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best race edition

Last Thread >>144578037

>Download the basic game here. Current version is Dwarf Fortress 0.43.03
http://www.bay12games.com/dwarves/

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

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

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

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

>Dwarf Therapist (Out of Date):
http://www.bay12forums.com/smf/index.php?topic=122968.0

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DFHack (Out of Date):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

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Starter Pack (Out of Date):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

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

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

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

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

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

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

Strike the earth!
>>
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Hamster > Kobold > Goblin
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>>144971159
how many statues do you carry around?
>>
>>144970807
kobolds are still better than elves

gotta give them that
>>
Quick question.

One of my fellas got his fingers bit and ripped off by a werezebra. Will he turn even though it was a seemingly clean cut?
In the health screen he has no impairments or need for medical aid (which is weird) but there's no way to see if he's infected, is there?
>>
Guys I want to make a millstone but I've never dwarven power before. Is it hard?
>>
>>144972450
The fact that the fingers got ripped clean off is the reason that no medical aid is needed. There simply isn't anything to heal.

He may still be infected though, so you better put him in quarantine. Only time will tell.
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>>144972941
>>144972450
Into a locked off room with a small supply of food and water with an atomsmasher hovering above he goes.
>>
>tfw finally found something to beat the shit out of
thanks, horseshoe crab
I wish this thing had a numpad
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Toady is brutal as heck.
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>>144975531
Fuck, forgot the important parts.
>>
So I finally had my eureka moment in dorf fort adventure mode and I feel like I can actually play the game now. So um I have some questions that I just couldn't find online.

Do civs go to war with one another in adventure mode? Like if I'm dicking around in a hamlet could goblins come and fuck my shit up?

Where can I find animals because I've been wandering around all day and I've found none around my town.

I want to play as a normal townsfolk person and do mundane peasant things, what mundane peasant things will the game let me do?
>>
>>144976269
>I want to play as a normal townsfolk person and do mundane peasant things, what mundane peasant things will the game let me do?
Subsisting by gathering plants and hunting animals for their food.

As of version 0.43, you can now build your own cabin in adventure mode, in which you can put a carpentry workshop. Your carpentry goods can be used for trade in other settlements.
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>snatchers
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>>144971852
Yes.

I have my strength as high as it can get realistically before you get the rollover > 0.099 spd glitch.

This minecart slows me down from 10.0 to 4.2 spd.

Whacking people with it makes them fly waaaay across the screen and die over there.
>>
>>144976669
So do I walk to town to sell carpentry stuff or will customers come to me? And what about wars and stuff? I'm using the DF starter pack so unfortunately I can't be at .43 yet, but I'll keep the carpentry tip in mind.
>>
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>>144977012
>dwarven child
>no beard
fucking humie infiltrator filth might just aswell be stolen by the goblins.
>>
>>144978652
What happened to that girl anyways? Did she lose her position due to all the memes?
>>
>>144978339
Customers won't come find you yet, sites don't "announce" their presence and update their relationships with neighbors like that for adventurer camps yet.
>>
How do I drink from wells in adventure mode? The wiki isn't telling me
>>
>>144979809
Press 'u' twice to lower and subsequently raise the bucket. The bucket is then full of water, which you can either drink right away or use to fill your waterskin.
>>
>>144979774
Ok cool. But what about invasions and stuff? The north of my civ is filled with goblins and I'd like to know how fucked I am.
>>
I was thinking about how you can make adv mode combat more fun the other day. I got the idea for multiple tile enemies. Like really tall ents the size of trees
>>
>>144980462
Oh cool thanks.
>>
>>144981041
I'm not sure, since I've only played since 2011, but I've heard that elves used to be able to animate trees.

As things stand now, though, we need multitile creatures before it can be re-implemented.
>>
>>144980557
You can get roaming unit ambushes while in a campsite, but not proper invasions yet.

...yet.
>>
>>144982626
So my home village is safe for now? That's good then. How close is the uh, the invasion update? I've only recently gotten into this and don't quite know where all the news is yet.
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>>144982905
Well, if you are talking about where you started from, THAT site can be attacked, I misunderstood what you were saying. Right now you can go out and make a campsite and build stuff like log cabins or... deathmatch arenas over a volcano... you know, whatever floats your boat.
>>
>>144982905
Your village can get attacked, but that's really rare.

That anon was talking about the adventurer sites, that is, the sites you build yourself.
>>
>>144983435
>>144983509
ooooh.... ok yeah that was what I was asking about. Like, I was wondering if AI civs would go to war with one another in adventure mode and have battles and stuff. At least that is apparently rare then. And I'll look into building log cabins and such, I didn't know I could do that, so that's cool.
>>
Not on my watch, Page 10.
Get out of here, get your own bread!
>>
Where can I download worlds created by other players?
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>start new adventure
>grind up stats
>decide to drive off that bandit gang that has been bothering my hometown
>epic brawl ensues
>body parts getting mangled left and right, but no one dies
>bandits run away
>decide to follow them back to their leader
>forced to sleep or I won't be able to take on their boss
>lose track of them
>find an asterix slightly north of me
>gloom woman
>after much savescumming, I finally manage to kill her
>find an asterix north of me, apparently travelling in the direction of my hometown
>follow it
>it gets intercepted by another asterix, and I lose track of which is which
>one asterix stop, so I sneak there to see what's going on
>find this
They aren't the bandits I'm looking for.

I DO, however, know their names, so I guess they are the militia from my hometown. One of them even appears to be the lord consort.

Luckily, many of them are still alive. Sadly, poor Dunem, who I've apparently known for my entire life, is dead.
>>
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>>144987558
Look: he even dropped a shitty book about some lame event in his life.
>>
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Does this mean there is an Aardvark civ somewhere?
>>
>>144992949
No. It means there's a population of aardvark men living in a civilization. Probably an elven civ, but it could be any of them.
>>
So this is a longshot, but I'll ask, a while ago an anon posted a advanced world seed to get maps with really nice mountain ranges and I quite liked it. Did anyone save it or bookmark it?
>>
>>144996501

Found it myself, I remembered I bookmarked it in another computer.

http://pastebin.com/R7awYp93
>>
>>144994027
A civ needs to have sites in a region with wild animal men in order to get a civilised animal man population from that particular species. This usually means that Elves have more exotic animal men based on rainforest fauna, while dorfs tend to have animal men based on subterranean fauna. This is the reason that creatures like cave spider men and helm plump men can only start in dorf sites.

Since they are the most generalised and adaptable civ, humans tend to have the highest amount of playable animal men.
>>
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>>144996501
What do you define as nice mountain ranges?
>>
>books and music release just added text gens that didn't contribute to the game!
>>
>>145002831
>dancing
>knowledge tree framework
>performers at your fort
>being a performing adventurer
>needs related to varied subjects rather than just "a nice room, socks, and booze"
>being able to write down knowledge and pass it on to other adventurers
>necroforts
>nothing much really
>>
>Monster slayers can petition your fortress to go down and fight monsters once you discover the underground

I'm slowly becoming convinced that Toady is a hack fraud
>>
>>144982194
It is possible to polymorph humans into trees,
and it is possible to polymorph trees into humans IRL.

Much of the reason right there why you might not just kill a tree.

So I guess that elves should be able to turn out a few shepherds of the trees.
>>
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Ah, that was as satisfying as I hoped.
>>
What features are gonna be in the next release? Or like, what big features are closest to being released?
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>>145009078
Well, 43.04~ should be a bugfix and then the 64 bit test will be coming sometime later on, I'll bet on next year seeing it and maybe the early myth stuff. Not sure if he's gonna want to push out a 64 bit bump between the main stretch from here to the myth update though.
>>
>>145011296
Am I the only one who misses the old "Halt in the name of x!"?

I love how it became a stuttered "Ha-ha-halt in the name of x" when you became famous enough.
>>
>>145009078
recently he has been focusing on adventure mode so maybe more of stuff like .43 to make adventures evenore intiresting
>>
>>145011296

I really hope the 64 bit test doesn't take too long. It doesn't sound like it will be that difficult.
>>
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>>145011567
He said he wants to get that stuff back.

"Tell them it was the Taupe Robustness, if you live!"

I'm glad he focused on the bandit relationship stuff first though, the way people actually care and react and shit is too fun.

Though I should note, these aren't bandit ambushes, this campsite is literally right up against a dark pit, which itself is up against two more and a dark fortress.

I see a patrol moving on the map, move around to get their attention, then head back to my lair and write a poem or something to trigger the ambush.

>>145011637
I'm figuring it will either be the final part of the 42/43 push, more likely something that he tosses up randomly in a few months, or most likely at some point (hopefully early next year) with some of the myth stuff.
>>
>>145011296
I thought he said that he was going to do the first 64bit release before myths. The 5/9 and 5/25 devlogs certainly suggest as much.
>>
>>145009078
It seems like bug fixing and 64 bit has the highest priority at the moment. Toddy might still surprise us with something nice before the release arc is over, though, like he did with the emotion system.
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how long until she dies?
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>>145012521
what mode?
>>
>>145012696
fortress, she caused a cave in
>>
>>145012521
Damage to internal organs can't kill a dorf by itself. Damage to the lungs can kill indirectly, through suffocation, and damage to the heart can kill through bleeding.

The pancreas doesn't have any practical use in the game, mechanics-wise, and so, damaging it won't have any effect. It's the same with the liver and the guts.
>>
>>145012521
She'll be fine after experiencing dwarven medicine and deciding she's better off just getting over the pain.
>>
>>144982905
>the invasion update
That's not really a thing. There will be at least one more "military arc", but invasions and traveling unit mechanics will probably get at least a little attention before that happens, likely in the starting scenarios update. The economy might come along with that, or could be its own thing, and will probably affect the way units and populations move around in the world as well. And he could end up making changes, intentional or not, at pretty much any other time as need, opportunity or whim arises.
As for the military arc itself, expect that sometime between eventually and never. It certainly won't be any sooner or later than that.
>>
>>145012521
Get a splint on that pancreas quick and she'll make full recovery.
>>
>>145012521
I didn't even know pancreases were accounted for in this game
>>
>>145012918
until now I enjoyed punching guts until they vomit
looks like I have to change my tactics in adventure mode

>>145012934
she walked it off like a champ
cleaned herself, ate something and back to work

>>145013464
there seem to be no health problems with her. probably because it's mangled beyond recognition
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>>145013854
It's still fun, try to pop them out and then bite them, then shake them around and rip them off so you can run around with guts stuck in your teeth.
>>
>>145013464
Someone please draw this.
>>
>>145007893
>IRL
>>
>>145016616
You know how if you were walking down the street and saw like, an actual horrific monster standing there, like cthulhu or a xenomorph or something worse like that awful mob wives monster with the boot lips... shudder worthy type shit right... your brain would just want to omit having seen it, put a blind spot over it rather than accept the truth that shit like that exists?

I literally did that with that post, I did not fully see it until you pointed it out again.
>>
so guys, I'm going to be working out in the countryside for a while with no internet access. is there a way to just download the entire DF wiki so I can browse it offline?
>>
>>145017951
Hmmm, well, I can think of a way, but you're gonna need a saw, a stand of trees, a wood chipper, a depolymerizing agent, and to have started this process a while ago...
>>
>>145017951
>everything about that
Do you know how the internet works?
>>
>>145000426

I usually got some mountain ranges that covered long parts of the maps without being plagued by evil biomes. But really, I prefer embarking to desert biomes so I actually need a seed that generates flat, wide and open caverns.
>>
Does the natural savagery slider make the animals more aggressive or add more dangerous types of animals?
>>
>>145019668
Wouldn't you just need to set cavern density min: 0 max: 10, cavern openness min: 90 max: 100 or something?

>>145017951
Assuming my first instinct (save the page for offline use and just open the ones you want in your browser) isn't the best/easiest way, there's various options: https://www.mediawiki.org/wiki/Exporting_all_the_files_of_a_wiki type of stuff.
>>
Show me the oldest fort you have saved on your computer, /vg/.
>>
>>145020302
Oldest like longest running?

Cathelms was 19 years old when the 42.xx update was imminent so I pulled the zombocalypse lever to bring it down in a gruesome fashion.

I've got some Cluttergod saves around here somewhere it was only about 10 or 11 years old last time I played it but it was my first really long fort, started in 40.13 I think.
>>
>>145017219
>like that awful mob wives monster with the boot lips
hwut
>>
>>145020302
>>145021350
Oldest as in real life date started. I'm hoping to see some pre-2010 shit for fun, but I doubt people have saves from that long ago.
>>
>>145019902
>Wouldn't you just need to set...
That will get him very open caverns but won't do anything to make them flat. I'm not aware of any adv worldgen setting that can directly manipulate the flatness or height of the caverns.
>>
>>145021536
I might have something from 40d on my old laptop, if I can find it. I'll look.
>>
>>145019849
http://dwarffortresswiki.org/index.php/DF2014:Surroundings#Savage
>>
>>145021490
That horrid fucking "big ang" orangutan looking beast, though I think it is finally dead, so it would actually be a zombie version... not sure if that is better or worse though.

>>145021536
Yeah, only started myself in 40.06 so I ain't got shit that old.

>>145021820
Z-levels above 2/3/4/5 plus limiting the actual elevation ranges.
>>
Only to the moon.

Major mind.
>>
How do I into aesthetic fortresses?
>>
>>145023062
As far as I can tell layers above x doesn't affect the height of any feature except the magma sea. For the caverns it just dictates, in some-but-not-all cases, how much stone you'll have between caverns. I've had worlds generate with 90+z caverns, and others with the very common 3-6z caverns using the exact same values. In my experience, setting those numbers high tends to give big gaps between cavern 1 and cavern 2, but caverns 2 and 3 tend to be pretty close to one another irrespective of what values you use. I rarely find them with more than 10z of separation. In any case, rng seems to be the main factor in determining your caverns' topography.
Elevation, for the record, doesn't have any firect effect on the caverns, it only determines what the surface biome will be. High values for elevation variance might, it's hard to tell what's rng and what isn't in those cases. It could be the case that random layers get stretched to achieve a constant depth, which could account for the absurdly tall caverns I sometimes find; e.g., the mountain biome wants to place the top of cavern 2 70z below the surface, and the swamp biome wants to place the bottom of cavern 2 at 75z below the surface, but the 60z difference in what counts as the surface in each biome causes the cavern to be stretched to the extremes in both of them, resulting in a 65z tall cavern 2. If I'm right and it's random, then it could as easily happen in a solid stone layer as well, leading to 65z of marble or granite. I'm just speculating, obviously, it would take a lot of embarks to do real science on the subject.
>>
>>145026404
>How do I into aesthetic fortresses?
Go in with a plan or a design rule, and stick to it.
Even if you have to spend the first few years in wood log buildings on the surface with a 2-tile wide moat while you start on your fortress entry and other initial underground excavations.

Something simple like "All walls must be at least 2 tiles thick" will drastically change the appearance of your fortress.
>>
tfw you just want a goblin civ for your game but they never last long enough to be there when worldgen is done.
>>
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>>145027192
There are certain hard and fast rules I've found.

1. You will NEVER find a sheer exposed intact volcano tube with a south or east face.

2. A volcano will be placed as often as possible by the RNG with a spike of higher elevation, but not always on the same tile, when this happens with a locally flat spot (desert/glacier, drainage plays a role here) and the spike gets eroded you get the real sinkhole type volcanos.

3. When three or four rivers intersect, there is almost always a triangular intersection with a 1~10 z waterfall from one of the smaller rivers. Less often you find them all on the same z-level, or really rarely you get the big huge river waterfalls.

4. Minor point, but handy in adventure mode: rivers almost always turn into a brook section when they brush up against mountains, letting you slip past without leaving travel mode.

5. Similar to the above, unbroken stretches where you can travel without hitting a river are usually north/south over shorter distances, but when you do find an east/west span it will tend to cross a huge portion of the map.

6. If there are no adjacent features to alter the placement, then a volcano will almost always be right in the center of a given world map tile. You can use this at night to find glaciercano sites with no mountains by getting to the diagonally adjacent world map tile and entering the tile with the volcano from the corner, you'll almost always hit it diagonally, pretty sneaky, Tarn.

Tried to make a superflat map. This happened.
>>
>>145030816
Wait a minute, I just thought of something. Is it straight up impossible for me to start a game in goblin territory, even as a goblin? Because their territory never shows up at the start menu when I'm choosing my race. Could it be that the goblin kingdoms are still there, but I've just been looking in the wrong place?
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I'm trying to trade for the first time and I don't understand these arcane symbols.

Also they're elves. I know they don't like when anything is made of wood, right?
>>
>>145032357
Which version? My game is so modded I honestly don't even know if vanilla goblins are an option for adventuring unless they're the only surviving non-kobold race.
>>
What's Toady working on right now? He's talking about 64 bit stuff, but what does that imply?
>>
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My TWBT was causing crashes, so I switched from different settings in the pack, and this one doesn't cause crashes, or look to annoying, except that shit like this happens a lot.

Anyone know what the fuck is happening?
>>
>>145030964
On point one, I've noticed that as well, and now wonder if that could be changed by entirely disabling erosion. It could be a side effect of worldgen simulating a tilted rotation axis and west-to-east weather patterns. If the axis is similar to earth's, and weather patterns don't account for the tilt, then southern and eastern faces would be mostly spared wind erosion. It wouldn't surprise me if Toady got that kind of autismal when he designed worldgen.

On point five, you can change that default worldgen behavior some by playing with the x and y variations for drainage and rainfall. I've managed to get really "stripey" worlds, with the stripes going in either direction, by having very large x variances with very small y variances or vice versa. Those kinds of worlds also tend to make thin snakey mountain ranges, which can make for really fun embarks.

>>145032357
>>145036996
I think you only get the option to embark as a goblin when they have a population in a nongoblin civ (which pretty much means always). I've also never seen the option to start an adventurer from a goblin owned site.
>>
>>145026404
First research aesthetics. Then
“Art for art's sake is an empty phrase. Art for the sake of truth, art for the sake of the good and the beautiful, that is the faith I am searching for.”


― George Sand
>>
>>145041095
Shows up with no erosion, shows up when you use perfect world to alter the wind maps however it does it.

That does make sense though about the drainage/rainfal, I rarely mess with them much since I don't have the same sort of intuitive grasp that "tweaking this parameter gives this result" for those two that I do others.

Should rephrase that then to be that with generally default settings for those values I find the shorter north/south stretches and occasional much longer east/west stretches of unbroken travel routes.

I have gotten goblin owned site starting goblin adventurers without specifically adding the relevant "playable in x mode" tags to them.

It was because they were literally the entire population of the world.
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>Selected embark location
>Heavily Forested Freezing

There iss literally two trees, I got absolutely rused.
>>
>>144975715
What tileset is that??
>>
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Bring it on!
>>
>>145046026
thats the 'HD Comfy' tileset ots a WIP by another anon here, i havent seen him post it yet, only screenshots.
>>
>>145046026
>>145049167
i might be wrong. not entirely sure
>>
>>145049167
It does indeed look comfy. Hope anon posts it soon, would like to give it a whirl.
>>
I wish Liberal Crime Squad was as up to date as DORFS
>>
Lazy noob pack update when?
>>
>>144970807
cutebolds are the best
>>
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Which nations would the DF races be IRL?

Goblins would obviously be Americans(due to their imperialism, their love for freedom and their multiculturalism).

Elves would probably be some piss poor, backwards, highly religious country, although I'm not sure which one.

The dorfs, I'm not so sure of. Their society seems like an egalitarian communist utopia that doesn't exist.
>>
>>145050684

Cuckbolds are the worst.
>>
>>145051441
>egalitarian communist utopia
Sounds like mormons, but with less pacifism and more insanity.
>>
Kickstarter to have toady cloned when?
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>>145051441
if that chart is true kobolds are a lot coolmr than i thought initially
>>
>kobolds can't smelt cobalt
Why is this allowed?
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>>145046924
>Large ass with dark brown hair
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>>145051441
Goblins don't seem that bad desu. They just do whatever they want with no rules.
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>>145051441
Why no humies on this chart?
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Post qt monster girls.
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>>145054004
Being monster girl is suffering.
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>>145053868
Because human cultural values are genned indivdually for each civ.
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>>145054081
By monster girls, I meant the night hags.

They are the only ones that kidnap and rape dudes.
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>>145040024
Pls respond
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>>145054081

Someone draw this monstroso please
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>>145040024
it's the fault of truetype. Turn it off by pressing F12. You'll use the tileset text instead of the truetype font.
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That metal is probably gold or some shit too. I just don't give a fuck anymore.
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>>145036996
.42.06

>>145041095
Is there a way to tell if you have an active goblin civ on your map? Maybe I'm dumb but legends mode never seems to be clear on that.
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Post yfw timbukdrew abandoned us
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>>145058179
>posting in /sg/ when /dfg/ is dying
what a slut
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>>145040024
the TWBT bug should be mentioned in the OP post, it always comes up
>>
>forgotten beast wrecks my fort without a sweat
>only the mayor remains
>he imposes a ban on the export of goods
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>>145059178
>exporting goods during a crisis

and this is why you'll never be mayor
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>>145059178
Priorities man
>>
DasTactic is my favorite dwarf fortress lets player. I like that he looks in the legends and finds the cool stories that are generated and brings scope to his fortress. I watched him a lot during my summer vacation and it was very fun. It was fun because dwarf fortress is fun and he goes into the legends of his fortress to explain it. I had fun. Since summer is over I won't have as much time to play dwarf fortress because I'll be busy learning.

The end.

Do you guys like my senior graduation speech for my computer science degree?
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>>145059481
Breathtaking.
Anyway, I agree, people should play like you describe it far more often.
>>
>tfw you reached your limit of shortcutting and streamlining orders without tool assistance and still think you waste a huge load of time for things that should be done with a few clicks
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How do I install the Masterwork mod? Do I just drop it into the game and let it overwrite everything?
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>>145060473
Masterwork has its own launcher, unless you mean the new masterwork, read the thread that it distributes from and I guarantee there are install instructions.
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>>145060614
Oh ok, I see it now. Is it compatible with the lazy newb pack for switching between tilesets and stuff?
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>>145060721
Oh wow nevermind it has that too. Jesus this mod is huge and fancy.
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>NPC civs carve goods out of pure kaolinite
>actual porcelain good are almost non-existant outside the player fort
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Do companions need food?
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>>145064212
No, but they need sleep.
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How fares your fort, fellow dwarves?
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>>145066584
I'm envious. I can't stop myself from stretching it out one and a half screens and putting a needlessly huge wall around it. I can't. Yours looks so comfy though.
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>>145066584
We had an incident with the caravan when they were leaving. One of the wagonless merchants brought his donkey through the moat instead of taking the bridge.
This resulted in him, his donkey and his loyal guard getting sucked into the fort reservoir by the current.
I thusly activated the emergency emptying system, closing the reservoir off in the moat and opening it in the back, which emptied the 6x4x6 reservoir in seconds.
This would have been the end of it had the merchant been strong enough to resist the current, but he was not and thus fell the 6z levels onto the bottom of the reservoir where he was showered with sandstone crafts and then ejected out the sewage pipes into the river/lake another 6z levels below. He drowned shortly after.
His donkey, unwilling to leave the master, jumped in after him and spent a few days swimming against the current, mourning his master before finally departing upstream in search of a partner, with which to lay his eggs.

Seriously though it was horrific and I had just finished building it so I guess I got to know that the sewage system worked atleast.

>>145066584
Build up and down, not sideways :)
I agree with you though, I tend to have problems limiting myself aswell, but I wanted a good looking moat around this one so I limited myself almost immediately with a wall.
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>>145066416
Where do you find these things?
>>
Hey /dfg/

Can I build 6x1 down ramps a couple z levels to a depot? I want to make mine secure in a room with bridges.
>>
What do you jam to while dorfing, /dfg/?
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>>145011637
"it doesnt sound that difficult"
it is
rewriting a 32 bit program is analogous to "just upgrading" a brick house to totally concrete, because the foundations cant support another 2^x stories.
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>>145067165
The main working area is business as usual, the meeting hall is finally being finished and outfitted with golden statues. Soon the nobles will be given their noble quarters aswell.
>>145067835
I think if you want caravans to pass it has to be 3 wide, or wagons wont get through. You can check the wagon access with D (capital d that is).
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>>145038064
you know when you try to embark on 15x15 and the game crashes? 64 bit fixes that, among countless other things. for a game that deals with such huge quantities of everything, and massive maps, i don't know why this wasnt done sooner.
nearly every aspect of the game benefits from a 64-bit rewrite.
>>
>>145067165
>>145066584
That is a really cool river.
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>>145068354
I can't wait for the fags who are still using 32bit systems to start complaining that they can't use the 64bit version.
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>>145068606
if there are people unironically using 32bit systems in current year, they don't deserve computers
businesses not included, poor, bureaucratic bastards
>>
>>145068323
That's a nice looking fort.
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>>145068323
Thanks for the information Anon. Amazing looking fort. Did you build around the river or manipulate it yourself?
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>>145069557
i did this by accident on a new embark today
spent nearly an entire season digging bedrooms
only one of them was stone
i didnt realize until it was all done
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>>145069252
>>145069303
Thanks fellas, the river itself is part natural part manmade, looking at >>145066584
the part of the river that crosses above the fort and into a second waterfall on the left is my manmade moat.
The natural part of the river begins in the top right, going downards and into a natural waterfall on the right side of the walls. This is all natural and the waterfall ends into another river/lake at the bottom that runs from the left side of the map to the bottom right corner.

>>145069557
It's sandstone, no filthy hobbits here.

Currently building the lower part of the meeting hall, plan to turn it into a tavern if I can figure out the mechanic behind it.
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>>145051441
The only true socialist utopia anywhere is The Culture by Banks.

>>145068659
If that's true it is pretty huge.

>>145068606
>using Pentium 4 and AMD Athlon chips from over 10 years ago
>expecting to play dwarf fortress
>not even able to upgrade to shitty outdated windows version
>no drivers
>no modern ram

Literally every single "32 bit" system you see these days is just a 32 bit OS on a 64 bit chip, outside of the two assholes still trying to run an old as fuck pentium 4/athlon system, and they aren't important when considering things like developing games.
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>>145069884
i don't think you can call the culture true socialism
he tries to force the point that it's total, yet stable, anarchy; but what he describes is more akin to a representative democracy. everyone has an influence on the decisions the higher-ups make, yet most either don't acknowledge/care, or aren't aware.

anyway a lot of the world still runs x86 chips, as sad as it is. even worse is that (assumedly) the libraries df runs off of are 32bit, so if they aren't ported, and toady cant find replacements, he'll need to do them himself; and if it comes to that, odds are we won't get 64 bit at all.
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>>145068163

Like how much of the coding do you really need to change though? I'm inexperienced at low-level languages.
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>>145070468
it depends how much memory management toady does himself. assumedly, he does quite a lot, as df is quite memory intensive, and does frequent swapping. if this IS the case, most of that related code will be a total rewrite.
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>>145070384
I'm not asking to whine or anything, just generally curious because I know he has basically said "Nope never gonna happen" to it I'm pretty sure.

Can DF ever be refactored into using multicore processors?

This might be retarded but do they make specialized single core processors that are superpowered?
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>>145070384
>influence on the decisions the higher-ups make
Nobody votes on what a Mind does, they'll discuss what to do and such amongst each other, and there are examples of sub-components of the civ which enact democratic methods.

They aren't the "higher-ups" though, there are no leaders. A GSV might carry more weight in a given discussion because they literally carry more weight, more engine, more room, more force projection if necessary, but even they see themselves more generally as being responsible to make use of their greater intelligence and wisdom to help maintain the communal well-being, not enforce a direction on the civ as a whole.

If one does try (and they have) the others usually tell them good luck, let us know how it goes, and chuckle quietly behind their maniple-fields while playing in The Land of IF (Infinite Fun, the metamathematical playground where minds like to screw around when they aren't busy dealing with slower thing/acting folks like drones and meatfolk) but they wouldn't sit and vote on whether they should go along with it.

Even the little folk take part in things BECAUSE the Minds find it interesting to let them. Like playing df with dfhack available.

It is more interesting to have your dorfs dig stuff out, build it up, and do their thing on their scale with their capabilities.

With dfhack though you can literally just change the game-world and directly effect whatever sort of change you wish.

So it is kind of like trying to force someone to roleplay the dwarven economy while it isn't activated AND they have dfhack tools. Due to the various technomagic toys they have it is a society without money, and as they say:

>Money implies poverty.


As for the x86, well yeah, but most of them these days are actually x86-64: https://en.wikipedia.org/wiki/X86#Chronology you have to go back to the P4/Athlon chips from before 2005 or so to find actual 32 bit chips.

Do we need to accomodate 10yo systems though?
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>>145071372
Sure it "can". But that would practically be a complete rewrite.

Moreover, the benefits are doubtful since the bottlenecks in question need to be synchronized anyway. So if you multithread the entirety of Dwarf Fortress, it won't get 4 or 5 times faster, because several threads need to wait for each other to finish regardless.

I can't imagine the eventual thing to be more than 1.5x faster with no other changes. I'm pulling this number out of my ass obviously, but my point is that the advocates of a multithreading rewrite greatly underestimate the amount of work or greatly overestimate the benefits.
Or both, selling it as some magical programming panacea that requires no effort if only Toady would REALLY love DF.

64bit on the other hand would stop the problem that the program is running out of ram for large world generations, while requiring much less effort apparently.
>>
>>145071861

An obvious benefit would be with pathfinding; instead of having the CPU calculate each dwarf's path in sequence, a quad core CPU could compute 4 dwarves' paths simultaneously.

But I think it's a long way off before Toady decides to bit the bullet and actively learn how to multithread.

But maybe automatic parallelization will advance to the point where Toady won't have to do much of it by hand. Then we can have multi-core DF.

In 10 years (Moore's Law) on a multicore computer, I can imagine like 2000 dwarves per fortress running at 120 FPS.
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>>145071861
Oh okay, yeah I didn't think about the fact that there would be other bottlenecks in the code that had nothing to do with the CPU's actual ability but that makes sense. I mean I figured it would be pretty much an entire rewrite.

I imagine the only time it would ever actually get done is if someone managed to get DF source code and do some sort of free software collab to rewrite it.

I guess we'll just have to wait on cpu's to get faster for larger embarks.
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>>145071861
Yeah, the biggest thing multi-threading will do is allow pathfinding to run in a thread(s) while other stuff is taking place, which still means the others need to be updated with it, but can perform their calculations in the meantime.

It won't be a speed boost early game, but it should help stave off fps death late game.

64 Bit will alow stuff like, go gen a 17x17 world, no matter what you do, it shoots through the years in the blink of an eye, everything it is working on fits in a tiny chunk of ram, is flipped in and out of caches quickly, pow, done.

Get up to the range where world-gen starts hitting the 2 GB range of active ram though, the game has to check cache, deal with cache misses by pulling data from RAM if available, swapping pages if necessary, and THEN work on them before pushing them out to work on the next chunk. Simply being able to hold the whole thing in ram means you're only waiting on the cache miss bottleneck rather than having to pull pages off of your disk storage into ram like it does now.

My kingdom for a chip with GB cache size mirite?
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>>145068323
>>145067165
>>145066584
It appears I have an animal thief on my hands.
Seriously though where are they going? They're not at the bottom of my waterfalls and there are no combat reports.
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>>145071372
Oh, can we please stop spreading the factoid that Toady said that, he has never said "no multi-threading" or anything of the sort.

He HAS said "I have no idea how to do it, so I don't know when I'll get to it if I do" or something along those lines. Hopefully he'll let someone do work on an overhaul like he did with graphics if he doesn't figure it out, but that is not a hard "nope, never" statement.
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>>145066416
You can already make fruit juices. Choose the extract option instead of the brew option at your still.
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>>145072639
I think your projection is a bit optimistic. Wildly so, even. But just for the fun of it, imagine:
v p l with 2000 dwarves.pic related
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>>145075987

2026 will be so much different in terms of technology. Try to remember 2006...

Ahh.. what an era to live...
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>>145072639
>future DF
>>
Whoa the double slit method is actually pretty easy if you follow this method:

https://www.youtube.com/watch?v=TXQH9dliFZE

You drain into the lower layers and then build the walls.
>>
>>145076167
I remember 2006 just fine. Our computing power, in the home computing market at least, has increased by degrees, not by orders of magnitude. Running a 2000 dwarf fort would require massive leaps in computing power, not anything like the incremental improvements that happen on decade timescales. Moore's law is a pretty abstraction of technological advancement, but if it is accurate, it's certainly not reflected in consumer tech.
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>>145076330

>2106

That's probably a fairly accurate depiction.
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>>145073697
wat
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>>145077893

It is reflected in some way. Actually desktops and laptops aren't that much different than they were in 2006, but things like smart phones and GPS and such are quite more advanced than they were in 2006. Also SSDs, RAM becoming very cheap, high-end video cards dropping in price. But yeah I sorta see what you're saying, it definitely doesn't double every 2 years. I think that's the transistor thing. The actual rate for computing resources per dollar or w.e is something like 1.3 every 2 years or something along those lines, I think.
>>
>>145076330
>2106
>still using 3x3 stairs
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>>145078146
I don't disagree with the sentiment of your posts at all. While I think 2000 dwarves is probably too optimistic, 500-1000 at playable fps is almost certainly achievable. Depending on what Toady does, of course. We might keep getting more and more cpu-intensive features at land at some kind of performance-vs-feature homeostasis that keeps optimal fort pops somewhere close to where they are now. On the other hand, maybe Toady will discover some huge hangup in his code that will have us playing 2000 dwarf forts by the end of the decade after he fixes it. Wherever we land will probably depend as much on his design choices as the direction of the tech we use to the deploy them.
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>>145073697
All of those missing animals are grazers. Check cages, meeting areas, and tree canopies in that order. They probably starved to death.
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>>145079713
Plus he does stuff that comes out of nowhere all the time.

Who expected the soldiers not wearing gauntlets/boots/greaves fix this update cycle?

Raise your hands... go ahead... nobody?

Yeah.

This isn't just cool for adventurer mode (we can loot stuff like the weapon masters who often have high quality armor and weapons, and now we'll be able to get full armor from them, but they'll be harder to kill with full armor!) it also means gobbos that show up at your forts will be wearing full armor finally.
>>
>>145079713

Hmm yeah, 500-1000 is reasonable.
I just tend to go into wild imaginings whenever I think about the future lol.
>>
>>145080729
>Who expected the soldiers not wearing gauntlets/boots/greaves fix this update cycle?
I hadn't seen that yet. I was about to argue with you and thought to check the changelog before I let my thumbs make a fool of me. That's pretty exciting. Now if he could get them to start genning with some quality...
>>
>>145081017
Weapon masters already come with higher quality gear, he fixed that a while back.
>>
>>145081609
Yeah, but the rest of the enemies all have no quality gear. Besides, weaponmaster invaders are rarer than diamonds these days. I can't recall having seen one since 34.11.
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>>145079713
I can barely handle 50 dwarves desu. At a certain point more dwarves just means more nameless minions I can't be bothered to manage, especially since I've taken to playing raw REAL NIGGA SHIT df without any utilities.

Also I'm not sure how new this is but the built in workflow manager thing is fucking awesome. This may sound dumb, but I'm glad toady is adding in these utilities so we aren't so reliant on third party tool updates and we can actually play the newest version of DF as it comes out. I hope he works on improving the fucking job manager soon. The one in DF hack is really nice.
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I need help, /dfg/. I saved the game when attacked by bogeys, and now I've gotten into a really itchy situation.

You see, when I saved the game, a flying bogey was in mid-attack, aiming a bite at one of my ears. EVERY time I load up the game, I end up getting my cartilage fucked by the bogey, indirectly handing me a death sentence. I've tried savescumming my way out of this, but due to me still being stunned after getting woken up by the bogeys, there is no way for me to avoid the blow. Killing the bogey shouldn't be a problem, but my ear will still be infected, ultimately leading to me dying of infection.

Please, /dfg/, is there ANYTHING I can do to save my adventurer?
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>>145082651

That doesn't sound dumb at all anon~
>>
Does the 'number of beasts' setting in worldgen affect only megabeasts?

The world I'm in has hardly anything fantastic, or even mundane-but-dangerous.

It's a little annoying.
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https://www.reddit.com/r/dwarffortress/comments/4ndjc1/whenever_df_comes_up_on_reddit_i_like_to_play/

>seeing redditors try to understand a joke and failing
it never gets old.
>>
>>145083014
>I end up getting my cartilage fucked by the bogey, indirectly handing me a death sentence.

Navigate to df_43_03_win\data\save\region1\raw\objects tissue_template_default.txt

ctrl f [TISSUE_TEMPLATE:CARTILAGE_TEMPLATE]

add " [HEALING_RATE:500] " between tissue material and relative thickness.

Do the same in data/raw if you'd like the change to apply all the time instead of just to your one save.
>>
>>145083641

What indicates to you that they don't get it?
I think he does get it but it's just like he uses the comic alternatively as a bingo board with one-shot panels.

Ugh, reddit culture is really shit... people just say the most droll things for upvotes.
>>
>>145084017

meant to reply to >>145083789
>>
>>145083014

Can't you dodge away?
Also if you let him rip your ear off it may avoid infection.
>>
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>>145083789
>le tvtropes is le addictive xD
>will ruin le life xD
>le wikiwalking on le tvtropes xD
These memes make my blood boil every time I see it.
>>
>>145084327
>Can't you dodge away?
Too late. I always end up getting bitten. I've noticed that if I throw things at him, I get the "you miss" message before the "bogey bites your ear" message, meaning I should theoretically be able to force him to dodge before biting me. Sadly, i haven't succeeded so far.

>Also if you let him rip your ear off it may avoid infection.
I wish. Sadly, my adventurer autobreaks the grip before the bogey gets another turn.

>>145083951
I will do this. I just hoped there was a less cheaty way(who am I kidding? I already savescum myself out of the slightest inconveniences in adv mode. I never savescum in fort mode, though.
>>
>>145084638
I don't consider it cheating because in 34.xx it didn't happen and from 40.xx onward cartilage stopped healing.

It is a stupid bug to me and one day it will be fixed by Toady.
>>
>>145083641
You need to up your savagery. Beasts are things like cyclops and rocs and such.

Savagery controls unusual things like giant mosquitos.
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>>145085043

>2019
>version 0.52.06 update
>-Made cartilage heal properly again.
>>
>>145083641
Also you need to increase the amount of caves (both mountain and non mountain help). If they don't have somewhere to live then they will get killed off quickly.

Be warned, this does have an impact on civilizations and there will be more abandoned sites/ruins.
>>
>>145085168
>>145085264
there is only one cavern layer, and I always max out savagery. it just seems like any sort of wildlife is rare, even underground. I've also only seen about 2-3 snatchers and 5 kobolds. my pop is at 110 and I've got no shortage of loot. even the elves are pissed but haven't done anything even once.

maybe I'm just unlucky. I'll have to see if I can tempt the humans into war.
>>
>>145086169
i'm pretty sure reducing cavern layers reduces the variance of species
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>only 24 dwarves
>already jesus fuck that took a long time to sort out everyones new jobs after handling the post liason migration wave.

Hopefully these custom profession system I'm using helps later on when I'm just packaging people into groups.

>Uusd are Miners/Stonedetailers
>Quan are soldiers
>Quanshi are squad captains
>>
>>145086781
Doesn't the default worldgen generally have 3 cavern layers? I found this at some ridiculous value. Like -80, and it goes much deeper. It's a very vertically oriented cavern.
>>
>>145087597
yes it by default has 3.
>>
>>145085043
It did happen in 34.11. It just became a lot more well known after .40 released and the huge influx of new that came with it all started building babby's first danger room.
>>
>>145083014
You can't aim a grapple at the head, punch the head, or jump away?
>>
>>145018967
are you retarded? there is nothing illogical about that question
>>145017951
http://www.httrack.com/
>>
>>145089523
Bro move man, that's pretty much what I was thinking of suggesting but having to do it by manually saving the sites/links you want is a pain.

>>145086781
Used to be the case, now you can get the deep cavern and upper cavern fauna in one layer, think that was a 40.19~ era change?
>>
>>145089885
>but having to do it by manually saving the sites/links you want is a pain
I have tried it once with another wiki, just pasted the main url and it gave me the whole thing
>>
>>145056968
>not going full death with a glacial embar
>>
>>145018967
>he doesn't archive everything just in case the internet goes down forever and we're forced to live under the regime of Hillary Hussan Muhammid of the government of Pakistanimerica.
>>
>>145068354

I think I heard about that a long time ago. Will the game be easier to run now? That's the main thing putting me off this game. The lag gets unbearable after a while.
>>
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>>145092402
Wait, I don't wanna inject politics into this thread, but I don't think she's the one we need to worry about triggering the end of days. I mean, one of the candidates is obviously a gigantic gila monster being controlled by an alien hair monster, there's no way that can end well.
>>
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>>145092402
>>
>>145093642
>a gigantic gila monster being controlled by an alien hair monster
Sounds like a forgotten beast description.
>>
>>145093902
Oh god it does.

>The forgotten beast Trump has arrived! A gigantic orange gila monster with sentient hair that writhes continuously. Beware it's poisonous rhetoric!
>>
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>Elf Clothier is visiting
>Goblin Poet is visiting
Three goblin poets and an elf... This tavern was a terrible idea.
>>
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I'm trying out new bedroom designs over what I normally do which is just a symetrical hallway with square bedrooms. I'm basically making housing districts that kind of look organicish.

There will be a point where I move from these holds to the fortress proper but that won't be until I have a military up and running and I figure out how I want to handle defenses. I want to have a true fortress fortress where I have huge narrow hallways that are segmented by bridges where I can pull a lever and turn the hallway into a killzone for balistas that are hidden behind a bridgewall.

>Pull a single lever
>Bridges go up, trapping a force
>Bridges go down, revealing ballistas pointing down the narrow hallway and seperated by a moat of spikes.

I have a similar idea of archer fortifications behind a bridge wall so that when they get trapped my archers can just kill everything. I could just do pit traps or something but this sounds like more fun.
>>
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50 something goblin kills later I've completed the last few pillars.

They kept spawning on the far pillars and jumping across at me in a big group.

Clunkclunkclunk, aieeee, *sploosh*, oh god is that a minecart full of statu-*SPLAT*
>>
>>145073487
>>145072639
>pathfinding can be multithreaded
That's the problem though, the various pathfinding calculations aren't independent from each other or from anything else for that matter- they must know the position of other creatures and items, wait for temperature and flow calculations (ice, magma, water to know about passability of a tile), and so on.

You can assign different pathfinding calculation to different cores, but I very much doubt that it would improve overall performance all that much because they all need to wait for each other and stay in synch.
>>
>New job, gatekeeper
>Dwarf stands next to a lever
>When a dwarf arrives in a previously selected zone, the dwarf pushes the lever (connected to a gate)
>Thus the gate opens automatically as dwarves come and go

y/n?

There might be some atom-smashing accidents though.
>>
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>>145096646
There are lots of things which will still need to wait for pathfinding to update, but there are many others which need cycles but don't involve pathfinding changes/updates directly.
>>
>>145097480
Pressure switch > citizens only
>>
>>145096643
>>145097561
Keep up the good work anon^tm

How did they start spawning anyway?
>>
>>145097720

Yeah, I guess it has all the upsides and downsides of a dorf doing the same. Minus the booze breaks.
>>
>>145097480
So a more unreliable pressure plate?
>>
>>145098027
the dorf could at least look if the bridge is clear
flinging cats around is only so much fun
>>
Ah, I gotta stop following this general.
I look at all your cool forts and want to play again, but then I remember that while I like these kinds of games, I am no good at them at all.
And I know. I got hooked with SimCity years and years ago, and I've never been able to build anything good. I lack direction.
>>
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>>145097764
There are three dark pits just southwest and a dark fortress right on the other side. They send patrols out periodically and much like you can see other armies on the map, they can see you too.
>>
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>>145099492
>Its a good day to be a gatekeeper
>Get to stand around in the sun and vomit everywhere
>Get swole as fuck opening and closing the gate every minute
>A vile force of darkness has arrived
>Time for a nap
>>
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>>145100423
>>
>even starter pack bro has given up on the game

dorfs are finished
>>
>>145101312
we still have the "complaining about TWBT crash" and "complaining about tilesets made for TWBT looking like shit without TWBT" anons

their shitposts will keep us floating

also, there's the yoko/clipart/contemplation anon
>>
>>145101746
what the fuck is twbt
>>
>>145101943
a utility which lets you use a second tileset for the text, meaning you can prioritise the "figurative" aspects in the primary tileset

due to all the bugs and crashes, it's generally not worth it
>>
>>145060896
Hoping the creator adds humans and their muskets soon, that was enjoyable to make and use to just destroy pesky gobbos and shit.
>>
>>145103238
Victoranon did some work towards that end and yes, blasting motherfuckers in the face with a musket is fun.
>>
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Fun fact: if you bind "leave screen" to space, or presumably any other alphabetical key, it is impossible to leave this screen.
>>
>>145102185
I always thought twbt and truetype looked like shit. I honestly just prefer using an ascii tileset. Its so much better when everything looks uniform and you don't have to try and guess what the mishmash blob art is supposed to be in the art pack.

Its just d for dog, t for turkey, goblin etc. Its just so much clearer and more consistent.
>>
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>>145104251
Whoops indeed. I've got leavescreen as the numpad enter since I'm a HONAH player.

Hands On Numpad And Homerow.
>>
>>145104726
rip zombie giant wolffo
>>
>>145104020
Oh shit I almost forgot about that nigga, How did his project go? Will he continue it?
>>
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>>145106310
>>
Are copper bolts better than iron bolts because of higher density?

I think I only have tetrahedrite which means I have copper and silver, I know silver bolts are really good but I don't know if copper is shitty or not.
>>
>>145106310
Uh...
>>145080729
>>145069884
Yo.

>>145105190
I didn't expect it to blow up, but I forgot I had tossed a bunch of minecarts in there with the statues... so, yeah...

>>145105583
He was pretty happy with it at the time as I recall, haven't heard much from him since 42.xx came out though.
>>
>>145107340
I'd say copper is more economical to use for bolts. Silver you can make into bling to trade for iron/steel bars or weapons/armor.
>>
>>145068659
>nobody noticed that goblins weren't wearing armor
>>
>>145109127
We've just gotten used to them only having head/body armor.
>>
>>145109198
you know what I mean though
>>
>>145109438
Yup. Looking forward to it all. I hope all those ancient races leave alien-looking ruins all over the landscape, and that some of the flying eggshells actually form entire regions floating in the air.

We can only hope.

I also look forward to interacting with all those spirits.
>>
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My expedition leader always ends up hurting herself or doing stupid things, like being stuck on trees or falling down a ledge

>look at her stats

how did she even get the job?
>>
>>145109750
>good feel for social relationships
there you have it

if you have the charisma to carry yourself, you don't actually have to be good at anything
>>
>>145110025
Probably was so clumsy too she killed every other qualified dwarf in hilariously unfortunate accidents but was able to make it seem like she dindu nuffin.
>>
>>145104352
The aesthetic argument is fine, there's nothing wrong with a preference for ASCII. I agree, usually play with an ASCII tileset myself. But saying that "it's just d for dog" etc is bullshit. It's d for dog, dragonfly man, drunian, dingo, probably more that I'm not thinking of. g is even worse. Nearly every letter is used for multiple creatures, some of them more than 16. That's the opposite of consistency.
Whatever your opinion on graphical sets, it's simply a fact that graphical tiles display more information than ASCII.
>>
>>145068659
It's really not that big a deal. Just a (copper greaves) to dump under the atom smasher for every (copper breastplate) you were already going to have to dispose of. This biggest effect this will have is making it take 3 or 4 times longer to clean up after each siege.
>>
>>145110451
They'll use letters like they already do. There's nothing to handle.
>>
>>145110685
>Not melting them down to make copper trinkets

???
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