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Asexual Horse Edition

The last one >>142997417

>Download the basic game here. Current version is Dwarf Fortress 0.43.02
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 The rapist:
http://www.bay12forums.com/smf/index.php?topic=122968.0

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

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

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

Strike the earth!
>>
so can I start an adventure mode without retiring my current fortress?
>>
>>143421568
well, you could set that world aside and start another one
but you can't run adventure mode and fort mode at the same time, if that's what you're asking
>>
>>143421568
You could copy your world folder, retire your fort in one and do your adventure, and in the other you keep doing your fort. That's about as close as you'll get. You can't have two games in the same world at the same time.
>>
any reasons as to why my adventurer save keeps crashing when i try to save it?
>>
>>143422032
Are you using the newest version? Are you using the new features?
>>
first for microcline being misunderstood
>>
>>143422182


yes and no

i just try to save my progress because shit nigga i did a lot of stuff don't want to lose and and then it crashes
>>
>>143422209
Microcline is cute! CUTE!!

>>143422286
It's probably just Toady's fault then. He's getting bugs this time around and he just added a bunch of stuff so there's a lot of them.
>>
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First for fuck it here's a tileset.
>>
huh there must be a rework for thickness vs tearing/blunt/penetration values in the works eventually, either that or I still underestimate the power behind a well-oiled 42,500 avg coyote bod
>>
>>143422487
>this time around
As opposed to which time?
>>
>>143425613
as opposed to the last few releases where he was focused on adding features.
>>
>>143425732
Oh, I see what you mean. I thought you meant that the introduction of new bugs was unusual.
>>
I set my world generation history to short
when is it supposed to end?
I'm at year 80 and I'm not sure when it should stop

What's a fun time to be an adventurer as well?
>>
>>143427103
I think it stops at 125 or so.
I usually go to 250. 125 (or so) will probably be fine too
>>
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literally the easiest beast i've seen
>>
>>143427103
There are arguments both ways.

Early history, like year 10~20 means all the big monsters are running around, but nobody knows shit, and no interesting history has taken place.

Late history means the big baddies are usually gone by like year 250~500, but there is a lot of history to explore and take part in.

Old worlds, out towards or beyond 1000 are fun if there are still an interesting population of beasts and such.
>>
Wouldn't an old world take literally forever to load up?
>>
>So the plan was to upgrade my compiler and then do another bug fix release before doing 64 bit stuff, so different new problems could be kept separate. That's still the plan... it just stretched out a bit since the compiler installation crashed and destroyed my system. Things are partially back together now, with the new compiler in place. I've been playing around with its static code analysis tool, which located some interesting typos which have probably screwed up the medical bedrest and ghost behavior among other things.
>>
>>143427556
deadly spittle aint no joke but yeah crossbow time.
>>
>>143428134

i just threw an arrow at it

didn't even shoot
>>
>>143428183
oh, adventurer right.

yeah that'll do the trick.
>>
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>>143429870
>>
>>143429920
>>143429920
man that looks like one of mine

it all looks the same when everything is fire.
>>
So I remember in some of the older versions there was this dfhack tweak that made your soldiers actually decide to spar most of the time when training but I noticed it isn't a part of dfhack anymore. Is it an external script I have to put in now or does it just simply not exist anymore because I've been looking everywhere for it.
>>
>>143430792
Think it was fixed by Toady.
>>
>>143427810
If by literally you mean figuratively, no. If by literally you mean actually literally, also no.
>>
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Do any of you actually play this straight up vanilla without any tools or mods? I'm asking because I refuse to touch the new version without Dwarf Therapist to go with it. I find it impossible to believe that anyone plays this without mods of some kind.

Are there any saner ways to micromanage my dwarves without plowing through a fucking maze of terrible UI? Dwarf the rapist is obviously one way, but surely there's a way to make it easier without relying on literal memory hacks?
>>
>>143430792
You're probably thinking of the dfhack tweak that prevented soldiers from getting the patrol duty negative thought improperly. What you're referring to wasn't a thing.
>>
>>143432446
you don't really need more than ~35 dwarves if you skip out on luxury industries and taverns/inns/libraries, just set the cap lower
the only real issue is hauling not getting done quickly, which is easily countered by using mine-carts and wheelbarrows
>>
>>143432446
I almost never use the rapist or manipulator unless I have a major labor reassignment. v p l really isn't that hard.
>>
>>143432446
I upgraded without thinking and now I really miss the rapist. I can manage without it, but checking skills and labors can just get so tedious.
>>
>bring copper nuggets instead of picks to change it up
>surface level limonite and tetrahedite
>>
so this is my first time playing adventure mode
I started off at some camp in the forest with one person
I picked demigod so this is a trash character I can run through.

Honestly I'm having difficulty getting the grasp of the UI, but from what I can tell there's literally this one person here and I'm their lieutenant... but what the hell am I supposed to do? Find the nearest hamlet? Leave this person here?
>>
>that moment when you almost fall down the stairs while drinking coffee
>>
Shittiest labor go:

Architecture
>>
>>143421320
Sup /dfg/

Out of genuine curious interest, has there been any BIG controversies at all?

Like, in relation to DF or any of Toady's games. Any that broke news? Any that caused a split amongst fans? I'm not talking about certain Mods getting their own subforums, and devs getting salty.

I'm talking about stuff that pissed people off (more than usual).

Any thing? Or is Toady just that much of a chill guy?
>>
>>143434625
only thing I can think of is the sexuality for animals thing
>>
>>143434430
Animal caretaker
>>
>>143435112
wat
>>
>>143435112
I don't recall people being really pissed off tho. More like 'I never asked for this' among some groups of autists
>>
>>143434430
Small animal dissection
>>
I heard the workorder update dropped. Does it work? It's a godsend for someone like me who gripes about micromanagement.
>>
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>>143435810
oh god

>>143435153
honorable (You)
>>
>>143435887
I just started playing 43.03 tonight but at a glance it appears to be the same level of quality as Workflow. Which is great since that means one less thing to be dependent on a DFHack update after a new release.
>>
>>143432446
Adventure mode needs no tools really, and I maintain my own mod so it's literally just copying over and checking if any raws need to be fixed.
>>
>it's a caverns being 4 Z-levels below the surface level
>>
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>>143437901
Best embark
>>
>>143415283
I mean that dwarves should be able to make stacks themselves - add 5 unites of flour into bags, mix 5 separate plump helmets into 5 helmet stack etc.
>>
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>>143428183
Sounds like your water broke.
>>
>>143438247
I agree. Lye in fort mode already works like this, but it might be a bug.
>>
>>143432446
>micromanage
You don't, just add labors to them if you need job done faster. Quality will be hurt, but if you actually manage to rememebr the most important dwarves, it shouldn't be that bad.
>>
>>143434168
Somebody set up an unfortunate accident.
Did you piss off a dwarf recently?
>>
>>143432446
Other than The Rapist, everything else is like a bonus point. And dwarf therapist usually gets new memory layouts within 24-72 hours of a new release.
>>
>>143435112
I'm in >>143435381 's group if anything, getting unbreedable animals at embark can piss off anybody.
I raged when some girl(?) started a thread about genderfluid dwarves or some SJW shit.
>>
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>>143439529
>genderfluid dwarves
>>
>>143427810
>misusing "literally"
really_fucking_triggered.jpg
>>
>>143432446
>not learning to play vanilla before modding
You are a new kind of faggot. My current knowledge of insults fails me. German might have a few though.
>>
Here goes the start of my "newbie" fortress >>143343858

Should be fun to try not to powergame.
>>
I think something is wrong with my game.
>7 years in
>Population >100
>No goblins to be seen
>100% of failed strange moods have resulted in melancholy
>100% of failed demands for nobles have resulted in them simply forgetting.

This is too easy and I hate it.
>>
>your carpenter and mason from the starting7 immediately start hooking up

it was that communal dormitory
>>
>check my civilization
>pump operator is the a king.
>>
4chim
>>
>>143441275
>So the plan was to upgrade my compiler and then do another bug fix release before doing 64 bit stuff, so different new problems could be kept separate. That's still the plan... it just stretched out a bit since the compiler installation crashed and destroyed my system. Things are partially back together now, with the new compiler in place. I've been playing around with its static code analysis tool, which located some interesting typos which have probably screwed up the medical bedrest and ghost behavior among other things.

The revolution is nigh.
>>
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>>143440469
Not newbie enough
>>
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I cant wait for the bar fights with the visiting elves.
>>
>>143439529
dwarves don't really have gender roles. that kind of thing makes more sense for elves or goblins.
>>
>>143440469
Progress continues.

I had 20 dwarves and in one wave of migrants I received 25.

>>143441443
I have my limits. That is painful.
>>
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>>143441762
Luckily I assumed there would be some kind of unpleasant wave (but not that much) so I began work on proper dorms, albeit not up to my usual strict brutalistic utilitarian designs. So at least everyone has a bed and most of em have furniture.

I had an interesting idea and went with it. The central ring next to the staircase shaft is a temple. So dwarves walk through a temple to get to their beds. In the center is an artifact cabinet which will help all around.
>>
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>>143441443
Step it up Cog.
>>
So, anyone has any FUN stories with dragons in the new version they could share with the class?
>>
Any good active DF youtube series going on? Preferrably 43.03.

I know 4chan and anything to do with gaming on youtube is haram.
>>
>>143441443
>bridges
>newbie
Nigga
>>
>>143442651
>too new to know you need bridges
>new enough to think you actually need bridges
>no longer new enough to rely on bridges

its a process
>>
>>143441443
>Newbie's
>Using hatches on stairs
I bet it doesn't even lead directly to the caverns.
>>
>>143442756
>not having wild rutherers wandering about and a forgotten beast SOMEWHERE on the map but you can't find it oh god
>>
>>143442563
bump
I watch DasTactic on occasion but he's not doing a 43.xx run yet and I mostly watch him for his hilarious ineptitude. He has a way of understanding the game and he's made a really decent tutorial series but he also fucks up horribly at an alarming rate. So his videos are usually amusing if nothing else.
>>
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>>143438247
You think that's something you want, but then half your industries shut down as your dwarves scramble to recombine bolt stacks everytime one of your militia goes to archery practice, and dwarves start shuffling around carrying your booze trying to combine pots raspberry wine. And then the economy comes back and they start splitting coin stacks to buy their drinks...
Praise the Toady One that dwarves don't give a fuck about stacking.
>>
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Any good DT optimizing scripts/plans for a tardling who's too lazy to set it up himself?
>>
wut
>>
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>>143442363
>>
>>143444706
It should combine at least when it's being processed, like cave wheat when I want to mill it.
>>
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Is there any better personality for an adventurer?

Also, I've never seen the "see great beast" need before. I wonder if it means I have to constantly seek out megabeasts, or if any large enough animal will do.
>>
>>143445696
What was he carrying?
>>
>>143447849
Why the fuck did I start out in the dungeon?
>>
>ah, bandits to beat up
>oh, a big squad of elf bandits
>...and a bunch of human and elf weapon lord bandits
>the fuck

>>143447864
Coin purse and a mask.

>>143447849
One where your only needs are easily filled is better.

See great beast is satisfied by praying and seeing dorfs for some reason.
>>
>>143448113
I just prayed. Didn't fulfill my need to see great beast. Maybe it got fixed in one of the 0.43 releases?

I any case, it's nice to see you be wrong for once.
>>
>>143448018
You partied so hard you landed in jail, now you have to break out.
>wishful thinking
>>
>>143448113
So, shields no longer work
>>
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>>143448321
Well, it's been a while since I did that one because the wander/see animal needs are annoying as fuck. Talking to someone should fill it though, unless it was fixed.

Also, that squad of weapon lord bandits: >>143448113 mace lord, axe lords, elite bowmen, spearmasters, swordmasters... they're so disappointing it hurts.
>>
>>143448341
It does seem a bit like a TES starting level.
>>
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>>143448432
Uh, I'm sure they do still, wooden shields worked back then but wood shit would still burn.
>>
>>143448596
Oh, kind of a letdown then, was hoping that dragons would be ultimate funbringers.
And speaking of which, how big of an impact are new pain rulings?
>>
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>>143448018
>>143448341
Okay, when I went to the surface, it turned out that the only buildings in the town, save for the keep, was a tavern, a warehouse and a temple.

Important adventurers always start out in mead halls and keeps, no? And peasant adventurers always start out in residential buildings, on't they? Since there isn't a single one of the latter in this town, and since I started out as a peasant, I guess the game just put me in the dungeon for a lack of better buildings.
>>
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>>143448843
They're still pretty damn bad since you'll have to worry if your soldiers will be caught by melting statues and shit.

The pain does seem a bit better now, I gotta mangle a limb or crush ribs to knock someone out.

Also, I tried to follow those weapon lord bandit failures back to their home.

They seem to have disappeared into this building, which my sense creature icons show is PACKED.

So I go up to the door expecting bandits to start charging me.
>>
>>143441275
well, he DOES control the means of production
>>
>>143450468
Now it made me think.
Are dwarves soviets now? All they work only for bedroom and food and the only dwarves that get better stuff are high-ranking officials, who generally are pricks.
>>
>>143451249
Since the economy was removed, the society in DF has basically been communist.
>>
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>>143448596
>>
>>143427103
I keep getting first adventurer or first fortress at 100, I think I asked for minimum. But beware I version DF 28_181_40d so
>>
I wish I could get more peasant/low leveled dwarves like in 0.23. I didn't need to micromanage labors that much and losing a one dwarf wouldn't hurt you industry that much...
>>
>>143452905
>start fort with dead dwarf civ
>half of the generated migrants I get are "high master" in one skill or another
kind of weird. presumably this will all get totally overhauled when the starting scenarios get implemented in early 2030 though, so I guess help is on the way
>>
>>143453204
Yeah, it's interesting why MASTERS of some skill would risk emigrating to some shithole when they probably could live well in old cities.
Becasue of this I have problem finding dwarves to military without making me feel I "waste" useful dwarves, in 0.23 I just took new migrants and dumped them into militia because I already had people who their job or they were peasants.
>>
>>143432446
No mods, well I modded one being a pet but that is an experiment. No tools no rapist, but I use a damn text editor to keep organized notes. I have a list of dwarves by alpha and one by seniority at the fortress and countercheck those two lists against eachother so I don't forget a twolegged beast and it's about as good as a spreadsheet would be. I have a short list of the miners by skill and I ceased them all except the Grand Master to mine a gold vein and he made Legendary, then I used my list of miners to turn the dabbling junior miners back on to mining.
I have a small file of my own notes for the seven founders in case they have an adventure story I want to note, and it is easier to flip through seven text files than to go in to DF and select them and get in to their profiles to see if they like copper or chestnut.

I know which save file is which, I do not use either autosave. fucktherapist
>>
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>>143442651 >>143442756
It's literally my second fortress. First one was destroyed by a flying FB in less then a half of a year, so I desided to do a proper defence hence bridges and hatches
>>143442756
It does tho
>>
>>143434430
Keep architecture on just one dwarf so they develop it, then with skills build 'nice road's and get a positive thought from all your public because the road right outside your door was built late instead of early. "nice road" "nice road" "nice road" "Well, see I am a competent architect" for the WIN
>>
>>143434625
Have you ever seen the screenshot post about invulnerable animated zombie heads? The iazh controversy, and some people say that all you need to do is fight them. For sure you cannot decapitate them.
>>
>>143427878

And then the myth/artifact update. I can't wait.
>>
>>143454057

Pulping is a thing you know.
>>
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>>143434430
get a load of this woman
she's praying to a kea god, too. minorly annoying uselessness loves company I suppose
>>
>>143454437
But I wanted to use an industrial press
>>
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Apparently climbing the towers around a keep counts as a summit?

Not even the highest tower.

>>143448843
Hmmm, I wonder if dragonfire will destroy raised metal bridges now.
>>
>>143455052
That could be interesting
Not as interesting as dragonfire turning your halls into literal seas of magma, but interesting nontheless
>>
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>>143455052
>tfw you realised that dragonfire actually DOES melt steel drawbridges
>>
>>143455835

A dragon once melted a stone drawbridge with it's fire, but funnily enough it couldn't enter my fort because I always put moats under my bridges and dragons have no wings, despite cave dragons having wings, lel.
>>
Can you assign wheelbarrows to workshops? It takes forever to carry heavy stuff.
>>
>>143457076
All you can do is to put stockpile near workshop or use quantum storage.
>>
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> You cannot build everything out of any material you want in arena mode, only basic rock fortifications
TOAAADYYY!!!
>>
he he he
>>
>>143441443
Needs a communal workshop clusterfuck.
>>
Has playing DF taught you anything about the real world? If yes, what?
>>
>>143446424
It does. When you mill a stack of plants the resulting powder stack depends on the size of the stack of plants. It doesn't separate the stack into single units of flour.
>>
I've killed some goblins at the bandit camp and now all goblins either attack me or run away from me. Is that how it supposed to be?
>>
>>143460762
Thing is that it only takes the stack as those are, so if you have low-level growers, you will have only single urist of wheat, so you will have only one urist of flour in bag.
>>
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>>143460720
>has dorf taught you anything?

yes,
fuck hippies.

that's what it taught me.

after dorf I completely hate any faggy hippie movement.


>image related
it shows projected global temperatures by "scientists" versus reality temperatures.

don't believe the lies
>>
>>143460720
I know more about geology than I did before I started playing. Mostly it's been the other way around, though.
>>
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>>143434625
People got very mad throwing "SJW" and other buzzwords around when sexuality was added. Specific settings were quick to be found that make all creature straight again out of poor concerns for starting 7 dwarfs not being able to reproduce, cries at a more realistic balance of breeding animals and just plain intolerance.
>>
>>143460720
World would be a better place without politics and rat race being pushed into everything.
We should concentrate on making megaprojects, I WANT FUCKING ACTUAL SPACE PROGRAM.
>>
Which of the stupid dwarf tricks are actually feasible?
>>
>>143461749
>being a denialfag

are your parents brother and sister?
>>
>>143465905
>believing blatant lies
are your parents voting for bernie?
>>
Can't find any iron. Wat do?
>>
>>143466178
make do without
>>
>>143432446
Yes, easily. Tried rapist but didn't really like it. I'm not one to carefully micromanage all dwarves' jobs anyway
>>
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>>143465905
It's almost impossible to a get some shit in first generation tho. And the increase is supersmall(4%) if you marry your cousins and cousins only
>>143466178
Buy smelt remake
>>
>>143466557
>your cousins and cousins only for generations within population big enough
>>
>>143465162
As far as I know - every one of them(without bonuses) had been built by a bay12 resident before being added to wiki.
>>
>check lair
>nothing
>check lair
>nothing
>check lair
>nothing

FOR FUCK'S SAKE
>>
How do I make caverns closer to surface?
I simply do not want to make ass-long staircase and digging all the way down and then digging out rooms in rock is fairly slow.
>>
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>>143468951
All them caves been inhabited by animal historical figures that died of age
>>
>>143440230
vanilla is really fucking annoying though
>>
>There's people here that like master bloat and friendship is magma
>>
Does anybody know why there are "Holy truths" in cities and "Acolytes" in Elven forrest retreats?
What is their purpose? And why does the Wiki say nothing about them?
>>
>>143473681
they're priests

they can have silly titles like that
>>
>>143474192
Thought it was some new feature. Fuck, now I have to slaughter them, cause I'm doing a /pol/ playthrough. I'm a racist fat atheist.
>>
>>143460720
Improved my English a bit. Found out what silt was and hot knowledge of different dirt and rock. It also taught me the names of tons of animals.
>>
My character is becoming increasingly distraught that he can't pray to his god. The problem is, I can't pray in the first place.

It has noting to do with the fact that I'm a night creature. Even in the beginning I couldn't pray.
>>
>>143474635
Are you playing a race that can't speak?
>>
>>143475286

No, he can talk perfectly fine.
>>
There is no DFHack script to lower migrants' skills or something? Now I fell like giving any skill to starting 7 is pointless.
>>
>>143475370
Then just talk to your god. That's how you satisfy the need for prayer. There isn't another way to pray.
>>
>>143475930

Look at the screenshot I posted. I can't. I cannot talk to my deity for whatever reason. I can talk to other people just fine, however.
>>
>>143475930
Oh, wait. I didn't look at your screenshot. Nevermind, guess you're boned.
I see you're an elf, or from an elf civ. They worship forces, not gods, which are impersonal and (I guess) don't have a personage to address.
>>
>>143476197

Would it be possible to go talk to a priest and have him change what I worship, then?
>>
I already got bored with my aboveground dirt-level farming settlement, partially because of higly leveled migrants that trivialize everything and because embark isn't dangerous enough...
I really need to go to evil terrain.
>>
>>143476197

I'm not an elf, but I started in an elven civilization because they have the least slowdown in my experiences, and I need all the help I can get with performance.
>>
>you need to be holding an axe

But I am...
>>
found a shrine on a way to a shrine

wish me luck lads i have no idea what's here
>>
>>143478265

im gonna fuck this nigga up
>>
>>143478598
no it's just a baby :(
>>
>>143478598

rest in piss, fucker
>>
>>143478891
WAHT TO HECK !!!! >:(((
>>
>>143479037

It was inevitable.
>>
>>143479203
:(
>>
you're fuckin dead, kiddo
>>
>>143479726

yeah rip
>>
>>143468951
The 'monster fulfillment' issue.

This isn't some arcade video game, it's DF.
>>
>>143480236

True.

Sometimes, just exploring the world is enough. Sometimes, being able to strike down and threat the world comes across is also very nice.
>>
>>143476425
(There is no such thing as an answer)
>>
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Adventurerbro, can you explain this shit?
>>
>>143482780

i haven't tried it with the crafted axes but i know that battleaxes work 100%
>>
>>143440230
"Easy-mode cockfag" would be a good insult.
>>
>>143476425
Not that I'm aware of, but I haven't kept as bleeding-edge-up-to-date with adv mode mechanics as I have with fort mode. At least as of .40.24 there was no way to change your object of worship in the course of normal gameplay. There's probably some dfhack gmeditor shenanigans you can do it you're playing a version with a working dfhack. Otherwise, the only way that I know that a creature can gain a new object of worship after birth is to be at a site that's attacked by a titan/mega/semimegabeast during worldgen, after which they may start to worship the attacking creature. However I'm pretty sure beast attacks still only happen at player forts after worldgen ends, and I don't know if an adventurer could address an actual creature in the same way they would a deity anyway, even if you did manage to start worshipping one.
>>
>>143482780
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9797
>>
>>143478026
(g)et a fell tree.
>>
How do I make a dragon playable in adv mode?
>>
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>>143485025
yo'u DONT

dragonsa re ERVIL
>>
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>>143485025
it's really easy but I won't tell you just because it would be shittery
>>
>>143485392
pls tell me anon
>>
>>143485025
Add [INDIV_CONTROLLABLE] and/or [LOCAL_POPS_PRODUCE_HEROES] to their raw block. You might need both, can't remember. You may also need a third tag that allows you to play as an outsider. I don't remember what it is, but if you ctrl f outsider in creatures_standard you'll find it under humans. For convenience you'll probably want to give them the tags that allow them to grasp, open doors, and speak as well.
>>
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>>143483835
With gm-editor available you just pull up the conversation prompt, target someone, then change some shit to the deity stuff, can't remember offhand which ones it was.
>>
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WHY THE FUCK CAN'T YOU JUST TRAVEL OVER RIVERS FUCK

THERE'S 0 POINT TO HAVING TO EXIT FAST TRAVEL, RUN THROUGH THE RIVER AND THEN GO BACK INTO FAST TRAVEL

FUCK
>>
>Year 1
>string of kobald thieves and a were creature
>Autumn Year 2
>A VILE FORCE OF DARKNESS HAS ARRIVED

aw yiss
>>
>>143493108
wait it was just a solitary snatcher..
>>
>>143493108
>>143493246
Wait, did you get the message "A vile force of darkness has arrived!" or "Snatcher! Protect the children!" ? If it was the former then that's a bug and you should report it.
>>
>>143474413
More fedora tier than actual /pol/.
>>
geez
>>
>>143493484
Nah. I got "A vile force of darkness has arrived!" and then it disappeared after a minute.

I've seen this before many times. What happened was a group was just pathing THROUGH my embark. I wasn't the destination.
>>
>>143495174
>poor little white dwarf png
>>
>>143493108
Maybe the snatcher arrived at the same time as (like) a goblin crossbowman that you haven't spotted yet?
>>
>werebeast kills the trader for the human caravan
>caravan doesn't leave
>just build a new depot and leave it alone maybe it'll leave eventually
>dwarf caravan next season
>the minute it finishes unloading at the new depot it leaves
>deconstruct both and move on with my life
Goddamnit toady.
>>
>>143493108
>>143496963
Go to (u)nits then one of the other tabs (misc or other or something). Goblins and other hostiles will be listed there.
>>
>>143497374
>>143496963
senpai I explained what happened >>143495924

A few gobbos crossed into my embark then crossed out. It was over in less than a minute.
>>
>>143495924
Oh, so it was a peekaboo siege?
The snatcher still should've had it's own arrival message.
Regardless, the fake sieges where a unit appears with the siege message and then promptly leaves the map isn't units pathing through the site, it's a bug. Traveling units on their way somewhere else isn't something that's implemented on-site for player forts yet. When that happens it's intended to be a proper invasion which, for some heretofore mysterious reason, fails on arrival, the siege status clears immediately, and the rest of the units never show up.
>>143496963
Nah, ambushes have a completely different arrival message that only appears when you discover one of the stealthed units. "An ambush! Curse them!" I haven't seen an actual goblin ambush since 34.11. AFAIK they've never been restored after they were disabled in .40.
>>
>>143440789
Can someone PLEASE explain?
>>
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>>143498472
Couldn't find the screenshot, but I've had ambushes in 40.24 and 42.xx, they're still around.

While looking I found this one, from riding a minecart across a 16 embark tile wide bridge.
>>
>>143499326
my sides
>>
>>143499326
Maybe in .42, but if you had them in .40 you're the only one. Unless you're talking about elves or kobolds. Or if you added the [AMBUSHER] tag to goblins, which makes entire sieges arrive in ambush. But the nonexistence of goblin ambushes in .40 was well known and well documented, and this is the first I've seen anyone make a claim to the contrary.
>>
Should I just use exterminate undead on this zombie siege?

It's either that or sit in my fort doing nothing for at least a year
>>
>>143503539

if i can sit in my fort for 2 years gathering the necessary equipment and sufficient military training to take on a bronze colossus then you can damn well wait a year to defeat zombies
>>
>>143503539
I use exterminate sometimes. I feel shame for doing it, though.
>>
>>143503539
>Should I cheat or play the game?

You don't need our permission, anon. You wouldn't have even asked if you didn't want to exterminate them.
>>
>>143504053
Fine, ill see if I can get something going
>>
>>143505149
Are you fucking with me? I don't see Dwarf Fortress, I see a bunch of kids claiming Gatorade is piss.
>>
>>143505149
fuck off
>>
>>143505660
I figured as much.
>>
>realize that you can make a poisonous creature man as your adventurer character
>make adder man
>bite people, inject venom
>it doesn't seem to do anything

Is this a bug or does the venom take so long to have an effect that it's not really worth it?
>>
america

>>143505705

Venom tends to take a long time to do anything. It only seems to happen quickly in Fortress mode because of how fast time goes in that mode. It takes 18 hours for a giant desert scorpion (rip ;_;7) sting to rot the brain.
>>
So is it worth it to upgrade to the latest version, or would it be best to wait a month or so for all the bugs to be ironed out and all the utilities to catch up?
>>
>>143498950
Well what did you do? We can't see your game.
Did you embark in a 'good'ie land? Are you located on an island or a remote corner?

Have you used mods and adjustments, which is something I don't know crap about because my general knowledge of DF is close to an empty cupboard.
>>
>>143509665
>Did you embark in a 'good'ie land?
I don't know how to check.

>Are you located on an island or a remote corner.
No.

>Have you used mods.
Fuck no.
>>
>>143499326
Did you just say

you embarked in a 16 tile wide embark or more
and built a bridge that 16 embark tiles wide,
I just cannot believe I understand what I though I got out of your post, just because that is a big big bridge then.
Was that a drawbridge attached to a lever?
>>
>>143509886
um how to check on the good, evil, neutral alignments of lands.
I am aware offhand that a local swamp is evil because it is purple on the strategic map, but the good aligned jungle biome is (what) green like others. I happened to hear about it's benevolent unicorns that will swiftly terminate your life in adventure mode.

I know you get something of a list of areas in Legends, but that list in at least one rendition is partial. Like it told me 9 out of 22 or is it a hundred areas.

Can someone who known something tell us how players can tell if the very earth where the dwarves is embarked is aligned good?

What is your world gen ferociousness, 100% probably? Almost nobody on here except me is weenie enough to turn that down.
>>
>>143509886
Have you noticed any benevolent unicorns that will swiftly terminate your life at this fortress?
>>
>>143511046
>>143511230
No sign of unicorns, so it must be neutral.
>>
>>143509886
I have genned a world that had no goblins.
Most players will not have had that happen.
Are there goblins, and are there goblin towers in your world?

Hit the 'C' key and what civilizations...hm well that will show you the ones you have run in to.
Can you get in to Legend mode (depends I guess the newer versions lets you read Legends from in a current fortress.)

What version of DF, what gen seed? What is the randomly generated name of the Dwarves civilization and what is the name of this embark? (Those two answers could be used for retrograde analysis I cannot do but possibly Toady can plug a site name in to a piece of software and find out what version and more. Unless he doesn't have that capability either.)

...and also...I give up why am I trying to answer your question. I have seen noblemen demand "ITEM" and then forget it. Not enough crazy dwarves just calm down again for me, ever. Are you by a waterfall? Is there a demon 83 Z levels beneath your fortress that puts an eldritch crock on normal physics and eats all the goblins?

You turned off "Invasion" and you forgot you did.
>>
>>143511418
This logic is probably faulty. While the presence of unicorns would be a dead ringer conclusion, I think they might not show in Fortress mode so that the inverted negative conclusion is not a solid on conclusion at all.

The post about the unicorns was 91% a joke.
As for that other 9%, "who would face the nine?"
>>
>>143512424
>You turned off "Invasion" and you forgot you did.
Obviously I checked that.

>I give up why am I trying to answer your question.
I give up on the fort. Abandoning and genning a better world.
>>
>>143512641
It's a shame too, because I really liked that seed, aside from the lack of interesting events.
>>
>>143512831
Post the file that it created at gen with the Natural Ferocity level and the numbers of the seeds.
>>
>>143509089
>wait a month or so for all the bugs to be ironed out
Hahahahahahaha

Really, you should always play the latest version unless there's a particularly game breaking bug that makes it unplayable. There will always be bugs, old and new, but they're almost never bad enough to put off playing the latest version.
>>
>>143512641
Oh. Of course, what is the name of the land area in which you embarked? If it was "Gracefilled Sylvantia" then I think I might be on to a clue
>>
>>143463410
What are these settings? Don't mind it for my dwarves or other sentient races, but next time I play DF I'd rather not be stuck with non-breeding animals.
>>
>>143511046
>>143511418
The savagery and evil of a region have nothing to do with the frequency of attacks, the resolution of a failed mood or the disposition of a noble after a mandate is failed. All of that is irrelevant to the original question.

If you aren't getting attacked despite having met all of the progress triggers, then you have likely embarked too far from a goblin civ. The limit for civ interaction is 30 world map tiles, and you can check for proximity by pressing tab on the embark selection screen.
Two things affect what flavor of insanity will afflict a dwarf when they fail a mood: their personality traits and rng.
When a noble's mandate is left unfulfilled they get a (usually) negative thought. A crime is registered with the justice system, which sentence will be carried out only provided you have appointed nobles to the just positions and designated proper facilities. If a demand (not the same thing as a mandate) is unfulfilled the noble will only suffer a (usually) negative thought, and no crime will be registered.

Sufficiently explained?
>>
what's wrong with this, exactly

it doesn't show up in adventure mode
>>
>notice a growing number of humans and gobbos wanting to stay at my fortress
>make a foreign quarter for them
>where dwarves got furnishings of gold, they get glass
>where dwarves got 3x3 rooms, they get 1x3
>at least 1/3 of each petition must be for soldiering; foreign legion squads form the front lines
At first it was a bit of a stopgap measure but now I like my foreign quarter.
>>
>>143516612
gen a new world

RAWs get copied over to each new World folder. unless this reaction is in the World/Raw folder, in which case I dunno
>>
>>143517276
>embark in wood-poor biome
>make proper wooden beds for all of my dwarves
>use fungus wood for all of my cramped 1x3 visitor rooms
oh yeah that awful smell coming from the 'wood' in a tiny, unwashed room? yeah, it's just part of dwarven culture, you'll get used to it
>>
>>143517598

its in the folder for that world

so i dunno
>>
>letting your camel-blood-smeared hunting dog run loose in the library
fucking dwarves
>>
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>>143499326
Adventurer community game, someone linked two continents in the save for the other players with a 1x16 fort.

>>143500650
Oh, yeah, with goblins the tag was removed, my mistake.
>>
art
>>
>>143521390
>well-crafted
probably an amateur artist trying to draw them fighting each other but realising he fucked up partway through
>>
Does Therapist not work with macnewbie?
>>
>>143440943
How do you see this stuff about what's happening?
>>
>>143522097
that's just the thoughts/preferences screen
[v]-->(move cursor to dwarf of choice)-->[z]-->[enter]
>>
when's toady gonna add weed
>>
Has anybody tried 3D?
>>
>>143463410
how do I make my dwarves not gay again? Is it in a raw file?
>>
>>143522893
You mean, like, that place where they keep the sky when you leave the basement? My mom told me about that once. Not interested, I hear there are diseases and jobs and tangled greenery and stuff there.
>>
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>>143523264
No. I mean this.
>>
>>143523152
http://dwarffortresswiki.org/index.php/DF2014:Creature_token#ORIENTATION
>>
>>143523389
What about that?
Like have we tried using a visualizer on the game?
>>
>>143523503
Yes. Have you tried playing Dwarf Fortress in 3D.
>>
>>143523562
>Dwarf Fortress in 3D.
Minecraft is what you're looking for. It's more your speed too kid.
>>
>>143440943
>Black mamba men for their aggression.
Yeah I bet she does.
>>
>>143523562
Sounds like it would be a pain in the ass without a movable downward-fixed camera. Can you imagine trying to draw designations and shit in 3D?
>>
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nice work child of Curo taking after your mom already
>>
>>143492242
so you use roads like a real person. also streams are okay.
>>
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>>143524575
Well you can do this.
>>
>>143526916
That looks silly.
I'd rather have it in an adjacent window kind of like Stonesense.
>>
i always thought being able to play as a randomly generated titan would be a neat idea

but i don't know if that's possible like playable dragons and other such things
>>
>>143505705
>wonder how animal people actually look
>check the wiki for fox people
>"A person with the HEAD and tail of a fox."
No cute fox girls for me, I guess.
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