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/dfg/- Dwarf Fortress General
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Last Thread: >>145350209

>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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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

>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!
>>
>capture numerous undesirables in cage traps
>put them all in one room
>round up less than desirable pets and pasture them in same room
>seal room
>open cages
>once undesirables are done killing pets and each other, send in military to finish off any survivors
This is going to be great.
>>
How do you get an active squad to get to a burrow? Whenever I tell my militia to go to a certain burrow, they change back into their civilian roles
>>
>>145649052
Defend burrow orders.
>>
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>cyclops steps into weapon trap
>gets gelded among various other injuries
>>
>>145650398
Kinda wish adventure mode injuries were more complex desu
>>
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>>145650489
>complex injuries
>tfw the pile of assorted goblin chunks littering my camp isn't complex enough
>>
In adventure mode can you travel across the world?

I wana play both modes at one point, would it hurt my fortress game if I generate the world according to what the wiki's recommended settings for adventure mode?
>>
FUCK I have a vampire. How do I root him out
>>
>>145651471
Yes. No, not much. If you want more details look at the difference between the recommended settings and research what they do (or pick a compromise).
>>
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>>145651471
>In adventure mode can you travel across the world?
No. NPC adventurers can travel between different sites, but player adventurers are limited to the site where they started.

It's a planned feature, though. According to Toady, the dev, we might be able to travel between different sites in adv mode as soon as in 2018.
>>
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>>145651762
Ok, so seriously, what is the point of generating this massive world, with millions of history and events, if you are stuck in a tiny corner of it, unable to access or even be effected by anything not within you're immediate vicinity?
>>
Do humans sell Cotton? Just got my 2nd human caravan in a row with no Cotton
>>
Newb here, is there any reason NOT to use all of your starting points? The default leaves you with some left over and I was wondering if those get used on something else.
>>
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>>145651937
It's just an alpha, have some patience.

Just the last month, Toady said that he had started working on an algorithm that would help generate the landscapes outside the playable sites. When he's done with that(around mid-2017), he can start working on roads and fast travel mechanics. Sometime in the early 2018, we might be able to travel to other sites in adventure mode.

I'm pretty hyped fampai.
>>
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>>145652395
>Game came out 10 years go
>It's just an alpha

I had no idea it was even still in development.
>>
>>145651937
Also
>>145651762
Was rusing you. You can travel in adv mode.
>>
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I am not entirely familiar with the mechanics of taverns yet. Is it possible to set up a tavern area for dancing and serving and instruments and stuff, and another tavern area that's a booze stockpile plus a few chests for steins, and no one goes there except the tavernkeeper?
>>
>assign wheelbarrow to stockpile
>it ONLY uses wheelbarrows from that point
what the fuck? So the 40 idle dwarves wont help carry wood because there isnt 40 spare wheelbarrows lying around?

Would be faster to just not use wheelbarrows at all
>>
>>145651660
Is he 1100 years old? well then easy bro, if not, its the most OP dwarf
>>
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>>145651660
Could you have a fort full of vampire dwarfs or would it ultimately end in fun?
>>
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>>145651937
Yeah, they're trollan like a dark fortress on shearing day.

The biggest difference between a regular fort world gen and an adventurer one is stuff like bogeymen, you either feel like dealing with them or they're just annoyances so you disable them.

That and stuff that might be awesome in a fort isn't as fascinating when you're hoofing it around, and vice versa... though running around on the ground lets you find amazing sites, which yes, some will point out you can learn to recognize from the embark screen, but there are still details which don't show up there like this thing.

26 z deep, dual facing waterfalls, north one drops the whole way, south one is about 10 z from the bottom, natural zig-zag river canyon begging to have a chunk turned into an isolated fortress, and of course, writhing evil grass, purple trees, and kobold blood rain!
>>
>>145654230
you can but the vampires need to drink blood to stay productive. just like dwarfs need booze. other than that there are not much downsides. theyre stronger and dont die of old age
>>
>>145654581
Won't vampire hammerers attack other dorfs for drinking blood?
>>
>>145654581
>just like dwarfs need booze
Vampire dorfs need booze too, and unless the implementation of taverns changed how this worked, they WON'T drink any due to not being thirsty for anything but blood. This means that vamp dorfs will soon become really unproductive, making a vamp fort a really bad idea.
>>
>>145654849
I mean, it's a curse for a reason.
>>
>>145654749
>man-thinking.jpg
>>
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THIS CAN ONLY END WELL
>>
>>145653106
is this b8
>>
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>>145654849
Nah, tavern keepers will give anybody a mug so long as they aren't already drowning in their own vomit.
>>
Hey guys, just wondering why Dwarf therapist is out of date, was going to learn how to play with it, does it affect the game is it's out of date. I would obviously like to play the game with all the new shiney bits.
>>
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>>145655396
What a difference 100 years makes.

Doing an experiment to see if I can get the gobbos to cluster in the middle interestingly. So far so good.
>>145656116
Pretty sure you can update the memory addresses manually if they aren't already updated, and you can use the pre-release dfhack with dwarf manipulator which I prefer to therapist anyways.
>>
>>145655396
That world is beautiful. Care to paste your world-gen.text?
>>
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Can dwarves use shields with spears or are spears 2 hand weapons?

Same question for warhammers.
>>
>>145656519
It's funny because I was getting frustrated with the pretty swoopy curves that PW makes naturally and painted in some of the glacier/evil sections in the middle like a little kid with mspaint and it turned out pretty neat.

http://pastebin.com/TEF9NUVf

Note: this world has the hell layer turned off, enable it if you want candy and such.

I disabled it to play with the weirdness where approaching a volcano from the northwest on foot makes the obsidian/magma disappear if there is a magma sea but no hell.
>>
>>145656465
>re-release dfhack with dwarf manipulator which I prefer to therapist anyways.

wot
>>
>>145653080
No, tavern zoning isn't that precise. The game does look for the largest unobstructed continuous area in the tavern to determine where the dance floor is, but aside from that you can't really control areas that dwarves have access to, aside from getting autistic with your burrow assignments (which doesn't always work with needs based jobs).
>>
>>145656931
You painted glaciers / evil areas?
When I've messed with PW it seemed that the only painting that would stick is the elevation stuff. You mean I can actually paint on the temperature / savagery tabs and have it work? What about if I add a noise map to that afterwards?

Also how do you paint evil regions?

Thanks for the file, but I figured I was going to have to delve into weighted values wizardry in order to get that sort of effect.
>>
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>tfw captured a giant cave spider
Someone give me a foolproof plan for a silk farm that will work with a domesticated GCS. I tried the one on the wiki and it didn't work for shit.
>>
>>145657090

>pre-release dfhack
A fact
> with dwarf manipulator
A fact
>which I prefer to therapist anyways.
An opinion

Problem?
>>
>>145657201
Evil is using the squares counts, I had to fuck around a lot to get the rest to work right, make sure you turn off all the rejection parameters and shit like poles when playing with it, and painting sadly overrides noise maps, but it still looks neat.
>>
Is there a way to search for specific names when spreading rumours?
The filter only works with certain keywords.
>>
>>145656809
use wiki
>>
>>145657092
What if I set up my booze stockpile to have a lot of pillars in it, thus making it a series of very tiny unobstructed continuous areas? Will that keep all the visitors out?
>>
Do zombies ressurect even if I cut their heads/necks? I've being going at it but they never seem to stop coming.
>>
>>145657643
All the wiki says is:
>All dwarves can equip spears, but some must use two hands.
What does that mean?
Depending on how strong the dwarf is determines if they can 1 hand it?
>>
>>145657717
No, it'll just keep them from dancing there.
>>
>>145657903
It goes by size, not strength. There's a chart on the weapons page that tells you the percentage of dwarves that will need to two-hand any given weapon, just based on the staistic spread of dwarf sizes.
>>
>>145657976
Close enough.
>>
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>>145657903
>>145658082
Spears are one handed, no matter what the strength is.
>>
>>145657379

No, I just have no idea what you are talking about.
>>
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Can one dwarf have multiple noble jobs?
Like can my broker also be a bookkeeper and manager?
>>
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What the hell. This is my first serious experience with df zombies, and I'm fucking pissed.
>>
>>145658192
Yep, but once he dies you're fucked
>>
>>145658192
Definitely. I always make my current mayor my baron to save on the number of rooms I have to make.
>>
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>>145657201
>>145657410
I forgot that I did put some of the weighted value stuff in but I don't know what if anything it does with PW maps in place.

Still wish I knew how to undo a painted section.

Finally decided to finish the world-gen, ate breakfast and it was only at 360~ something, fuck it, this is high enough.

>>145657529
Not yet, with dfhack there's a script that was posted in the dfhack subforum which streamlines the rumors screen and adds "slew" as a keyword.

You can also tell stories about the person/creature, or as you more than likely don't know enough about THEM, the site where you killed them/it. Do this with a big crowd and introduce yourself afterwards it spreads fame really fast.
>>
>>145658230
Necromancers inside are resurrecting them, fight them around the corner out of sight of the necros or that will keep happening.
>>
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>10000+ quarry bush leaves
>just under 6000 meat
>some other non-brewable plants to cook
>2750+ plump helmets
>100ish brewable plants
>some honey I've been collecting
Boy, I sure hope my brewers and cooks like overtime pay.
>>
>>145658590
>forget to not allow tallow in cooking
>all those masterwork dog tallow roasts masterfully minced with dog tallow
>>
>>145659264
>eating dogs
You monster.
>>
>>145658464
Yes, I had heard about that. So I headed inside, and to my surprise there were 5 necromancers. Decapitated 3, but the last two got me. Fuck this, I was so close.
>>
>game keeps crashing while i try to place cage traps
please, i just want giant cardinals to fill my nestboxes
>>
>>145658367
How hard could it be to turn the filter into a search box?
Weird.
>>
>>145658167
There's an alpha release of DFHack on their github. Search last thread for it. Manipulator is a plugin which basically does what therapist does but it is integrated into the game.
>>
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Last heroic stand.
>>
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I'm trying to come up with a simple and standardised(and hopefully scriptable) gimp technique for making pretty maps.

I want them to have the early modern sea chart feel to them.

This one was made purely from the information in the detailed hydrosphere map.
>>
is there a "creative mode" (or plugin) in DF?
i want to build some shit for a d&d game and i don't want FUN to get in the way
>>
>>145660083
What kind of shit are we talking about here? Because depending on what kind of shit you want, you might actually want FUN to happen.
>>
>>145660083
You can turn sieges off, if that's what you mean. It won't be necessary though, since the entire fort mode is creative mode at the moment.

That will probably begin to change now that siegers begin to wear full armors, and armors wear down.
>>
>>145660195
just maps, basically. i might end up using some 3D renders if i can but that's just bonus stuff

>>145660225
what i'd like is instant building, not having to worry about my dwarves (if there is any on the map) and unlimited materials
>>
>>145660464
>what i'd like is instant building, not having to worry about my dwarves (if there is any on the map) and unlimited materials
I think all of those things, except perhaps the one about not worrying about dwarves, are possible with the help of DFHack scripts.

Although, what you describe sounds like minecraft.
>>
>>145660464
Give regular fort mode a try. Toady's original intention is for it to be a means of generating awesome ruins and dungeons to explore, and to my understanding it's still pretty good at it.
>>
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>captured and tamed 5 cave crocodiles after having lost many to forgotten beasts
>4 males, 1 female
Optimal croc farming conditions these are not.
>>
>>145661025
>embark on map
>put some traps
>a year later they are all full with elephants
>elephants keep getting trapped for the next 10 years
>war train about half of them
Those poor gobbos, haven't got a titan come yet though, can elephants manage?
>>
>>145661174
Depends on the titan. If it's made of flesh or water or some other wimpy shit they can rip it up just fine, but if it's made of a rock, gem or metal they can only be brought down by metal weaponry, cave-ins or magma (and not always magma).
>>
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2 cat lmao
>>
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>>145659520
I was talking about that last thread, it's easy once we've figured out the structures and set up hooks to just grab the data out of various tables and use a purpose built search function. Integrating one into the game, especially the way Toady tends to do things ("I'm gonna add minecarts, whoops here's physics and inertia", "I'm gonna add music, whoops here's a knowledge tree", "I'm gonna add in a way for adventurers to build campsites, whoops here's a native version of workflow") is a bit trickier.

Making the filter itself into one with a script is basically what that rumors script does.
>>
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Rate my build.
>>
>>145659681
>sites and roads are visible on the map
I just came anon.
>>
>get a pair of GCS
>build them nest boxes
>the female gives live birth to twins
Well fuck me, now I need to know if female GCS have breasts...
>>
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>>145662742
>mfw this actually happened to me on this very fort when different migrants waves brought some female cats and one male cat, but I was able to nip the problem in the bud by butchering the first batch of kittens immediately and having the sole male cat gelded
>mfw when applied the same solution when unwanted cavy pups started showing up
Thank you, oh great Toady, for giving us the ability to neuter pets.
>>
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>>145663003
Anon, it's a spider. It doesn't even have nipples, let alone breasts.
>>
>>145662742
>>145662792
>>145663339
New player here.
Is this just a meme, or an actual problem?
Should I slaughter my cat?
>>
>>145663527
Nah, just make sure that you geld any males that you find.
>>
>>145663527
It will become a problem, 2cat is a good choice early on to get a nice population, but you must control the population of cats.
>>
>>145663498
It's a giant spider that gives live birth I need to know.
>>
>>145663727
Why on earth would it have breasts, you fucking furry?
>>
>>145663818
Because they have two fucking eyes and give live birth.
>>
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>>145663727
>>145663818
Reminder.
>>
>>145664232
So do several species of real life snakes, and they don't breasts. On top of that, Toady hasn't worked out the mechanics for egg laying in the style of anything other than birds and reptiles, so invertebrates, fish and amphibians do and will give live birth as a fucking placeholder mechanic until he does implement more advanced egg laying mechanics. There is no reason whatsoever to think that GCS would have breasts unless you've been reading too much /d/ material.
>>
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>First time playing
>Following the quickstart guide

So, I thought I embarked closed to a river, turns out my wagon is on the side of a mountain 5 z levels up. Should I climb down to the river or can I set up camp here and just make my farmers have to climb whenever they need to water crops?
>>
>>145664850
You can set camp wherever you want in your embark zone. Just try to make it efficient.
>>
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>have had a male giant leopard for years
>finally caught a female giant leopard
>can now begin Operation: Breed Giant War Leopards
>>
>>145665876
>for years

lol his dick might not get hard at this point leopards dont breed late into their life IIRC
>>
>>145663727
Flip it upside down and check?

>>145664850
I appreciate your intuition there, but they don't need water yet, way back in the 2d era you needed the yearly cavern river floods for farming, Toady hasn't put something like it back in yet.
>>
>>145666106
I couldn't have had him for more than 5 years now, so he'll be good. Still, I wouldn't mind some more giant leopards coming along.
>>
>>145666220
slim chance at this point anon :(
>>
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>>145666287
>implying animals in DF can't breed up until the day they turn over and croak
And it'll be a while before Toady gets around to fixing that.
>>
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>>145666106
>>145666287
>>
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Yes please thank you put my civ in the middle of fucking Mordor that's exactly what I wanted.
>>
>>145666812
What are your worldgen settings?
>>
>>145666881
How can I find them in text form or whatev? Using Genesis mod btw.
>>
>>145663639
(different guy here) from what point does it become an issue? i have a couple of cats guarding my stockpiles and everything is going fine so far
>>
>>145667098
I usually stop at 8 cats, When I don't pay attention I start lagging at 20-30, though that may just be from other lag sources.
>>
>>145658165
Incorrect.
http://dwarffortresswiki.org/index.php/DF2014:Weapon#Size
>>
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I modded my game to give insects breasts that can spit milk like spit from the mouth in vanilla.
It was originally purely for realism's sake, but somehow I've been getting more aroused.

I'm playing a mantis woman right now. It's quite an erotic experience, especially lactating onto and then biting the heads off of males.
>>
>>145648084
>>Starter Pack
>>(Out of Date)
the last time it was up to date i was still a virgin
>>
>>145667098
Cats aren't any more of a problem than any other animal in terms of their reproductive capacity or their fps hit. They're unique in that they can spontaneously become the pets of any dwarves with a preference for cats, without you designating them as available for adoption. This means that if you decide you don't want so many cats around one day, you might have to hurt a dwarf's feelings to make that happen, whereas if you decide you don't want so many sheep around there's no consequence to a mass slaughter.
>>
>>145668037
>purely for realism's sake
>>
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>>145668037
>purely for realism's sake
>>
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>>145667003
>Using Genesis mod btw.
Oh.
Never mind
>>
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>>145668037
>purely for realism's sake
>>
How do I make arrowheads for my bolts?
>>
>>145669814
For adventure mode I mean.
>>
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>>145669814
u dont
>>
My embark has HELLA camels.

How do I butcher them after they're in a cage trap? The easy solution is to shove 'em all in a cage, link the cage to a lever and have them slain, but I'd prefer to do so safely at a butcher's shop b/c I don't want the corpses to rot.
>>
Is there any way to change my adventure stats? Wanted to become a necromancer and I forgot the damn reading skill.

>>145670205
You can assign an animal to a pasture to get it out from the cage. From there, just order said animal to be butchered.
>>
>>145670087
heck. So I just have to buy more bolts then?
>>
>>145670437
>Wanted to become a necromancer and I forgot the damn reading skill.
Is that something you can actually do?
How powerful can adventurers become?
>>
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>>145668037
...go on.
>>
>>145670609
Strong enough to kill forgotten beasts with a copper coin.
>>
>>145670609
As to how powerful, not really sure. If you get nice equipment and legendary skill though I think you can be pretty much a demigod.

As to the necromancy, yes, you can go to necromancer towers, get their books, read them, and that supposedly gives you the power to raise the dead, plus not being ever hungry nor thirsty.
>>
>>145670993
>and that supposedly gives you the power to raise the dead
As in, raise 1-2 zombies to fight of you, or as in fortress mode raise an army of undead and go around pillaging fortresses?

either way I'm interested in adventure mode now
>>
>>145661025
Oh hey, finally, another female cave crocodile! Surely, good times are ahead for my fortress.....
>forgotten beast arrives
>kestrel with deadly dust
>dwarves are having trouble so much as scratching it
>it's gushing blood now with a fractured skull and a broken spine, but no it just keeps on going
>>
>>145671483
You can raise as many as you like anon.
>>
>>145671483
Not sure since this was suposed to be the first time I became a necromancer. If it is the same as an adv mode necromancer, you can pretty much resurrect dead parts (corpses, limbs, whatever). So I don't see why there should be a limit.
>>
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>>145671615
>>
>>145671572
>final body count before the thing went down: 11 civilians and 1 militia commander
Maybe it's time I got myself a proper militia.
>>
srsly tho um how do I make arrowheads in adventure mode, if I can at all? I'm using a mod so that might be it.
>>
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>>145668037
LMAO 2 MANTIS' BREASTS
2 MANTIS' BREASTS.
>>
How do I activate/deactivate tracking mode?
>>
Question on scheduling I couldnt figure out from the wiki

I have 10 dwarves in a sqaud. I want 6 to train, and 4 to stand guard at all times. So I set two orders in the schedule allowing that. The ones standing guard starve themselves.
If I set 4 to stand guard, and 4 to train, will that allow them to rotate during the month since two will be off duty?
>>
>>145673119
IIRC 't' or 'k' with or without either alt or shift.

Checked the adventure mode quick reference page?
>>
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>>145673334
That fixed it, thanks.

On an unrelated note, this happened.
>>
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Newb question, should the entrance to my fort be 1 or 3 tiles wide? The guide is a little confusing on that.
>>
>>145673997
On the long run, dig it as wide as you want. But if you're starting, you need to at least make it three tiles wide so the merchants' caravan can get through. From the depot on, make it 1 tile if you want, and put traps.
>>
>>145673997
Link to passage in guide please.

As for an answer, you should think about why your entrance should be either 1 or 3 tiles wide.

Does it need to be 3 tiles wide? Is there anything that 1 or 2 tiles is not enough for?
>a lot of traffic, or wagons moving to your trade depot

So if your trade depot lies beyond your entrance, you need a 3 tile wide access at least up to the trade depot.

If you have a lot of traffic coming through your entrance it doesn't hurt either. For example stockpiles and workshops below with food gathering, farming, etc on the surface.

Most likely though the only hard requirement in your case is access to the trade depot.
Anything else is a matter of taste.
>>
>>145674262
Thanks I think I get it.

>>145674315
>As for an answer, you should think about why your entrance should be either 1 or 3 tiles wide.
I just struck the earth, I don't know the reasoning behind anything the guide says. Im hoping to figure it out eventually.

>Most likely though the only hard requirement in your case is access to the trade depot.
That's all I was worried about, making it to small/big and suddenly the fort won't work.
>>
what does it mean when a dark fortress is grey instead of purple?
there are still goblins around, so it's not a ruin
>>
>>145675094
Secondary fort, not one started by a demon.
>>
>>145675185
so no point in going in then?
ah well, I'm already there, so might stick around a bit
>>
Chance of a vampire being less than 50? I hjave somebody in my fort with 40 kills and only 35 years old
>>
When they say things like 3x3,5x5, exc. should I leave a 1 tile gap for a door between the room and the hallway or is that wasteful?
>>
What music do you listen to when doing combat? I personally play jesus metal.

https://www.youtube.com/watch?v=Xgs6gT0axfc&list=PL4F2D1DFE8A44B2ED&index=1

I'm not even christian or anything, this just does it for me.
>>
>>145675587
I normally just have a podcast on or something similar.
>>
>>145675502
Vampires use stolen identity, age can be false as well. Check number of relations, if its abnormally high, he should be blood sucker.
>>
>>145675587
https://www.youtube.com/watch?v=sV_Cagi25O8
>>
>>145675587
https://www.youtube.com/watch?v=XfR9iY5y94s
>>
Soooo if you mined to much, is there way to put the stone back?
>>
>>145676454
Ah, one of the first problems I had with the game. As far as I know, no: you'll have to keep looking at that ugly mistake you made.

Maybe I'm wrong though and dfhack can do something about it...
>>
>>145676454
Yes.

Just use the stone you mined out to build a wall where the old rock wall was.
>>
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>>145676581
> As far as I know, no: you'll have to keep looking at that ugly mistake you made.

This game needed to come with an OCD warning.
>>
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>fort has stupidly high amounts of food
>so much that it's becoming a hassle
>also 200 dwarves, so it's running slow
>no iron, no gold
>not fun anymore
Well, I'm going to go run around in adventure mode until I get bored of it, then edit the raws so that farming isn't so insanely OP and generate a new world for a new fort.
>>
>>145676994
you can sell food, you know?
one of my barrels was worth 6k
>>
>found my vampire
>built a room to seal him in
>begin to seal the entrance
>literally one turn before the wall is complete one of my farmers run in the room
>gets trapped with the vampire
for the love of Armok why
>>
I retired my fort just to see what would happen, and I don't see any option to get it back. It's not in the (R)eclamation list. Did I do something wrong?
>>
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Is it normal for this many animals to be in a town and how can I fix it.
>>
>>145678325
Let there be a final solution to the issue.
>>
>>145678325
You know what to do.
>create demigod adventure
>train it to godlike skills
>go there and exterminate all the animals

problem solved
>>
>>145678039
Oh it goes by dwarf name, not english.
>>
Trying to make a fortress in a volcano glacier, it keeps crashing after about 30 minutes. What do?
>>
>>145678528
It kills my framerate tho. Can't I just edit the raws so they don't have pets or something and then generate a new world?
>>
>>145678706
Could I remove their ability to be animal trainers but keep animal caretaker profession, and they would have like cows and stuff but no beasts of war?
>>
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and remeber kids
regularly take breaks
>>
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>site has clay
>it's ordinary clay, not the more valuable fire clay which doesn't need to be glazed to make liquid storage
I guess I should just be happy that I have sand on the map too, but Armok damn it all, it never stops being disappointing.
>>
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>>145681235
>site has kaolinite, fire clay, sand and rock crystals
>>
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>>145681375
But does it have iron, flux stone and a source of fuel too?
>>
>Travel to necro tower in adventure mode
>Companion gets slaughtered by corpse army
>Start hacking heads off by aiming at every neck
>Get to the entrance
>"dwarf neck shudders and begins to move"
>army of unkillable blood thirsty necks chasing me

Send help
>>
>>145681489
It also has platinum, gypsum and traces of aluminium
There's also a volcano
>>
>>145681530
You're supposed to pulp their heads.
>>
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>>145681621
>anon has found the one perfect site
>>
>>145681763
And if you dig a bit near the sea on the site you find bauxite deposits with ruby and sapphire clusters, each with a star variant inside
>>
>tfw I have never gotten a metal industry going
when will huamns be playable so I can just export crops and import my weapons without feeling bad
>>
>>145681991
>never gotten a metal industry going

Start small, it's possible to have a single metalcrafter at work for the first trade caravan. If you want to start fast, bring coal.
>>
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>>145681891
Well, it can't be ultimately perfect, since there are several mutually exclusive traits in any given embark that ultimately come down to a matter of taste (biome and local wildlife, presence of friendly neighbors, presence of unfriendly neighbors, etc). However perfect it is for you, there must be something in it that someone else may view as a small flaw.

(also just found some rock crystals, so that's a pleasant surprise)
>>
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Never checked the export agreement for kobolds before. I laughed.
>>
>>145682779
There was a problem with the embark, there were 3 gobbo civs in range and my civ decided it would be great to go to war with all the elves, there was also no fresh water.
>>
>>145675504
However you like.
>>
Taverns sounded cool but I feel like making one was a mistake, this is so much worse than the old meeting hall parties, now it takes forever to get my miners to do anything because they're all getting drunk and socializing with the goblin bard instead of working when I actually need something dug out

Are temples and libraries worth making? They don't sound as interesting
>>
>>145681530
Best way to clear those towers is to do it very slowly, go a step into the tower, get some zombies following you, lead them out of the tower and out of the necromancers' range, kill them, pick them up and throw them behind the tower

It can take a while but it's the most surefire way to do it
>>
How do I make my militia automatically attack fuckers that just walk into my fort? Not the attack order, but just killing the animal on sight. Badger people are coming in and grabbing shit like they own the place.
>>
>>145683967
Just station them in the entrance and keep them on alert and they should attack intruders they see
>>
>>145683671
If one of your dwarves' job is "socialize" in green, then they're socializing because you haven't given them work to do. The job is only uninterruptable when it's purple, which only happen when the dwarf's need to perform that activity has been neglected for a very long time. Incidentally, it takes a lot longer for a purple needs job to come up than it would have taken for an "on break" job to come up in the earlier system. So, you're either getting more work out of your dwarves than you would have previously (if the jobs are purple), or you're doing a poor job of giving them work to do (if the jobs are green).
And yes, temples and libraries are both worth making, as nearly every dwarf has a piety-related need and many have needs related to abstract thought or reflection.
>>
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Are dwarfs random every embark?
I keep reloading and it seems like I always have dwarves with the same skillset.
>>
>>145685346
prepare carefully
>>
Is it hypothetically possible for my character to die of old age in adventure mode?
>>
Will low civilizations high sites result in large empires or will it just make a bunch of abandoned sites?
>>
>>145686817
Depends.
Beasts can easily wipe out civilizations before they even have a chance to expand.
>>
>>145685346
If you select play now, the game has a default skill profile that it assigns among dwarves. It doesn't check for aptitudes or anything like that, it just randomly gens 7 dwarves and then goes down the list assigning the skills in order. If you want dwarves with a different skillset, see >>145685771.
>>
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>everyone died of thirst because I wanted to wait until the mechanic and mason had cleared all the rocks before I started making booze and stuff
What a stupid, noob mistake for me to make. Time for a reclaim. Will my bridge still be working?
>>
>>145686817
>>145687030
You might need to edit the raws to increase the population cap of individual civs.
>>
>Assign vampire to a pit and throw a troll and a flock of elk birds down there
>Assign him to his own squad and make him wrestle them all
>After he punches them all to death with his bare hands he decides he's had enough and climbs straight up through the hole in the ceiling above him

What should I do with this persistent fucker? I'm making his pit a level deeper and throwing a table and chair in there so he can bookkeep when he isn't fighting wildlife my dwarves throw in to him
>>
>>145687460
Good idea, I want big LotR empires, not 80 tiny nation states.
>>
Is there a faster way to assign militia to defend burrows than schedules?
>>
>>145688229
Can't you jus assign them to it via the military screen? It was ages ago I placed mine in burrows. Just having them train near the entrance and then throwing them at any invader works good enough.
>>
>volcanoes will never erupt
>>
>>145687460
>>145687741
Individual civs don't have population caps in the raws.
>>
What exactly is legend mode for?
It looks like an incomprehensible text wall to me.

Is there some way you could watch other civs grow/siege/battle/whatever?
>>
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Soooooo what exactly are rivers used for?

Because the guide only says to start by one, but never actually uses it, or addresses it.
>>
>>145691098
It's the complete history of the world you created. Unless you toggle an option in advanced worldgen to hide events that you haven't personally discovered during gameplay.
http://dwarffortresswiki.org/index.php/DF2014:Legends
>>
>>145691548
Water.
>>
>>145691548
A source of water is useful for hospitals and an emergency drink supply, but you really don't necessarily NEED one if you bring a lot of drinks on embark, get a brewing industry set up asap, and you'll probably be able to dig down and find an underground lake by the time you need a well
>>
>>145691548
It may sound stupid, but because of the water. For beginers, you don't need to actively do anything. But if you didn't have it your dwarfs would just die from dehydration in case you ran out of alcohol.
>>
>>145691548
>why have humans settled close to fresh, moving water throughout all their history?
>what are fresh water and marine resources used for?
Is this what "civilisation" does to human reasoning?
>>
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>>145691827
>>145691843
>>145691884
>Drinking Water
>>
I am about to start playing DF. Any stuff that I should know to make it easier to inject myself with this autism?
>>
>>145692984
Losing is fun.
>>
>>145692984
The wiki page for starting. Really. It's how I started and it was quite wonderful. It won't tell you by far all the fun stuff to do, but it will tell you the very basics to survive.
>>
>>145692984
2 cats. LMFAO xdddd
>>
>>145692760
>letting your babies and injured dwarves die
>>
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How long will this Kitfox episode last?
>>
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>>145692984
What made you decide to try autism in it's purest form?
>>
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>expand my foreign quarter because I have 15 human residents and 8 bedrooms for them

>>>>>3 instant petitions to reside in my fortress

ok it may be time to breach the volcano.
>>
>>145693435
I have 10000 hours of Dota 2. I just wanted to have some other form of autism where I don't need to micromanage Russian children when I don't have the energy to do so.
>>
>>145693509
You're allowed to refuse petitions, you know.
>>
>>145693596
Losing is fun
The interface is from outer space
The wiki is your friend
The difficulty is based on how much you cheese
>>
>>145693596
>I just wanted to have some other form of autism where I don't need to micromanage Russian children when I don't have the energy to do so.
>micromanaging Russian children
Well buddy, you just described Dwarf Fortress better then anyone else could.
>>
>>145693596
>where I don't need to micromanage Russian children when I don't have the energy to do so

I've got bad new for you anon...
>>
>>145693705
I have a problem saying no
>>
>>145693315
>Cleaning wounds with water instead of beer
>letting your babies drink water instead of beer
>>
>>145693887
Maybe if you ignore the petitions the petitioners will get tired of waiting and leave. It's like saying no, but in a passive-aggressive bitchy way that lets you avoid confrontation with the literal pixels you don't want to offend.
>>
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i'm not going to say no to a 300k bed but that sounds terribly uncomfortable in every way
>>
What the fuck is the point of elven trader? These little faggots dont even have anything
>>
>>145694335
Exotic animals

They should also sell seeds/cloth/drinks but it's bugged
>>
>>145693423
>Kitfox episode
Anon...
>>
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>>145691098
Adventurer mode?

>>145688893
O rly?

I embarked on this fucker, it had magma down below the top of the tube so I thought "cool, I can just build floors and slap some magma forges right out in the volcano" and then while I'm designating exploratory mining further down I see "soandso cancels building" spam and zoom up to it to find... the magma is no longer at the level where I punched a hole in the tube to build my forges... and in fact is starting to spill over the side and down into my entryway.

MOST times a volcano will never erupt, but I've seen it at least once, and still have no idea how to make it happen again.
>>
>>145691548
source of water (for hospitals) AND water current, used for wheels and shit to power machines
>>
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>>145694697
Didn't you know. anon?
>>
>>145694335
if i remember well, elves can tame ANYTHING
so yeah, that's a thing
>>
>>145695000
>implying he isn't fugging her
>>
>>145695351
All the Sarkeesian memes aside, I honestly think the Moon Hunters game seems pretty interesting. Like most mainstream indie games today, it suffers from awful aesthetics, but despite that, I think it looks pretty fun.
>>
What should I build once I get metal going
>>
How do you draft mercenaries from a tavern into a squad? Do they have to petition for residency first?
>>
>>145694796
Alright smartie pants

I want volcanoes that will transition from a stable state to an active state and in this active state eject magma outwards. Then I want them to return to a stable or dormant state.
>>
>>145694796
That's not an eruption, that's an unintended terrain generation bug.

Regardless, Toady mentioned that he wants to improve terrain generation with stuff like plate tectonics so maybe we'll get volcanic eruptions at some point.
>>
>>145695726
They will petition and if you accept them you can put them in human wave squads.
>>
Hypothetically if I generated a world that was almost entirely desert and badlands how would I go about surviving it in adventure mode? Could I drink blood or something?
>>
>>145695813
>>145695894
I still haven't been able to reproduce it either, I remember the site was on the edge of a glacier but I didn't know as much about world-gen as I do now so I was mostly just in "uh, I didn't know they did that" mode.

>>145696656
Assuming it's not superscorching you'll be able to find SOME water and then you can keep refilling your skin from a puddle when you dump it out if need be.
>>
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>>145696656
I mean I guess. Also pic related, is world.
>>
>>145695097
Not anything. They can't tame [EVIL] creatures or cavern creatures.
>>
>>145697121
heckk wrong reply

>>145696935
>>
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>I don't like when people abuse z-levels
>>
How do I take a pile of bodies from outside, and bring them to my atom smasher inside? I already have dwarves set gather from outside, corpses designated to be dumped, and they arent forbidden
>>
>>145687671
Put him in a room with a table and chair and lock the door. Set him to be your bookkeeper/manager or something.
Vampires may suck your dwarves empty of blood, but they still respect social boundaries and will not force their way through locked doors.
>>
>>145698792
That's basically what I did except I sealed him in a 2-level-deep pit instead of a locked room, and I'm going to keep throwing whatever animals I can't tame down there until it gets so crowded that they all start fighting each other, then watch the brawl unfold

In the meantime he's doing a good job of bookkeeping and doesn't seem to mind his troll and gorlak roommates
>>
Why won't my dwarves use the instruments I made, or move them to the temple? The temple has a few chests and an assigned performer but the instruments just sit in the goods stockpile
>>
>human traders show up
>I havent set up bridges across the river after my terraforming
>they decide to cross anyways
>half of them drown
am I going to get blamed for this
>>
>>145702742
You bet your ass you will.
>>
Ok so, I started a new embark, and 10min into it 6 out of 7 of my dwarves decided to just not work even though they are assigned jobs which have designations, etc.

I've had many forts and this has never happened. Any advice as to what may I be doing wrong/is wrong?
>>
>>145704456
These will sound stupid, but did you remember to enable the labors, and to bring the appropriate tools? All I can really think of
>>
>>145704456
Fuck me. I somehow selected marker only. Ignore this stupid post.
>>
>give humans massive amounts of goods
>maybe they will bring me seeds next year
>wave them goodbye happily
>THE DIMETRODEON OF FUCKING UP DIPLOMACY HAS ARRIVED
>Sets the caravan on fire
All I want is cotton holy shit
>>
>>145705903
AAAAAAAAHHHH I LOWERED MY DRAWBRIDGE TO LET IN THE KITTENS AND IT STOPPED ATTACKING THE HUMANS HELP
>>
>>145706130
There is such a thing as "acceptable losses."
You fucked up. Shoulda let the kittens burn.
>>
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>>145705903
>>145706130

Armok please
Thread replies: 255
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