Archive is back in black edition
Previous thread >>120455806
>Download the basic game here. Current version is Dwarf Fortress 0.40.24:
>Find a bug? Don't tell us! Tell Toady! Complaining in the thread will accomplish nothing.
>Have a question? Check the wiki first:
>Fireden archived threads:
>More DF stuff:
>Dwarf Fortress General IRC chat:
(to connect yourself: https://webchat.freenode.net #dwarffortress)
>A bunch of guides to various parts of fort-based living:
https://www.youtube.com/playlist?list=PLD1A3FE72C0DCAC66 (Dated, but good)
Strike the earth!
I get everything right besides the fucking "(embed)"
Yeah, I know smooth rock walls can't be climbed, and none of the zombies I have can fly. I was thinking more about the bit where a dwarf removes the zombie from the cage, and drags it to the pit. Can the zombies resist? Can seeing/touching a zombie cause a dwarf to panic, canceling the job and releasing the target?
Building the cage and opening it with a switch is safe, but pitting the things would be a lot more convenient, if I can do it without dying.
I enjoy this greatly.
>ancient chinkbook laptop
>forced to embark on 1x2 zones
rate muh entrance plans
I'm refusing to use stairs on this fort
I wish island embarks weren't so boring.
There was a thing early in .40 where creatures being pitted would be freed, sometimes even when the cage was right next to the pit. I call it a thing and not a bug because it's unclear whether this is intended behavior or not. I haven't seen any changelogs that indicate it was ever addressed. I advise you exercise caution.
cinnabar -> make cinnabar powder -> make vermillion dye
live cochineal (vermin) -> extract carmine dye
live kermes (vermin) -> extract crimson dye
live murex (uw vermin) -> extract murex (purple) dye
live pen shells (uw vermin) -> extract byssus thread -> spin byssus cloth (sea silk)
I'm sure I'll run into plenty of problems with stockpiling the products or having to create new reactions just for the appropriate containers but all of these are possible, right?
Sounds fine to me. There's already a mod that includes cochineal, so you may want to see how it was done there. I don't recall which it was, maybe genesis? Also, since DF is 16 color having vermillion, carmine and crimson may be redundant. Why not just make it red?
I think so, yes. There are a couple (pointless) vanilla reactions utilizing vermin creatures, so that should work, and I think the reaction framework supports whatever containers you'll need for that stuff.
One thing you'll have to consider is that there isn't a way to catch a specific animal, so getting your callused dwarven hands those live murexes (murex?) might be a huge hassle.
Didn't notice cochineal in existing mods, but I haven't checked reactions too deeply before.
>Also, since DF is 16 color having vermillion, carmine and crimson may be redundant. Why not just make it red?
It's really just for flavor and making it possible to distinguish sources.
>and I think the reaction framework supports whatever containers you'll need for that stuff
I was hoping that I wouldn't have to make a specific "extract powder to bag" reaction for vermin dyes, since I believe the default
I'll also try to figure out if lac bug colonies are possible for a lacquerware industry, as a type of wax, roughly following this model:
lac bug colony -> get "honeycomb" sticklac -> press for lacquer -> craft lacquerware
*since I believe the default animal and fish dissection jobs use containers appropriate for powders, but I don't know yet if the dyeing reaction will recognize powders that aren't in bags. Hopefully I can edit this too.
When do you start getting invasion? I have 2m created wealth, 100k imported, 50k exported, and a population of 104 and I haven't seen anything remotely threatening since I had a population of like 20.
Threadly reminder to always check local civs(press tab 1-3 times at the site selection screen) before embarking. If the list doesn't include goblins or a tower, then you're in for some boring times.
If I'm getting slowly increasingly numbers of thiefs being found in my land, does that mean siege soon? It's unsettling. First one appears. They run off map, a couple seasons later two appear, run off. Just recently there was 3 and they ran off.
Managed to kill a wereweasel with 1 casualty.
>bridge made of wood blocks looks identical to a bridge made of wood logs
What's even the point of wood blocks?
Yup. iirc, you get sieged harder if the thieves manage to steal anything.
Do you guys think I can make a good dining room out of this layout? I have 93 dwarves now
I used quickfort, the only dining room layout it had. I'm pretty bad at designing rooms.
well it finally happened, only lost one dwarf, he was actually my favorite dwarf though.
Kobolds will only invade if they successfully steal things repeatedly, and even then it's an ambush, not a siege. The most you can expect is a 10-bold squad or two who will fold like paper bags when they run into a war dog. Despite what >>120875057 says, the number or success of thieves is entirely unrelated being sieged. Goblins and kobolds are not related entities.
My mistake, anon. I forgot all about kolmmando ambushes.
>leave out piles of booze and food for animals and kobolds to trick or treat with
>they try to ambush the fort and get killed by a dozen dogs
shoulda wore dorf costumes ya little shits
>shoulda wore dorf costumes ya little shits
We need a drawfag to get on this.
It takes some practice to get good at navigating in adv mode. The compass at the top right of your screen is your best friend. Try small/smaller worlds until you get the hang of it.
>generate a world
>northern area is covered in evil glaciers
>check open-legends force
>Civilized World Population
Before you go spamming the troubles chat option, try this.
Spread rumors > scroll up
Look for names of interest:
Something Firebrand the Pearl of Burning
Axstrog Windfucker the Horrible bastard
Kevin James the Mucksewers of Awfulness
Those names should be dragons/rocs/hydras.
Somedude the Iron of Sieges is probably a colossus.
The last few "Spread rumor of Somename the Something of Blah" at the bottom section will be shit like giants and ettins and minotaurs.
This is why the towers being absent seemed werird, I worked specifically to tune the world-gen to do this shit.
Suppose I could try to get elves to make necrotowers, but then this world has no elves, ah well.
I wish dwarven vomit was a liquid. I could do some great stuff with this.
Well, I have a mobile vomit production facility wandering through my fortress, so I guess none of my dwarves will have to dehydrate anytime soon.
How many civs? You might've just gotten an unlucky roll on gods of death if there aren't many dwarven civs. You'll need at least 1 to give out a slab of life and death. If any of your dwarven civs does have a god of death then you might get a tower if you let world gen longer. Also, it may be of interest to know that giving goblins a max age lets them become necromancers as well. You can also remove [MULTIPLE_LITTERS_RARE] to keep their population from declining too much.
>So, yeah, we had planned to break the tavern stuff up and get two reasonably short releases in. Then we did the normal thing and this release ended up not quite as short, and then we started feeling a little uncomfortable continuing on in the same vein for too long. And getting a bit over-excited about the myth stuff as we played around with the generator side project. Coupled with the gambling vs economy+justice problem, we are leaning toward the artifact release now after this. I still really like the random games and recipe ideas though. They may find side generators of their own lighting a fire under them before long.
75 Civs, there were just no humans at all, usually this world-gen craps out tons of towers and it isn't uncommon for elves to get wiped out right away, never seen one where the elves lived and humans didn't.
>dwarf is shooting at archery targets with crossbow
>other dwarf is leading a dodge demonstration right on the archery target the first dwarf is firing it
>he's literally teaching my dwarves how to dodge arrows
>wooden shield in trade depot
>wooden walls infront of mountain
>elves do nothing
ok is there something to do after having steel/silver/adamantine armor/weapons? I feel like I have nothing to do other than design my fort at this point. I've only had one invasion and it was a little bitch, I still have no crime, no vampire, no werebeasts, I'm so bored.
well I fond a adamantine tunnel that links to what I can only assume is hell and now my military dwarves are fighting seemingly endless streams of demons.
atleast i'm not bored
Well I defeated all of the demons that immediately charged out of the gates of hell but there are still a shit load left in the tunnel that aren't moving and probably more on the ground of hell?
One of my children just withdrew from society and made me a cute gold toy axe.
"oh its alright, he's just the scum of the earth taking my wares"
"i mean, its not like he came to my fort armed or anything"
"and he definitely wont tell his friends about how easy it was to steal from me"
"he definitely wont come back with others to steal more or anything"
"i should just leave him be, im sure he's cute and has a waifu like the threads have pictures of"
"oh man, maybe he'll wear pantys on his head, that would be so kawaii uguuuuuu"
yep, i feel real good
yes, the murderous little vermin getting EXACTLY what they deserve makes me feel good.
Doing things that are the benefit for all mankind (and dwarvenkind, elvenkind, etc.) makes me feel good.
Kobolds will never learn, grow, or advance. If you let them escape, they will just come back in bigger numbers until they start shanking everyone they see.
First time I met a kobold he shanked my war dog and I got to see it slowly die. Thanks kobolds.
if you want free shit just fucking ask for it, christ
Evil weather/rains/interactions -- do there need to be as many as there are evil regions in the world? I just set one evil cloud type and one regional interaction in the hopes that it'd be applied to all evil biomes, but so far this evil glacier does nothing at all.
Is there any program around that lets you find out what interactions/weather a given evil place has or do you just have to embark for a few months to find out?
so guys. i tought a dwarf should be able to wear leggings and greaves ate the same time. or am i wrong and does a dwarf only wear one of the two.
>Kobolds will never learn, grow, or advance.
This is why when df 2015 comes out I will capture all the kobolds I get and teach them all to be productive members of society that can make their own shinies to keep.
So if a creature is listed as "hostile", shouldn't it attack on sight? I have some "hostile" antmen hanging around my staircase in the caverns but they didn't seem to mind my dumbass glassmaker down there trying to haul corpses up.
This fort is getting interesting.
Curse all friends of nature!
Still, I wish they make peace with me eventually, so I can start buying their exotic animals again.
RIP Degel, legendary swordsdorf.
Also, for some reason, the enemies used mounts. Weren't mounts supposed to be bugged in .40?
So, after a nasty night of a Minotaur Child (thinking he was an anime) scaling my pasture walls, ramming my Crossbowmen, and then proceeding to headbutt my entire zoo of prized animals...
Securing a pasture or outdoor area without glass-flooring the top: what is an effective method? Do the smoothed natural walls negate climbing attempts?
If not, does the trick of setting traps around the perimeter of a high wall still have the chance of the climber choosing to jump off rather than taking the hit still work?
Did you draw that with DF keyboard commands or do you need a new mouse?
It would help if you'd tell us what you find hard about building a town.
Are you talking about the tedious construction designations? There's a dfhack plugin that improves that a bit. Search the appropriate subforum.
look at my crappy drawing. if you make a wall the a wal like how i drew it. i was sure it would stop enemy's climbing up. Since they cant get past dat diagonal wall.
Correct me if i'm wrong. But this is what i did with my current fortress.
That mod is known as "organising the project properly", and is done my setting up stockpiles for stones, logs and blocks, as well the proper workshops, close to where you want to erect the buildings. If you do that, it will become far easier.
They can't unless you mod elves to have a max age. Creatures can only become necros after becoming obsessed with their own mortality, and immortal creatures are obviously exempt from that.
It's somewhat different from 34.11 but still overall similar and certainly just as unfinished and buggy.
It's hard to say whether it's less shit or more shit than before unless you tell us what exactly makes adventure mode so shit to you.
>implying adventure mode and fortress mode are some sort of separate thing
There is no "adventure mode focused development", only world-focused development that affects both adventure and fortress mode in one way or another.
>migrant wave comes
>includes a high master wax worker
Their faction is hostile to your faction, which means that the antmen CAN attack, but they currently have some capacity for individual decisionmaking. I guess they just don't care about your corpse hauler right now, or maybe they're too afraid of him, I don't know. A lot of possible reasons.
The elven ambushes as well as my work on the meeting hall and dwellings have delayed my work on the king's bust.(although, judging by open-legends, we might not have a king soon)
We're back at work now, anyway. Since no more burnt clay is needed for the bust, except for the eyebrows, I currently have no problem developing the rest of the city(for the walls of which I only use clay bricks) and continuing work on the bust at the same time.
As you can see, the upper levels of the canal is now drained, and before I fill it back up, I'll construct a pump stack providing the bust with water, straight from the canal. I might also cover the entire floor of the canal with constructed floors, since saplings sticking up from the water ruins the visual mpression.
Fair point. I'm just thinking of my stint of attempted archipelago worlds. I would routinely go through thousands of rejects while the generator tried to make worlds with the minimum required ocean squares. I would eventually get worlds that qualified, but it was a real pain in the ass.
aka "Everything, the kitchen sink, your mother-in-law's closet, and even more shit" the Game.
The mod itself does some quite brilliant things, and some of the expanded fantasy aspects are fun and interesting, but holy flying fuck it's just diluted by so much unnecessary bullshit.
So I decided to play adventure mode recently, been enjoying walking around cutting off fingers and biting necks, but why does it take so long to actually kill someone? All I can seem to do is mortally wound someone, they fall over, and run away.
New shitty artifact coming through. Also a daily reminder that troglodytes are bros.
This particular trog became an enemy of almost every civ in the world, ambushing and killing several dorves, humans and goblins during his lifetime. This particular elf, who was also a war veteran with nine human and dorf kills to her name, actually confronted the troglodyte. As you can see, she lost, and the the troglodyte himself died of old age thirty years later, still undefeated.
How to deal with self realization.
I'm guessing that if you're human, you can eventually have different races as citizens. Because humans don't have anything else. We got the short end of the fantasy stick.
Yeah, he arrived as a novice and has been making blocks nonstop ever since. I'll probably never use half of those blocks, but at least he isn't idle. And I do have a few hives up, so he'll get to practice his wax working eventually. Might end up my first ever legendary wax worker.
That's not what makes them hostile, it's the thief tag. For the same reason keamen and gray langurmen will probably not be eligible for fort citizenship. All animalmen have [UTTERANCES].
>which makes them impossible to talk to
Not true. They are impossible to talk to because they lack the [CAN_SPEAK]. It's true that utterances makes their civs naturally hostile to other civs, but I still see the occational kobold immigrant in human cities, suggesting that they might be able to immigrate into your fort in the upcoming release.
There are two or three main ways to kill something and they mostly take a while or need good skill and luck to pull off.
- Destroy or at least damage the brain (Piercing or crushing the skull) or removing the head (Slashing/edge damage versus the head or neck)
- Suffocation, most likely caused by you damaging the lungs or paralyzing them with nerve damage. Strangling the throat will also do this as well as drowning, but good luck trying to drag somebody or something into the water with you.
- Loss of blood through open wounds caused by you ideally aiming for the head or upper body, or at least hitting whatever body parts you can.
You can have your fun biting off toes or whatever, but at the end of the day if you're looking for lethality, you need to aim for the bigger targets. Otherwise the guy whose nose and ears you mangled is just going to live to fight another day.
Some kinds of animal people can talk perfectly normally, the [UTTERANCES] tag changes the language the creature speaks into gibberish.
If a civ has utterances any wars it starts will never end as a peace treaty cannot be negotiated. Kobolds avoid this by being [SKULKING] and thus technically not being able to properly be at war.
Utterances does two things, namely 1) Give them cute names, and 2) Makes them hostile, not as individuals, but as a civ.
Just add the [CAN_SPEAK] and you'll see that the kobolds in adventure mode start speaking normally, even with the [UTTERANCES].
Don't forget broken bones. As long as the creature you're fighting has normal biology and feels pain, you can usually get them to pass out with 1 or two broken bones. Even a toe or finger.
There are some weird settings in there, you don't some of the stuff in it because of the world-painter stuff, and I'm bored to death of bogeymen and night trolls so I just disabled them both. Mineral scarcity is low because it's annoying getting a beautiful exposed volcano tube in an awful site and it is full of galena and little else.
Let it run a couple rejections and if you see a totally evil northern glacier take hold and start to work just babysit it a bit until you start to see towers scattered around the northern glaciers, then accept and have fun!
>They can't unless you mod elves to have a max age.
No, they definitely can become necromancers. Its just a hell of a lot rarer without cultural death gods, generally will involve one who was raised in a civ with them.
> and immortal creatures are obviously exempt from that.
In worldgen? They are not.
It's funny how you just go and assume that immortality and consciousness of ones immortality goes hand in hand. In DF, they clearly don't. Dreams of immortailty are not exclusive to ephemeral creatures.
I have never seen a necro-treefucker. I've never seen an elvish tower, I've never seen a mention of an elf necro, and since the other anon helped figure out why I was getting so many towers, I've probably generated more towers in the last dozen or so worlds than most players have ever seen.
Pretty sure if you're an elf or goblin and find a slab and can read it won't do shit anyways.
Well, it releases a couple hundred new mythological creatures into the world, instantly shifting it back to the Age of Myth if you've managed to kill enough things to switch out.
They can theoretically wander around the world map, but I don't think they interfere with future fortresses much. They're not attached to any of the groups you're normally at war with, so they don't have any incentive to come fuck with you.
Generate worlds with elf-suitable habitats, with stupid high civs, stupid high number of secrets, and remove the dwarf/human/goblin entities.
You won't see a tower.
Add goblins back in, you won't see a tower.
Add humans instead of goblins? Towers everywhere.
So I'm still pretty new to this game how huge of a difference in the world do you get in different world gens? Should I generate a new world every time I start a new game or should I just stick with my old world?
I always make a new world, since I'm super picky about where I embark and worldgen is fun in and of itself.
I'm not saying you're wrong or anything, but I've literally never seen that opinion expressed before.
It's not like you need to play that way to enjoy the game or anything. But I think that's one of the very prominent things that sets DF apart from other games. As such it's one of its strengths, and I think never experiencing it is kind of missing out on a central thing of DF.
>I've literally never seen that opinion expressed before
I've seen Toady mention it specifically as goal he's working towards in some interviews.
It's not very well fleshed out yet, although world activation certainly improved things quite a lot. And with what it will eventually be, I can't imagine to switch worlds a whole lot.
Ideally, you could set goals for yourself that even make it necessary to play several forts and adventurers in the same world. Topple a kingdom; build a bridge to a remote island to open up a new trade route; winning a war. And so on.
On a side note, there are hundreds of thousands of embark locations in _each_ world, and creating a new world to find a nice spot seems to be just as difficult as finding a second good spot in the same world.
It's an interesting thought, anon. I might give it a try.
>On a side note, there are hundreds of thousands of embark locations in _each_ world, and creating a new world to find a nice spot seems to be just as difficult as finding a second good spot in the same world.
I usually embark near volcanos, which both significantly limits my options while making them easier to identify.
Considered generating worlds with a lot more volcanoes? I'm pretty sure there are already worlds somewhere that are made like that. I don't know all the respective forum threads though.
Gobbos only build the small towers by themselves, though. The huge structures that form the "fortresses" are underworld spires, built through the cooperation of deities and demons.
Still saved your pic, though.
And the spires themselves are larger than everything else in the game, save for the vaults, which are about equally large.
I wonder if the toad will ever make the keeps in the cities more monumental. I'd love to see a huge castle on the same scale as a spire, shooting up from a city. More variety among normal buildings would also be fun: Multi-level buildings with balconies, roof hatches and windows are just some examples of cool shit that could be done with the things that are already in the game.
The cities are already kinda parkourable, due to the differences in level terrain-wise, but it could become so much better.
Also, imagine an ebin chase scene that escalates into a chase/battle on the rooftops/balconies, and is then brought into one of the houses through an open window, household items being used as makeshift weapons. The combatants the tumble over the edge, and land on a moving carriage(when multitile vehicles are added into adventure mode), where it continues shortly before they are thrown off, and continue the rumble in some back alley.
Why can't I make or embark with masks even though I've added
To entity_default for dwarves?
Are UNCOMMON and RARE items actually off limits completely?
I can use bows and arrows just fine.
Because your civ must first chose the desired items as part of its "national uniform" at the start of worldgen. Since you chose "uncommon", the civ was very unlikely to use it.
I've been trying to inform about ths in the general for quite a while, and I wish someone added it to the wiki.
Change uncommon to forced. It doesn't make masks uncommon in every dwarven civ, it makes it so that it is uncommon for any dwarven civ to make masks at all. Forced means that civs of that entity will always be able to produce a particular item.
Couple this with the treasure hunter and thief arcs and you can basically play as Indiana Jones.
>search through libraries for texts about old cities
>ask in tavern about location of ruins
>fight off animal men and bandits that live in the ruins, go through various levels of dungeons
>find artifact, dodge traps, run away
>try to sell it in civ capital
>bandits followed you
>chase over rooftops
>still tons of shit not getting hauled
There was that marksdwarf thing with jumping down from towers to melee the enemy.
Did anybody come up with a method to solve it? I am thinking about building a layer of fortification around the bottom of the tower so maybe the dwarves would think their path is blocked by it. How far could a dwarf jump horizontally? 1 tile?
Lads, what's wrong with my smelter?
The bottom pic's smelter wasn't working, so I built the top pic's smelter, which works for some reason.
Nope. Toady was discussing in one of his old talks about what, if anything, should be done -- whether it should be a full blown demonic invasion of the world, whether they should just fight to the death until one remains in charge of the site, or whatever.
Well I'm going to retire this fort soon, after making a fat pile of steel gear for my next adventurer, since an important dorf died retardedly (he chased after and cornered a giant cave tiger and I couldn't get him to back off), there's no candy and the evil glacier does nothing. But most importantly, my Engraver is a dick
I had him detail the tomb, and the only events he details are A: my first expedition leader getting demoted and looking sad etc., and the guy who is being entombed being killed by the tiger. How fucking humiliating.
You've cracked the case, anon.
I had set the original smelter to only take ore from the nearby ore stockpile, which had the unintended consequence of cutting it off from the charcoal stockpile.
The decay of clothing is tied to them having an armorlevel of 0, which is required for civilians to automatically gather and equip them as well. If you want everybody to wear stuff that won't decay you'll have to draft your entire populace into the militia and give them equipment with an armorlevel of at least 1.
You can parkour even more with launch.lua should you choose to accept the mission.
>Here's the report to start the month. Here is a Future of the Fortress reply. And here's a list of remaining items if you missed it. Now we just need to settle in and get some final work done.
well, consider the part that dwarf fortress "simulates" and I can imagine the fun already
>Jump from balcony to balcony
>miss and break my legs
>get run over by a cart
>cart sends me flying into a house
>try to fend of the elven guard with a lamp
>get my hand cut off.
>proceed to get my face branded and thrown into a pile of shit
>die of infection in my face.
>be a traveling dwarven doctor
>bring advanced dwarven medicine to the noble but savage humans
>lance boils, disinfect wounds, pull teeth, amputate limbs
>maybe deliver some babies while you're at it
>sometimes people try to burn you as a witch and you have to hack them all to pieces with a bone saw
>suture the survivors up afterwards because that is how you roll
GOD SHIT CUNT DAMN IT
If it's any consolation, the AI isn't much better at the whole, fortress construction thing.
>local anon = anon
>local question = reasonable.question
>--check if anyone answered magma
>if magma == 0 then
> answer = magma
>if magma == 0
>dig.depth = deeper else
>dig.location = elsewhere
Who cares, so much better stuff to have added than multiplayer being hacked in.
I mean, right now we're looking at the artifact release coming out next year, that's worth getting excited about.
The only multi- anything worth wanting right now is multi-tile creatures.
I came out of travel mode on that wall btw, I think the broken keep wall is what did it.
My personal tip for building on bodies of water that freeze in the winter is to build up a support column from under the water during the winter, and then build out some bridges and their own support columns afterward.
Obviously, if you just build a structure on the water in the winter it'll just collapse in the warmer months. Working your way up from the underground gives you a sturdy support column and access to the underground simultaneously.
Also, even if it's not entirely necessary to do a lot of support columns for bridges, it does allow you to build additional structures between your main column and the shore.
This reminds me that I need to try building a Mother Base on a lake or an ocean some time.
Huh, so I had an idea for how to convert the bigasam style dorfs I drew into child/infant icons right?
Got them working, happy about how they turned out. Went downstairs to check and see if the royal ones I made worked.
Notice the hammerdorf there?
Yeah, I came back out to find this (and yeti tracks after checking that)... the kid is still just sitting there oblivious, scary.
Looks like he just got bled out or something.
Tracked down the Yeti though.
Military screen > schedule > sleep in room is probably toggled off.
>Make new embark
>0 Embark points embark
>Iteb Fortressautumn has claimed the position as king of the distant sack
Did I embark with the kings son just as the king got rekt? This is a terrifying embark. I can't handle a bitchy king on top of that.
been awhile since i played do you guys know if there is an icon guide to creatures and such?
i know theres a basic one in the PDF for terrain and domesticated animals but is there one for common creatures you encounter like carp goblins and such?
Unless there's something I don't know about that's special about the king, you should still be able to establish at least a token military, even if it's nothing but wrestlers. By the way, make sure you can build a trade depot or else you won't ever be able to acquire a pick.
>icon guide to creatures
You don't even need this list. Just loo[k] at them, you'll learn soon enough.
It's usually the first letter of the name, colored like the actual creature.
Once you remember the most common animals, you'll have no problems guessing.
Or you just use a graphic set.
>>No supplies whatsoever
What poppycock! They've got a wagon, and a couple of animals and the clothes on their backs. There are even plants and trees on their site for them to utilize while getting civilization back on its feet. These are DWARVES, not kobolds! It may require some rough living for a while, but if they can't rebuild the Distant Sack with that then it deserved to wither and they deserve to be forgotten.
I just got a migrant wave after almost all of my fort died when 2 forgotten beasts attacked.
This is the best feeling ever
some random craftsdwarf just killed his second forgotten beast and saved the fortress for the second time.
Yea. This might be the first time I'm glad I have a vampire in my fort. As long as he's there I have a realistic chance of rebuilding my fortress. In other news, there's a troll standing in one of my bedrooms and he hasn't moved in like a year or so. I'm kinda scared.
No, the first time I noticed that a vampire was among my dwarves was here >>121028274 but I had other shit to worry about at that time and kinda forgot about it. I should have just let him take care of the Forgotten Beast alone instead of letting all of my new migrants getting slaughtered
For a period I had JUST a king. No nobles at all excpet for him. Couldn#t pick other nobles either
But I am glad to announce that things are in order now. Lucked out, got a Miner in the first wave. Not a year is gone by and we already have magma forges set up. Found huge magnetite deposits. So far no casualties.
I will rebuild my civ.
soooo.. if I only have one depressed vampire left my fort no longer attracts migrants or what?
Question regarding attributes, how far do they go? Is it possible to make a creature the size of a human but with the strength of let's say, a bronze colossus? Or does the strength of a bronze colossus come from its enormous size/weight?
If they think your site is too deadly they might decide not to come. Just produce a lot, sell a lot and you might see some again.
If you pull through this slump, you should really consider making that vampire head of the military.
Generally speaking, there's a ratio of how high you can train an attribute that is based on what your native, "birth" score of that attribute is.
There was another Forgotten Beast and for some reason my vampire Hammer Lord decided to fight with his fists instead of his *silver hammer*
>murdering trees to fuel further murder
>start new game
>half the settlers get eaten by aligators
Sound? I suppose you would like tiles and as well.
If they have dwarven names, it means they were raised by dwarves, and thus have dwarven values. Don't be raisins.
You can kill them all in adventure mode if it bothers you. You'll also have to kill their descendants, so it might be helpful to check legends mode first and write yourself a deathlist.
The only wooden weapons I'd think there'd be much point in making are one wooden axe for cutting trees and possibly some wooden crossbows and bolts. This is assuming that you actually can fell trees with a wooden axe, if not then the logs from the wagon need to be conserved for making a depot out of so that a pick or some metal and an anvil can be obtained from traders, assuming there's no exceedingly convenient migrant miner who happens to wander into your fort. In that case you'll definitely be wanting to use either bone crossbows and bone bolts or just wrestlers if you have to.
Back in March 2010, just before 40d was superseded, I played several 0 dorfbuck embark games on a sinister freshwater marsh and had the best time I've ever had in DF. I say several because it took me a while to figure out how to get any of them to survive long enough to acquire a pick while all those wild animals (the least problematic of which was actually the alligators, since they were relatively passive) kept going after them. But eventually, a year and a half after the third or fourth group of seven dwarves was exiled to the sinister marsh, a punishment until then thought to be more severe than hammering, for no dwarf had yet survived, the dwarven civilization which had rejected them brought a pick to the group of now only three dwarves. By that time they were hardened survivalists, armed with turtle bone crossbows and harpy and beak dog bone bolts and armor and beak dog leather shields. The goods they offered in trade for the most vital implement of dwarfdom: the carved skulls of the many fierce beasts which had found out that there were no elves stranded in that marsh. Those three surviving dwarves had EARNED their chance to strike the earth.
Its nice that, iirc, all the dirty goblins in a dwarf civ are historical figures right? So it si in fact possible to kill them all.
I always found it chilling to see derfs get replaced in their own homes by goblins.
how the fuck is any artifact that isn't a weapon or armor useful?
>not having the highest moodable skill of all your dwarves be in a weapon or armor related skill
I seriously hope you dwarves don't do this
The most important thing for me is that it's made out of a material I know looks good IRL, and has interesting images of historical events on it.
I don't play for efficiency.
Because humans don't have anything else. We got the short end of the fantasy stick.
>Generally faster at learning and breeding
>Generally have far more determination and drive
>Have bodies with no weak traits, tall, strong, fast, and durable with none of the specialization of other races
>Adaptable to any environment.
Humanity is the perfect race created to seize the world from all other races. For every other race was merely a trial by the gods to test each aspect of the world, the dwarves embody the earth, they embody strength and metal, they embody loyalty and sacrifice. The elves embody beauty, grace, and art, they embody the changing of seasons and the natural realm of nourishment and disaster. Goblins embody greed, anger, and conquest as well as the drive to subjugate and rule and steal from all other races.
But humanity has inherited all of these traits and exists as the final product of the gods ultimate ambitions.
>short end of the fantasy stick
Do you mean strictly in general? Cuz in most editions of D&D, humans are the master race (especially 5e, nothing comes close except for a few schticky builds), and in DF, human large size means they get more damage and take less damage than any other normal race, can win basically any fight easily (knockdown+stun+prone as a rider for attacks, keep in mind prone foes suffer from double force calculations on hits), almost as good variety of craftables as derfs, and some of the best weapons around, like the pike, two handed sword, and halberd.
Goblins can MAKE some of the aforementioned weapons, but they exist solely to be loot for human adventurers, since they suffer massive size penalties with them.
Humans rock in D&D and DF.
I like to see my artifacts used. Weapons, armor and furniture are all great. Goblets and other clutter, not so much.
Maybe next version dwarven children will actually play with those legendary artifact toys, but for now, they're just bin filler.
It's really unlikely that all of them will be historical. Historical goblins will be pulled from an abstract goblin pop within your civ the same as historical dwarves being pulled from abstract dwarf pops.
I imagine a bunch of Stalkers building up a town, or fort in the middle of the zone trying to live off what is left of the land and surviving attacks by all kinds of monsters from the S.T.A.L.K.E.R series.
I always wanted to make something like that but I doubt turning DF into a Modern Times game will be easy.
I mean, making AK-47s will not be easy.
I'd play the SHIT out of it. I don't see how you could generate buildings and structures as they appear in STALKER, including anomalies without access to the DF source code though.
That's just rng. They may have a bit of an edge, being both immortal and very aggressive, but I find that elves and humans come out on top pretty often. Dwarves seem to very rarely engage in offensive wars, so they almost always end up with the smallest slice of the pie, though they also seem to be more resilient to total extinction thanks to having mountainhomes.
My civ is currently at war with a goblin civ after they attacked one of my forts.
The entire war consists of my civ repeatedly sending armies to the gobbo's dark stronghold, killing maybe 1 or 2 gobbos at most then getting rekt by the Demon that lives there.
With no end in sight, looks like I might end up becoming Mountainhome sooner than I thought.
I want a Kill Six Billion Demons mod.
Gonna wait for the pen and paper game rules to come out first though, to have some more fluff and more crunch to draw on.
You couldn't really change fire rate, but the recovery time for making an attack again can be changed, so that would cover the reload speed.
The best thing you could do, I think, is to up the velocity and and force of the projectile as well as changing the actual attack of the ammunition to be more like a bullet.
>Dwarves complain about kobolds stealing all their shit
>Give me directions to their camp
>Go there and slaughter everyone
>Check my inventory
Also when I asked some humans how they thought about it, they told me that I was an unhinged killer for murdering those kobolds.
Considering how much money those kobolds had in their hoard, I am highly surprised they weren't more widely hated.
It only takes one if they don't know how to swim. If you want to make sure you can do two and they'll usually sink to the bottom. Also, make sure there aren't any ramps they can use to climb out.
> 'Say, Urist, did you talk to that adventurer about sorting out the kobolds'
> 'Yeah, he's headed over there now'
> 'Wonder what he'll do to fix it'
> 'I dunno, probably just talk to them, get them to return everything, maybe a nice formal apology, you know'
> 'HE DID WHAT!?'
I doubt that's necessary. I was testing this execution via dropping on some of my spare animals and one of the cats survived. It never climbed out. It was right at the wall too.
>mfw I notice that I've run out of weavers to gather webs in the caverns
>mfw I activate the weaving labour on six more useless dorves
The fun thing is that that's almost true.
Criminals in .40 have sort of a "beagle boys relationship" with the villagers. Many criminals come from normal settlements, and still have many friends and relatives there. They also never kill anyone in world-gen, except if they're vampires, or participate in a war.
That's not altogether a bad thing, you'll have a lot of dwarves in your civ with military experience which can make for some good migrants.
Also that sounds like the premise for a highly motivated adventurer on a desperate mission to save his people.
Is it correct to assume that temples wont have much interesting functionalities the coming update? His list of stuff left seems mostly focused on Tavern, and almost all updates so far have been about books or taverns
Yes, IIRC he literally said that he added temples because otherwise taverns would be the only new kind of zone, and a one item list is a bit silly.
Afterwards, it turned out we also got libraries though.
Also, the motherfucker managed to parry the other human's attack with his golden AK, he's a tough motherfucker.
>Just been mulling things over and setting up the framework. You can assign rooms and zones to larger locations now. Of course, there aren't many examples of such locations yet. Right now you can just select "inn/tavern" and (to make the list larger than one) "temple".
Some stuff has been added since then, but it's not a whole lot.
I was hoping for rituals and ceremonies, blessings and curses of epic proportions, sects requiring certain clothing and arch priests becoming nobles of different kinds.
Perhaps next update
That is kinda spoilers for people who haven't been reading it, but yeah, K6BD is glorious, Alice.
>wait 6-7 years
>the game randomly crashes
>can't reach 4th year
i just want some goblin dwarf action holy shit, 3 years and a half of literally nothing happening but a minotaur who died instantly against copper weapons
Annoying little thieves
The wildlife on my map is pretty annoying
I got these things and buzzards, always trying to steal my shit
It's disappointing either way. It's so easy to train your military now that sieges are pointless. I send my squad of legendary weapon-lords armed with shitty weapons and no armor and they slaughter the gobbos as if they were made out of paper, taking minimun casualties.
After I have enough iron to equip my dwarves with steel equipment they become virtually immortal. At this point invasions just fuck with your fps. Simply making sieges more frequent won't make them more interesting. We need combat to be harder and training to be more complicated
I like this guy.
They're not very common, I've been playing as long and have only seen them a handful of times.
I think I might leave it like this because it's amusing to see bullets being deflected by combat knives
Trying to manage even just this one squad of fortress guards is giving me a headache. I think I should probably dump them all out and start from square one (And probably not have my guard captain be a vampire who is locked up for bleeding 4 people to death?)
True, I just realized that.
How it says "the SHOT is deflected" made me think they where deflecting bullets.
They still dodge bullets, but I'll leave that because it's funny and I'm lazy
So I've been fighting a bronze colossus with an *iron great axe* for about 12 dorf hours. Do all the "glances away" hits add up, or is this completely futile for everything but training?
This happened to my mayor in a construction accident.....that is all.
My bust is now finished, but it's gonna take a while before I get the water working, and honestly, I've decided to postpone it in favour of other projects.(like fishing out the corpses of dorves who drowned from the lower level of the canals).
I'm trying to recreate Tolkien's kingdom of Moria in Dorf Fortress, which is pretty easy due to both formats being identical with their "dwarves digging too deep and encounter ancient evil monster" nerratives, only question is, is it posible for the game to generate a huge, flaming batman forgotten beast?
Here's a pic of the rest of the fort, as seen from the top of the bust.
No, but I assure you that it was either
A) he fell 3 or more z-levels and landed on his nutsack
B) one or more stone blocks fell 3 or more z-levels onto his nutsack
C) both of the above
In any event, it was definitely a case of "the part splits into gore".
It's not like he was ever going to fulfill his dream; after he became mayor he just did his labors and hung out in the little mayor's house I set up for him, not even going to parties or meeting areas. But still.
>In any event, it was definitely a case of "the part splits into gore".
Not exactly. All gelding blows are attacks to the lower body. If his lower body split into gore, he'd be dead. His dick was definitely smashed apart though, despite it not specifying so.
Has anyone bothered with the kobold faction in Masterwork? I've been interested in trying them out. How are they? Fun?
You should consider grinding that vampire up and adding it to your water supply. It'll spread the infection to the rest of your fortress, resulting in a very hardy populace.
Won't that just make all your dorfs really sluggish, since they won't have anyone to drink blood from? Or do vampires feed on each other?
As far as I know, they don't suffer slowdowns from thirst. I might be bullshitting you, though.
Alternatively, you could just isolate him in an airlock with a material chute. This runs the double benefit of having an eternally isolated, invulnerable dwarf cloistered away and a craftsman that never stops working.
I'll check that out.
Its most definitely some sort of interaction with masterwork since I can play normal DF just fine.
Reborn is supposed to be a lot different from the last masterwork. He's being much more strict with mod additions instead of kitchen sinking everything he can find.
However I think I'll just play more vanilla instead of fucking with masterwork for right now.
You know, I've never made a breeding fortress.
Rev up them ovaries.
I see what you did there.
>tfw you said netflix and chill but she knew you wanted to give her the d-o-r-f
So I find this human overlord chilling inside a tomb, surrounded by zombies that have pretty much wiped out the town. Nothing in his dialogue indicates he's evil. Is it possible he's just at the wrong place at the wrong time, and he's the last surviving member of the town? How do I call him out on his necromancy?
Wait, he's not an overlord mummy?
Accuse of being a night creature?
How are the zombies not eating you?
I love when I accidentally the whole town with zombies.
Also love the travesties thread, this one started my coughing back up though, dammit.
He's an overlord human.
I carved my way through the zombies to get to the room. We're alone in the room.
He's a pikeman.
He told me to calm down, or something, when I accused him of being a night creature.
Oh, then he's just lucky that the zombies didn't check that door.
You get that sometimes.
The fort I had a while back where the zombies came in and I was dragging my ghostly guts around? The zombies stopped a couple doors away from killing the last few survivors in several rooms.