>>125694190
I do that too, mainly because I like to make the metals with strange colors to decorate (black bronze etc.) but the main theme is basically the same.
>>125694374
the more you trade the bigger the caravan is. Even so, the ores are the most important component to trading, since if you get only ~5 each of 3 different iron ores, you'll end up with 60 iron bars. That's a good start for your military if you cut a few corners (wood or leather shields, just steel mail, leggings, and a copper warhammer etc. gets you down to 6 steel bars per dwarf, that's enough for 10 dwarves) and in a few years you'll have enough for anything.
>>
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>some random fucking peasant becomes a baron of some other shitty place because he was the heir
>stays in my fort

I was fine when this shit happened with a human who got civilianship, because he had proven his worth in my army
This worthless pleb is an "adequate dyer" at best.

Fuck
>>
>>125693573
>the carp stands up
oh god how horrifying
>>
>>125695728
Confusing as well.
>>
>>125694117
and for what it's worth, the copper spiked balls are not actually too bad for actual traps, even being capable of damaging creatures through stronger metal armors. so if you end up with too many to actually trade you can repurpose them. alternatively you can build spiked ball traps in rooms to increase the room value as well.
>>
>>125695726
M A G M A

A

G

M

A
>>
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>revisiting a fortress I retired when a werebeast killed 70% of my dwarves

this is terrible, its been 6 years and they haven't buried them.
>>
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>>125696173
>that moment when you realize you don't know what vanilla dorfs in world-gen forts do with all the bodies of their dead
>>
>>125696678
sick mosh pit going in the library
>>
>>125696678
bumper carrrs
>>
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>>125696938
>>
no phoebus for 0.42?
>>
So um, can I only dig stair cases on a certain type of ground? It's all coming out as sand walls
>>
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>>125696937
>>125696938
>>125697143
It's hilarious but so laggy and well... kinda disgusting.
>>
how the hell can you deal with bogeymen goddamn

do you have to have superdwarven agility?
>>
>>125697493
>all in a pile of vomit
Lost it there
>>
>>125697423
Are you digging into a wall or into the ground? You won't be able to carve upstairs or up/down stairs out of nothing - it has to be on a wall. You can dig downstairs anywhere except slade obviously.
>>
How do I fall in love with my fortress?

I try designing a fortress with the most utility but it ends up being a fugly block that ends up not having that much utility once I learn more game mechanics.

Should I just go for aesthetic quality over everything else?
>>
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>>125697547
You could do it that way, or just disable them unless you're in a mood for dealing with them.

>>125697592
I think the next floor up has them laying in "a slurry of bloody sweat and vomit", probably some tears in there too I'm sure.
>>
>6 rangers
>8 fisherdwarves
>Previous wave
>2 farmers
>7 rangers
>7 fisherdwarves
>1 lye maker
This is not normal. How has toady fucked up migration this time? There's only rangers, farmers and fishers
>>
>>125697729
all depends on what you prefer really, if you'd rather have an aesthetic fortress then go for it, once your familiar with the basic game mechanic you can make a whole lot of different styles of fortress work.
>>
>>125698412
seems pretty normal desu senpai why would useful people emigrate
>>
>>125698412
that's what it was in 40.xx too. what you receive depends on what's available in the civilization mang
>>
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>>125696678
Jesus, every time I get control back it spams a bunch of "scholar slams into another one" messages.
>>
>>125698828
working as expected
>>
Has any testing been done as to whether professional soldiers make better smiths? I've got a spearmaster that's legendary in most combat skills. Despite being merely a talented weaponsmith, he's made multiple masterwork weapons in a short period of time as opposed to my vastly more skilled smiths that lack military training. I've had something similar happen in past forts, too.
>>
>>125697547
I have not played adventure mode in 42.xx but in df 2014 they were pretty susceptible to getting charged since they are so tiny.
>>
>>125699143
The only thing I know of is the value of a bronze colossi statue is based on the engraving skill of the dwarf that killed it.
>>
>>125692746
If your dwarves weren't shit a single dorf with an iron toothpick could kill them all.
>>
>>125700416
>iron toothpick
What about a copper toothpick, asshole?
>>
>>125700537
He could kill them all with his fists even, if skilled enough.
>>
>>125700537
honestly if a toothpick had an edge size of 1 it would probably chip bones and wreck shit just like whips do right now, even if it was just copper.
>>
>>125697680
I've been digging downstairs into the ground
>>
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>>125698979
As are mugs, a.k.a. the best toys ever!
>>
>>125701327
Can fill your mug with other peoples' tears?
>>
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>>125701725
You could if you got enough tears to pick them up.
>>
>>125701792
What's the best way of making people cry?
>>
>>125701792
I'm curious, when a dwarf eats something does it disappear?
>>
>>125701792
>mating: my only mistake
>>
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>>125702282
If you give them something like poison or an item that grants a syndrome or whatever, it takes effect (I gave my companions some of my strength booster balms this way and they were all ripped as fuck) so they're actually eating it.

Hang on, this guy just took a big frothy swig of lignite instrument, several books, and a big gulp of copper coins... then paused... there's still more in the mug!

>I think there's something wrong with this booze.

I hurt myself laughing.
>>
>>125687441
Yeah, but you've added fucking retarded embellishments to the humanoid races.
>>
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>>125701792
>Mating: My Only Mistake
>>
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>luckily find a hamlet while traveling and stay there for the night
>stop at a temple
>the only person awake is a lady and she grants me permission to stay the night
>explore and realize its a temple because off the statues
>wake up
>ask one of the sleeping soldiers I noticed the night before where I am
>the temple of pregnancies dwarf!
>mfw its all men and the lady
>>
>>125703362
hawt
>>
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>>125702872
I like my retarded embellishments thank you very much.

I also need you all to share in this with me.

>human bard sits down at a table
>listening idly to another human telling a story
>naked elf chick comes up and passes him a mug
>he thanks her, wondering briefly why it was clanking
>straight up chugs a little stone flute, two books, and half a dozen copper coins
>stops, wipes his mouth on his sleeve
>"This storyteller is fine."
>without missing a beat he chugs another mouthful of coins
>some asshole emptied two of the pouches they traded the mugs for into this mug
>25 copper down, 75 copper, 12 silver, and 2 gold coins to go

This guy is a trooper.
>>
>Masterwork isn't out for the latest version of DF

REEEE.
>>
>>125704148
Urist McSensible retches!

All the bloat, all the shit features.
>>
One of my dorfs lost one leg and one foot two years ago and he is having a hard time moving quickly. I wanna give him a crutch so he can speed up, but my doctors are not doing anything about his old injury. How do I make him go fast?
>>
>>125704437
if he's missing what is essentially both feet, he'll never walk.
>>
>>125702682
>trying to drink coins one by one

kek
>>
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>>125704562
It took a long time... at some point he must have just decided "you know what, I'm this far in, god dammit I'm going to see this through to the end" and powered through the shredded esophagus, distended gut, and that disturbing little jingling sound he hears every time he takes a breath.
>>
>>125704437
There's only one way he'll ever walk again...
Werebeast its the only way.
>>
Finally, the Temple district and Bourgeois district is almost finished. Just gotta smooth that shit up and get the furnitures, windows and gold statues ready.
>>
>>125704942
>all on 1 Z-level
disgusting
>>
>>125704942
Are you in two separate biomes? The southern side is mountains or something right?
>>
>>125704942
Sir, I believe you need to be informed of the z-level exploit.
>>
man i hate embarking in single biomes. my 3x3 is over 3 different ones this time
>>
>slice the tendon in a hammergoblins arm and he drops the hammer
>block the pike thrust from a second goblin
>THE HAMMERGOBLIN SCRATCHES YOU, BRUISING THE HEAD AND TEARING THE MUSCLE!
>YOU ARE UNCONSCIOUS!
>YOU ARE DEAD!

well
FUCK YOU SUPER SCRATCH
>>
>>125705096
>>125705362
>Implying i want that
No thanks. Fuck efficiency when i can have an impractically huge fort on one level. Besides, the necropolis sewers are below and going up ruins the symmetry

>>125705212
Yeah, south side is barren mountain, north side is shrubland and some forest type
>>
>>125705706
why settle for an impractically huge fort on 1 level when you can have an impractically huge fort on many levels?
>>
>>125705849
Like i said, the z level below is sewers with running waters, catacombs and crypts. Though upwards maybe. But that comes later once i'm done with establishing the main fortress in the third cave
>>
>>125705637
Where was your helmet/hood/cloak/cap?
>>
Anything new since .03?
>>
>>125705637
>getting torn muscle from a scratch
>>125706309
pretty much this
>>
>>125706309
>>125706532
I had just started.
>>
>>125696678
Is this gay sex?
>>
>>125706584
yeah, but you don't even need real armor to prevent scratches. we're talking pig tail hats and shit. the difference between no armor at all and wearing a single pig tail dress is bigger than the difference between copper and steel armor.
>>
>>125706669
Well there are lots of races and both genders slamming into everyone there, so I think it's just a really violent clothed orgy?
>>
>>125706474
yes
>>
>>125707002
very good
>>
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>>125706834
>mfw cloth armor means something in a game.
>>
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>>125704942
I'm digging it. Shit like this makes me want to get a new PC to play this game on larger embarks and with more dorfs.
>mfw
>>
>>125700157
They always drop a masterwork statue.
From the wiki:
>Upon its death by means other than melting, a bronze colossus becomes a masterwork bronze statue (worth 1500)
From the raws:
>[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:BRONZE] [ITEMCORPSE_QUALITY:5]
And it wouldn't make sense anyway; engraving has nothing to do with any statues, much less metal ones.
>>
>Spend ages making a book
>Some scholar comes
>Oh good he can enjoy it
>After reading the book for like a season he just leaves carrying my book
What the fuck who steals a book
>>
>dwarves won't dump

I have tons of troglodyte bodies in the caves and my corpse stockpile is full. And I've got some caged goblins that, since they can't pit them, I designate the cages for dumping. Is anyone else having this problem?
>>
>>125704942
>>125707898
Tried spacefox?
>>
>>125708496
the trick is to have a trillion copies of everything so they steal that instead
>>
>>125708737
Nah, i've always used phobs
>>
Has anyone ever built a fort out of a tower? I'm thinking about building a 100 floor tower with a waterfall at the top that pours down all sides of it.
>>
>>125704392
>All the bloat, all the shit features.

I just like the little conveniences. Having animals in the pasture list arranged by type rather than whatever the fuck method vanilla used is a massive improvement.
>>
>>125709718
Have you done so with a 10 floor tower?
>>
>>125708496
Remember that this means he'll likely bring it to another library, where they might make copies of it, potentially having an effect on the entie civilisation. Perhaps the next caravan brings a copy.
>>
>>125709718
>Waterfall along the tower
FPS death
Thread replies: 255
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