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/dfg/ Dwarf Fortress General
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"Death, I am not afraid of this" edition
Previous thread >>140547523

>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:
http://www.bay12forums.com/smf/index.php?topic=139553.0

>Starter Pack:
http://www.bay12forums.com/smf/index.php?topic=126076.0

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

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

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

>Adventure mode tips:
http://i.imgur.com/dOkRaNT.png

>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/3YGZKj6h

Strike the earth!
>>
Whahappa?
>>
>>140716270
Helloooo...

echooo...
>>
Do you know any good let'splayers who play DF?
I like playing df, while watching (or mostly listening) someone else playing.
>>
>>140717746
I don't, if someone else shows up maybe they will?
>>
>>140717746
I've seen a few but they generally sound like noobs just laughing at the game
>>
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I have 4 competent Marksdwarves, 2 novice lashers, 2 competent axe dwarves. I've only had one invasion so far and I dealt with the 10 of them through traps to get some starter gear because I had no copper nor iron on my site.
The melee fighters have coppers helmets and shields with iron weapons. The Marksdwarves have iron and copper crossbows with only wooden bolts, and I haven't figured out how to make them shoot their ammunition yet. I also have Elves visiting.
What do?
>>
>>140720629
>webs
Ha ha, you're fucked!
>>
>>140720629
>webs
Nigga u dun for

Webs absolutely fuck you up as you literally can't do anything while caught in them.
There are two scenarios you have to beat this guy

>1.
You kill him with your marksdwarves. Make sure they stay out of range and don't switch to melee like they always do. Make sure they actually have decent bolts.

>2
You manage to flank the FB in melee.
He'll launch his webs towards one soldier and the rest get him from the back. They generally don't spam their webs all the time. You might get lucky in these intervals and score a fatal hit. Unlikely tho

If all else fails, bridge-splatting or cave-in.
>>
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Would pic related actually work in practice?
>>
>>140726096
No
Blood is not a liquid, but a contaminant.
>>
>>140726096
creature blood isn't a liquid so no
at best you might be able to dye already existing water red with dye
>>
Though /dfg/ may die, it will rise again.
>>
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How does it even work when a race gets major pops in another race's civ? I know it has to do with the capturing of sites, but exactly how does it work? Are the site pops in the conquered site simply moved into the conquering civ?
>>
>>140729961
I thought it was just immigrants more than capturing sites. Goblins tend to end up integrating everywhere over time since they're immortal and develop great social skills. Elves are too busy fucking trees to do the same thing.
>>
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>>140716092
Any nice relaxing forts for travelers?
>>
>>140732398
Oh god, getting frozen in is such a fucked up thing. "la la la, everythings fine OH GOD ICEDEATH WHY!"

http://www.bay12forums.com/smf/index.php?topic=140544.msg6970205#msg6970205

FotF reply
>>
>>140732369
>Goblins tend to end up integrating everywhere over time since they're immortal and develop great social skills.
I doubt this. Only hist figs develop skills, and only the children of hist figs are kept track of individually.

The general pops must use another mechanic, likely on amore abstract level.
>>
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considering stress is not suuuch a bad thing anymore due to inebriation, I'm going to melt my masterworks. hope for the best
>>
>>140735232
>120 green glass tables
>>
>>140735504
I'll prolly drop some of them into lava or trade them to the dwarf caravans who'll most likely come back as merchants with their beasts of burden carrying them on their backs along with the multitudes of other unwanted items . . . oh Its a lose lose situation no way to get these out of the map eventually whoops
>>
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>>140734371
I picked several random merchants and generic dwarf citizens standing around and checked their skills.

They sit around and talking and try to sell shit and so forth.
>>
>>140717746
The only guy I could ever recommend, the one that got me into this game in first place:
https://www.youtube.com/playlist?list=PL7854D0F1F9208DF4
Soothing voice, fun sense of humor, actually enjoys the game.
>>
>>140717746
https://www.youtube.com/playlist?list=PLM7yEwbhGUoqk1o5eR482hxcDPKbwqYiJ

Watch if you want to listen to a nice voice, nothing but gameplay commentary, and the man who killed all the demons in hell without losing a single life to them.
>>
Will toady add in sex mechanics?
>>
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>>140738563
>we've lost many dwarves, we've lost far more dwarves than we lost in the initial demonic invasion. We've lost six actually (ep 68 counting the bodies)

son I've got bad news for you otherwise this is not bad
>>
>>140733020
Some snippets for the lazy:
>There are no plans to bring the time scales of adv and fort mode closer.

>I haven't started the 64 bit test yet -- it'll mark the change from the random small features and bug fixes I've been doing into the artifact/myth/magic stuff. I'm not sure when that transition will occur. We'll surely need some more bug fixes after this release.

>[A single tile is] 2*2*3m.

>[Standing orders (i.e. always keep booze between 70 and 100 - auto produce more if it gets lower, stop when it's at 100) won't be in the next release yet. Just general work order improvements]
>>
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Why am I only getting weak titans?
On my first fortress (well not the first, but the first where I knew was doing (Even though it was /aboveground/)) I got spectacularly rekt by a flying fire titan.

Last couple of failed society experiments I've only been getting stuff like steam titan (got 1 hit by ), giant leech (got punched into oblivion by a dabbling wrestler) etc.
Is this normal?

Pic related. Might have been the same type of titan.
>>
>>140737638

I used to watch that guy on Twitch all the time. He used to play a lot of cool indie/free games. But unfortunately he only seems to play Hearthstone now.
>>
>>140742506
I love FoTF replies because there are always 3 or 4 interesting tidbits, surrounded by a sea of "shit man, I don't even know. we'll get there when we get there."

Refreshingly honest. I don't know why the bay12drones keep asking about timelines and specifics. There weren't any 10 years ago, there aren't any now...
>>
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>>140742767
It's random.

Steam titans and any other form made out of liquids or gasses get one hit, glass etc.

If you want fun, look for a titan made out of hard materials like iron or steel, then you'll be proper fucked.
>>
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Why so gloom & doom I remember when stories filled this place with halls of mead & ale!
>>
>>140750732
Ah yes, the great meadhall calamity, in which 95% of those posting on /dfg/ were crushed by falling buildings.

A dark time, indeed.
>>
>>140750732
Because Toady lied.
>>
>>140752051
And goblins died
>>
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>You'll never gen up a world that's something out of YN
>>
>>140755456
What is YN?
>>
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>>140756696
Yume Nika or something like that
>>
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>>140756696
Yume Nikki, a game where you explore world of dreams. It's quite meditative and surrealistic.
>>
>>140756896
>>140757396
Hmmm, at some point we'll get something like dream world visiting if you believe the general guideline that they're trying to do the stuff in Threetoe's stories.
>>
>>140755456
20XX
>>
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>I was stumbling through the caverns, late one night
>When my eyes beheld a eerie sight
>For the monster population, began to rise
>And suddenly, to my surprise
>They did the mash
>>
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>>140759457
>beating heart

But she's UNDEAD?
>>
>>140761268
Undead can't unlove anon
>>
>>140764116
s'troof
>>
>>140758476
So in the next 20 years?
>>
How do you treat elfs?
>>
>>140769692
Heat, bedrest, and penicillin until the infection subsides.
>>
>>140769914
When you say heat, do you mean a soothing rock heated water, direct exposure to gentle flame, a molten rock massage, or all of the above at once with a side of spikes?
>>
>>140769692
Chain the females up for milk and toss the males into the troll pit.
>>
>>140770810
Yes.
>>
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Found a goblin town, everything is fucked up, instead of wood it's all obsidian, there are trenches everywhere, and this shit happens when I go into the keep.
>>
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>>140776612
You're a good man.
>>
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>>140776073
>>
>>140778629
Thanks man, you too!
>>
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>>140776073
>snow indoors
disgusting
>>
>>140742506
>>[Standing orders (i.e. always keep booze between 70 and 100 - auto produce more if it gets lower, stop when it's at 100) won't be in the next release yet. Just general work order improvements]

triggered

by the way can workflow do this now?
>>
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>>
I want to see petroleum added in to the game at some point. Oil traps would be pretty great and >fun
>>
>>140789745

>walk around with a backpack full of oil
>throw it on people
>every bodypart is now covered in oil
>throw a fireball at them
>???
>It was inevitable.
>>
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>>140789745
>doing something useful with cinnabar and making mercury moats
>>
>Adventure mode will always be shite

Please toady deliver onto me a good game
>>
>>140792401
Man I wish some metals could melt into liquids
>making a molten gold river in your treasury
>>
>>140792938
Just wait a couple more years or ten
>>
>>140793507

Just please add a way to gain combat experience that doesn't involve grinding. Just let me gain exp from killing monsters. The game actively punishes you for ending fights quickly
>>
>>140793751

Found lately that exp doesn't raise for a lot of adventurer skills in some circumstances anyway
>>
>>140793873

I guess it's back to hugging turtles until I become a demigod in dodging
>>
>>140788825
I like it.
>>
>>140793751
I wish npcs could train your skills and shit
>tfw you find a battle worn wandering warrior in the middle of a forest
>you can convince him to tell you his war stories and maybe even teach you some of his techniques
>>
hey /dfg/ all my dwarf started killing each other mercilessly. no one was unhappy, anyone know what happened ?
>>
>>140795643
Loyalty cascade from an execution or something?
>>
>>140795643

Had this happen recently in a fortress I ran for about 5 years unattended, I figured it was because I'm using a modded race with different ethics or it could have been the 13 ghosts floating around (no one got bad thoughts from them and they weren't violent)
>>
>>140796218
i killed some tavern people because i was losing fps, could that have caused a loyalty cascade?
>>
>>140796747
God yes.

Dorf #1 is friends with Human Maceman
Dorf #2 is in the militia and kills Human Maceman
Dorf #1 starts fuckin fighting him but gets slaughtered by superior militia skills
Dorf #3 liked Dorf #1
Entire Dorf Fortress starts fighting.

If you want to get ride of those bastards just play the long game and starve them after setting the config to not allow any.
>>
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g-good I wanted the thread to die at 75 posts
>>
>>140801803
I've come to accept that dfg is in a permanent state of semi-death
>>
I wish I was at home playing dwarf fortress
>>
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>>140804573
>>
Dead thread
Dead game
>>
Do bees affect fps much?
I have like 30 hives and my fps is down to 30 only 3 years in with 100 dwarves
>>
>>140809902

The 100 dwarves are hurting you more than 30 hives.
>>
>>140810116
I suppose my 40 human guests aren't helping either
How low do people usually let fps drop before they give up?
>>
>>140810812
I'm playing at 3 fps with 150 sitizens right now. It's actually nice cause I have to finish my paper and I really need something to do in the game once in a few hours.
3x3 stairs were a mistake
>>
>>140786208
The building was taller than the sky allowed so no roof.
>>
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>>140811871
The last 50 dorfs were a mistake.
>>
>>140812679
The last 44 approved petitions were a mistake for me
What's your embark size? I'm on a 3x3
>>
>>140812679
I'm hunting down gobbo who hijacked king title, so I need a rank of Metropolis.
>>140813031
I guess you misquoted. 5x5, anything smaller feels too tight.
>>
>>140813246

I play exclusively 5x5 now too
>>
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So I sent out my squads against the foe, and sealed the gate. All of my militia died, but my civilians were safe behind the gates (or so I thought). Then it seems fighting had erupted in the tavern. The guests and my dwarves had started killing either other. Sounds like a tantrum spiral of sorts, but like one of the first I've had. I couldn't make the details out exactly but it seemed like mostly the outsider tavern guests were attacking my dwarves. So any idea why this happened?
>>
>>140811871
My last fort was a 4x4 embark at 200 population. Very few visitors though. FPS was 25+ to 40 at most times
>>
>>140813897

Just had another random outbreak >>140796315 too, I'm on a reanimating embark though, 4 ghosts and 7 dead total (only a few from brawls), just about to hit year 2
>>
>>140793360
That would also allow us to, once and for all, test whether dragonfire can melt steel drawbridges.
>>
>>140813246
>I'm hunting down gobbo who hijacked king title
You're gonna have to hunt down his entire family, as well. The king position is inherited through dynasties.
>>
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>>140813031
I tend to do weird shaped embarks and mostly play adventure mode with my larger tilesets. 1x2 or 2x4 is my jam.

>>140813246
I did that with a 3x3 because it was a reclaim fort so I could get the human queen to move to my fort. It wasn't so bad while it stayed above 20 FPS but then the yearly "zombies punching wildlife" party would start up and it would start flickering down under 10 FPS until I could get the Siegebreaker back upstairs to clear them out.
>>
>>140815840
Fuck. Is there any chance he will bring some relatives along?
>>
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>>140816385
Not much, but if all you want is to kill him you're playing the wrong mode.

Myself I was always curious about how some of that shit happens.

This guy was the king of my civ, in a site undergoing an insurrection against the occupying force (he was fighting against the occupation btw), a goblin, and as you can see his name is in elfspeak. How?
>>
>goblin bard petitions for long-term residency
>begins crying in the middle of the office
>send my axe lord to cure all his ills
>>
>>140817179
Yeah, but I really have no time to spend on learning adventure mode, maybe later if he won't come himself.
>>
I just got grand master bowyer as a migrant. Is he any useful I have a stock of *superior* and some ≡very good≡ copper crossbows?
>>
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is this tran adams?

mister adams, ur under arrest for long release intervals!
>>
>>140821416
If you already have ≡exceptional≡ crossbows then he isn't the best, but you should have him churn out a bunch of masterwork crossbows and then change his career path.
>>
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>>140817979
Fort mode is a lot harder to learn, though the likelihood that you gotta deal with bogeymen since it was a fort only world is high, but yeah, without actually going out there where he is you gotta deal with the inevitable succession chase.
>>
>>140821973

>playing demigod
>not playing hero

pleb
>>
>>140823572
>implying there is an important difference besides when you finish grinding
>>
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>>140823572
>playing DF for the challenge
>>
>>140821832
Nope, those are made by a Great Weaponsmith. The bowyer also turned out to be talented in bowmanship, so I guess he would be another marksdwarf
>>
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>>140823880

>playing games for fun
>>
>>140825106
>df
>'games'
>>
>Fort going well
>Just before the outer fortifications are complete Werebeast shows up and fucks shit up
>40 surviving dwarfs all so traumatized or just otherwise unable to move that they just spend the rest of the year drinking in the tavern
>Delete tavern
>They sober up just enough to move the party to the temple

REEE
>>
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>>140826695
>Delete tavern
>>
>>140826894
It was the last resort, the wounded were dying of thirst already and both doctors were chilling in the tavern.

The fort crumbled anyhow as the werebeasts popped up for the second round this time inside the temple.
>>
>>140716092
Here's a fun question.

Is it possible to lose Dwarf Fortress and not have fun? What's the least fun losses you guys have had?
>>
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>That feel when Tower, Elf war and goblins
>>
>>140827495
They all involve shit like complete crashes due to bugs. I spent so long fucking up my early forts I just stopped caring when I fucked up and did a reclaim or moved on.

Having a fort where I had been playing for a while and laying shit out and get all the digging/building/smoothing/etc started... SHOOP, game crashes with a segfault, that's as close as I ever get to getting angry at this game.

Still not actually angry, but it's a definite "fuuucccckkkkkkkkk" moment.
>>
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>page 10
I don't even have a proper reaction pic for this kind of bullshit. Have one of my rarest 3d gifs instead.
>>
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>>140832493
That is a very confusing gif.
>>
Quick question: What's the best way to start out a fortress if you embarked onto totally flat land? One part of me says "dig down" and the other says "get the resources to build walls and then build walls".
>>
>>140835061
Dig up, mine the sky!

More seriously, set up walls and dig out awesome earthworks.
>>
>>140835061
Both at the same time, unless you brought picks for everybody or no axes.
>>
>>140835165
>>140835234
Fair enough, whenever I've thought of building a base that starts out with something silly like a single hole in the ground that leads to the entire fortress, I always just think "one bit of rain and this entire fortress floods". I've never bothered to check if the game actually does that though.
>>
>>140835561
It doesn't. Rain only creates water in murky pool tiles, nowhere else.

However, you are right that it's a massive flooding risk if you do breach a river at a higher elevation or decide to flood the world.
>>
>>140833058
>That is a very confusing gif.
Fighting tooth and nail.
>>
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>>140836915
>>
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>>140838109
>plump helm woman
nice

have this in exchange
>>
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>>140839061
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>>140840163
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>page 10 AGAIN
Wow, I might actually deplete my impressive gif stockpile at this rate.
>>
>>140832493
>>140836915
>Fighting tooth and nail.
Shit. I knew I recognised that art. Say What You See, Catchphrase.
>>
>>140840163
Modded into DF when?
>>
>>140843930
No way to make something which is only active when being viewed sadly.

You could almost do it if you had the creature use an ability on itself every time it saw it was being viewed so it tried to hide, and then zoomed around when not viewed.
>>
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stop dyin
>>
gif guy is the hero we need
>>
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>>140847484
There is no end to my gifs.
>>
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>>>140847484
And waifufag is the villain we don't deserve
>>
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>>140848547
wow

u SAVED my pic

it all urs my FRIEND
>>
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When will Toady start working on balancing DF?
>>
>>140849270
0.70+?
>>
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>>140849653
I wonder if the first myth release will have a higher number than 0.50.
>>
>>140849980
>Dwarf Fortress will be half done withing your lifetime
good feel
>>
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How many people have you successfully introduced to DF, /dfg/? How many of them are still playing?
>>
>>140849980
Don't think so. I'm guessing just barely below 50 though.
What major features are we expecting to get?

>artifacts
>some magic stuff
>myth generation
Which I'm guessing puts us further up by 3-5 points (depending on how Toady counts and on what exactly will make it into the release).
And if he manages to restrain himself even just a little bit and we'll get a release next summer, I highly doubt there will be any other major addition.
>>
>>140853713
Don't forget all the cray stuff that goes under "myth generation".

Toady has already confirmed:
>genned races
>eggshell regions which possibly float in the sky
>different planes
>dream worlds
>possbily also spiritual journeys and out of body experiences
That's a lot of stuff, and all of it sounds challenging to implement.
>>
>>140853080
I just started playing two weeks ago and at first my friends called me autistic but, being autists themselves, two are now hooked
>>
>>140854063
>That's a lot of stuff, and all of it sounds challenging to implement.
Absolutely, the question is, how will it count towards the "100 major features" that define version 1.0?
>>
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>>140853080
one friend, but I guess he doesn't really count since after I introduced him to ss13 I lost him somewhere

but every now and then when he emerges we share fortresses
>>
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bump
>>
>>140853080
2 or 3, and 1 sorta?
>>
>when dorfs get scared by harmless animals
>>
Lost a dwarf once every month or so with them going missing.
What might be the cause of this?

I'm thinking of a Vampire but then again I don't see any corpses anywhere. Maybe they simply wandered off to some water and died there?
>>
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>>140862460
Look in the trees.
>>
>>140862553
I remain entirely amazed how you have a .gif for every occasion
>>
>>140862553
Haven't played since .34 or something, is there a mechanic i'm missing with them or are they simply somehow getting stuck in them?
>>
>>140853080
two, a guy I met at community collage. and a fella who I worked with at a orchard.
>>
>>140863135
Sometimes dwarfs get stuck in the treetops when trying to gather fruit or whatever
>>
>>140863998
>gather fruit
>not just dwarven stupidity
>>
>>140863998
Well looks like you were right, felled few nearby trees and my engravers and masons corpses dropped from them. The others bound to be around too I suppose.
>>
>>140863135
Dorfs get stuck in trees for several reasons. The most common two are te following:
>herbalists getting interrupted while standing on their ladders, leading to them getting stuck in the trees
>dorfs getting spooked by an enemy and climbing into the tree, and then remaining there as the enemy leaves(this is caused by the fact that climbing mechanics are currently only used in combat)
I also suspect that saplings turning into trees beneath dorfs will get them stuck in the tre in question, but I'm not sure.
>>
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A classic tale
>>
>>140864574
I think it was the Kea raid that caused this.
>>
>>140849270
caravan arc with production, consumption, and trading of food.

it's insanely easy to feed an entire fortress with a single 10x10 and enough skilled growers.
meanwhile, in adventure mode, entire local map squares (48*48) are consumed with row upon row of plants. most deep dwarf settlements are literally just endless goddamn farms
>>
>>140864679
At least it wasn't "I attacked me" or "I died".
>>
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>>140864768
>A kea has stolen a dwarf, !
>>
>>140865459
Yep it was the Keas, my woodcutter just ran up a tree and got stuck trying to save the other corpses.
>>
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>>140864893
The purple is all plump helmet farms, with a couple of little blocks of forges or bedrooms at the end of roads.

That's an entire site map for a mountain home.
>>
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>>140867735
>>
what he finna make
>>
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>tfw stuck in caverns and can't find my way out
>>
someone post a world we can play
>>
>>140871018
A badass battle axe with a future of killing more beasts.

>>140872002
Climb up a wall and compose a poem.
>>
Quick questing: Zombies and skeletons are unable to climb trees or walls?
>>
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>>140873938
Definitely false, I've used a move I invented when fighting a horde of zombies that was based on them chasing me predictably up the side of a building.
>>
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>>140874192
The thing is, i got close enough to a tower and managed to get almost every undead out. Sadly it's almost night time and i want to try out if the zombies engage combat with the bogeyman.

My plan is sleeping on top of a tree and see what happens next.
>>
>>140874679
keep us posted
>>
>>140720629
Merchant speardwarf stabbed a regular Titan for me once, and at it's fall the ages changed and progressed.

Get a merchant caravan to kill your Titanic slug. Maybe.
>>
>>140732369
Elves are integrating into communities of trees, it's quite simple
>>
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>>140872494
https://mega.nz/#F!nlETySZI!-lOD58xNNZSMS8WW47KDAw

This one has some semi-interesting stuff in it if you want to fuck around with it
>>
>>140874679
I think Rumrusher tested that and they do.

>>140878896
...I never thought of that, those woodfucking bastards!
>>
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>>140849270
IS THIS REAL!?

TOADY DOESN'T SEE THE NEED OF HAVING THINGS EQUAL OUT?
>>
>>140879035
Thanks
>>
>>140759457
I think you went too far for a first date.
>>
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So i just found this "tent" with a kid inside of it and he is sleeping...

He is a werebeast, isn't he?
>>
>>140880762
Refugee.

>>140880548
I shoulda stopped before I stabbed her, huh?

>>140879415
Not yet he doesn't. Imagine if he spent time balancing the game around generated sieges at the edge of your map, only to later activate the world and have sieges travel across the map to your fort... oh wait.
>>
>>140755456
we're getting a fantasy setting at worldgen with the max setting giving you procedural generated races

one day there will be a MAXIMUM OVERDRIVE setting that makes the game world into a nightmare fuel hellscape
>>
How can I disable jewelry from being taken by the dwarves until it's encrusted?
>>
>>140882979
uh access-control the room where it is made, forbid it there, open access to a space where the jeweler shop or craftsdwarf shop is then unforbid it.
This careless casual suggestion might take care of part of the problem but not if the original manufacturing dwarf of the jewely grabs it.

Why do I even try and answer questions, I do not in fact know.
>>
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>>140716092
>df crashes
>lose everything

okay.
>>
>>140883402

Thanks.
>>
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>Looking around world in legends
>find last hold of an extinct Dwarven civ
>See it has become the lair of a roc
>make adventurer
>slay the roc
>reclaim fort, move adventurer in
>can't use him because he's a citizen of another civ
>FPS already in the 30's because of insane fort layout with 50+ forges and twisting, dead-end hallways everywhere
>>
Can anyone recommend me a good df written let's play that isn't filled to the brim with hyperautism? I really enjoyed Roomcarnage despite its origins on leddit
>>
>>140873394
I sure hope so, and it was a great axe with a value of 2370000 I am pondering whether I should bring it on an adventurer, weigh the risks of the bug with artifacts concerning the [can be put in a container tag] which leads to glitches like duplicated items or invisible ones. Ah well all for naught
>>
>>140885258
Roomcarnage came from reddit? Goddammit.

>>140887085
I got around it by assuming control of a dorf via mode-switch, though with dfusion deprecated I'm not actually sure what handles that now.
>>
Why is playing an instrument called "simulating" it?
>>
>>140890079
It's not, you dweeb. They're beat boxing.
>>
>>140890249

Ah, I see lol. I guess I should make more instruments.
>>
>>140849270
I think too many damn games out there are crappy because game balance was too highly a principle. It is more interesting to have some games, where there exists a funny nook combination of factors that can lumber into an imbalance, but not perhaps seal the entire thing.

Build human airgalleys and shoot up the world as if they were advanced helicopter gunships...
>>
>>140890249
Which never fails to amuse me when I think about a bunch of grizzled old vets and a couple fresh faced new recruits hanging out in a tavern heckling each other while they stand there all geared up trying to rap.

>boom-chee-boom-boom-boom-chee
>Oh shit, you suck worse than that vampire wife of yours I killed ten years ago!
>ba-boom-boom-chee-boom-boom-boom-boom-chee
>What the shit, get out of here with that crap Urist!
>>
>>140889869
does mode switch have long repercussions or something? how it work? I don't want to screw fps around with roundabout fixes
>>
>>140883496
My prior world crashed several times when a mode adventurer entered an NPC town.
I restored and stopped trying to have him enter that town. Good fix huh.

Also, needed to increase the pages of virtual memory to use on disk which I have needed to do for no other program except DF.
>>
>>140891578
It got around some of the bugs of retiring a fort at least temporarily and kept items like artifacts from getting misplaced.
>>
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>haven't played for a few weeks
>start a new fort
>a dwarf from my previous fort migrates here
>he transforms into a werelizard

I forgot about that.
>>
>>140884139
A party of adventurers crossed the location of
a prior adventurer I had played, and killed him.
The DF player should not be doing this unless it is deliberate, I managed to trip over my own chara with only 3 or 4 adventurers.
Did not bother to restore that and now it is a world ago. "Citizen of another civ" lesson
>>
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>>140894289
Be glad he wasn't the outpost liaison
>>
What are some fun world gen examples and parameters?
>>
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>>140788825
is this even possible in dorf fort?
>>
>>140901904

No.
>>
>>140874192

Last time I did it they might have tried and just fell off, I lured them to the opposite side of the tower and scrambled up the side and back over, ran in and killed the necromancers and stole the tablet.
>>
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Well dang a forgotten beast appeared right after I set my burrows up & saved almost everyone from drowning underground now to figure out how to scavenge the caverns since everything was above ground ;_;
>>
Just had a dwarf drop dead in my tavern. No reports or logs that indicate what happened, just "Urist mcdwarf has been found dead"
DFhack's 'deathcause' script says he died of suffocation.
Dwarf Therapist was loaded and says he had no health issues last time it read data.

What could have happened? Choked on booze?
>>
>>140904874

How old was he?
>>
>>140905009
78.
>>
>>140892607
what about artifact items that were already misplaced, the ones that had [cannot contain in container] or whatev and are gone or invisible to the world?
>>
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What's the easiest tileset to start learning this game?
>>
>>140907909
Default
>>
>>140907909
The default one.

It's clear and looks good in full screen. Also, while playing with creature graphics can be a way to make the game look slightly better, there is no excuse for not learning the default creature tiles. If you don't learn to play vanilla first, you'll become one of the fags who spam the thread with "dfhack update when", "therapist update when", or "x graphic pack update when" after a major DF update.
>>
ded
>>
>>140901904
will dwarfs ever have the ability to build or bury stuff in excrement?
>>
>>140912494
Definitly not. The single reason that Toady refuses to add excrement is that he doesn't want DF to be "that game where you drown people in shit".
>>
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>>140912662

if liquids were moddable it wouldn't be a problem
>>
>>140737638
>>140738563
Thank you, guys. I like Aurelius voice more, but they seem to be both interesting to watch.
>>
>>140912662
I don't believe he ever laid that down as "the one, insurmountable reason", but he mentions in this latest podcast that there comes a point where adding certain things, even though they may be realistic, is simply unfun.

While it wouldn't be very enjoyable to have to scramble to make latrine ditches/outhouses/flushing sewer systems each game, and have your adventurer need to make toilet stops all the time, having the option to mod it in would be pretty funny.
>>
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>>
>>140914860
>While it wouldn't be very enjoyable to have to scramble to make latrine ditches/outhouses/flushing sewer systems each game

There are ways to make it scalable. Just how you don't have to make a intricate minecart system and power network each game, you wouldn't have to make a massive sewer system for every small fortress.
But in large fortresses, it could improve efficiency.

So, for example, in small to mid-sized fortresses, it's enough to have a couple of small refuse stockpiles in the fortress.
Basically, dwarves would carry their feces to the refuse stockpile, as they would with food leftovers, corpses, and rotten clothes.
Alternatively, you collect it as fertilizer.

In larger, efficiency-optimized fortresses, you'd have a layer below your residential area, and a trash chute/latrine (which would be like a well - build it over a hole) hole in the floor of each room (or at the end of the corridor for the peasants).
Water runs below in sewer tunnels flushing the shit out of the fortress.

Actually you don't even have to implement shit and piss in the game, you can just abstract it as general "personal trash", which would include shit, piss, old clothes, food leftovers and so on. All you'd need to add is a new zone or stockpile setting and some well-like building. Heck, worldgen cities already have sewers.


Planning and construction of that kind of fortress wide systems (power, fluid transport, sewer systems) is VERY fun for me. In fact, planning out the fortress is a lot more fun than playing it.

I'm guessing there are other people that feel the same.
>>
>>140904874 Here.
I just read the Alcohol and Attribute pages on the wiki and have concluded that the dwarf suffered alcohol poisoning. Probably his disease resistance was so low he couldn't handle his drink and passed out, then stopped breathing.
>>
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So i just found this companion order menu in Adventurer mode but i can't get it to work. Companions ignore the move or wait with this menu, as usual it works with dialoge. I think this is part of DFHack, is there any way to make it work properly?
>>
>>140917375

how did you bring the menu up
>>
>>140919504
O
>>
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I can't find "forgotten beast" in the corpses section for my refuse stockpile

Any help?
>>
>>140920417
FBs aren't stored as a corpse, corpses are friendlies pets and citizens

If you mean as a specific enableable entry I'm not sure

If you mean it's physically not there, they take a while to haul as they're pretty big
>>
>>140920531
>FBs aren't stored as a corpse, corpses are friendlies pets and citizens

I know, I'm talking about the 'corpses' subsection under the refuse tab, not the corpses tab itself.

>If you mean as a specific enableable entry I'm not sure
That's what I meant, yeah
I can't seem to find anything there.
I did find multiple (like 20) different forgotten beast fat/tallow under the food section though.
>>
>>140920856
Why you want a FB only stockpile?
>>
>>140920975
1. I want to have an FB skeleton as decorative item in a room.

2. I want my butcher to finally fucking butcher a meaty FB in time for a change.

3. I want butchered FB goods in a single pile so my (future) legendary bonecarver can properly make crafts out of it.
>>
Treehuggers are trying to sell me a hippo.
I'm thinking of making a hippo death-moat.

How strong is a hippo versus your average goblin invader? How about a handful of them? What about zombies?
>>
>>140921378
>3. I want butchered FB goods in a single pile so my (future) legendary bonecarver can properly make crafts out of it.

You can designate which bone is used now with d
>>
>>140923194
Ah, that solves my problem. Thanks

Still, I would have prefered a designated FB shit zone.
>>
>>140922920
Your problem will end up being zombie hippos.
>>
>>140923415
My problem will end up being the zombie FB whose corpse is outside and my dwarves refuse to haul before that
>>
>>140923495
Fair enough.
>>
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>page 10 again
>>
>>140926231
It's just dead because people are busy playing. R-right?
>>
>>140927078
I made my first tavern and library inside my fort (ie upi go through my fort to get to). Is there a good reason not to do this? What happens when I have to seal up the fort?
>>
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>>140927078
Correct.

Busy populating my snake pit.
>>
Also, if I don't have gobos in my 'c' screen, does that mean they will never attack? They are on the map, just not close enough to appear on 'c'.
>>
>>140927518
It's a good idea yes as your citizens will hang out there.

>>140927638
They don't appear on the c screen until you've had contact with them I believe.
>>
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>when Toady finally adds procedurally generated "ancient" races
>>
>>140927771
That's why I did it, actually. I read that my dudes would be there a lot. Now I have to deny petitions for citizenship because I have no idea what that will do. I did let one human bard, a human crossbowmen, and two marksdwarves take up residency in my fort to test it out. We'll see if they really are there for "soldiering" when the shit gets dank soon.

And that's great news about the civs. My fort is only at 900k so I think the gobos are going to catch wind of my fort soon.
>>
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>>140915770

This. You could have them shit in a pit or outside starting off. Then later make more intricate ways to deal with it. Same as you can streamline the other "industries" in the game you could streamline the sewage system in the same way. A great thing about DF is all the intricate systems interacting to produce interesting results. Adding sewage would only add to this. The people who say that it would add annoying levels of micromanagement don't make sense; the game is largely about management. Plus it's just realistic to have sewage.
>>
>>140901904
The game simply does not tell you about sanitation.

Of course the organisms urinate and all.

This means that the picture, if it goes on you are not being told about it.
Accordingly it is possible but it is not a presented part of the game world.
>>
>>140930312

That's a interesting way to look at it. I would say that it's not part of the game because it doesn't impact anything else in the game at all or the player's sensory inputs.
>>
>>140908112
None of it looks good really, but that just is not what the game is about.

If you want to see 'looks good' look at some photos in jpg format or something.
>>
>>140929898

Additionally, human cities already have sewers. So why are they there?
>>
>>140914860
No. "Shit ain't funny" is the old quote.
>>
>>140927078
No excuses, the DF playerbase is just relatively small.

I don't care, too many spawn of SuperMario oriented games exist.
>>
>>140930579
Counterargument, the game is a numeric mathematical construct and does not represent an underlying reality. DF is not real life. Therefore whatever is not represented in the data simply has not existence.

Like, individuals whose ancestors are not logged therefore have no ancestors.
When an adventurer sleeps, he is not actually asleep but a series of Z's appear and time passes. and so on.
>>
>>140931631

But sleeping is implicit in that you press "sleep" and the game refers to your sleeping textually.

Ancestors well I'm not sure.

I see what you're saying. It's a bit hazy and is either not well defined or I guess depends on the player's interpretation.
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