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Does anyone else miss Guild Representatives making work demands for your fortress? On that note, does anybody miss when not meeting a mandate actually had consequences aside from a noble becoming slightly upset (i.e., having your legendary weaponsmith get hammered)?
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# ? Jun 11, 2014 08:13 |
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# ? May 13, 2024 08:15 |
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Baloogan posted:
Yeah, I plan on exploring the world a lot more than I normally do, just to see what weird stuff gets generated. Then I'm going to make and abandon a fort, just to see what happens to it while I play properly.
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# ? Jun 11, 2014 08:40 |
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Forward_Bee posted:Does anyone else miss Guild Representatives making work demands for your fortress? On that note, does anybody miss when not meeting a mandate actually had consequences aside from a noble becoming slightly upset (i.e., having your legendary weaponsmith get hammered)? If you assign a hammerer and a captain of the guard and some guards, your dwarfs will get arrested for violating work orders and mandates from nobles and will either be hammered or put in jail depending on the sentencing and if you have jail cells. If there was a reliable way to assign a specific hammer to a hammerer I'd do it but I usually just leave the positions empty and let the nobles deal with it. Sick of getting dwarfs killed with masterwork silver hammers.
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# ? Jun 11, 2014 08:56 |
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Archonex posted:So my first game with the updated Masterwork version is already turning out to be batshit insane. Trigger warning for . That.....is amazing. That should really be the plot do some dark fantasy novel. No heros, just a retelling of two would-be world rulers destroying each other.
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# ? Jun 11, 2014 09:44 |
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The Something Awful Forums > Discussion > Games > Masterwork Honestly though, love reading about it. Might try it out again.
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# ? Jun 11, 2014 11:07 |
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Johnny Aztec posted:That.....is amazing. That should really be the plot do some dark fantasy novel. No heros, just a retelling of two would-be world rulers destroying each other. It's infuriating that I can't leave the site with him to go pillaging. It reads like the climax to a bad RPG. We've got an ancient evil, a death cult resurrecting said evil, a bunch of ritual sacrifices, and a tomb in the last place the heroes would go too to save the world in the game. It's like i'm forced to quit the game right before the last chapter. Except the protagonists are the death cult and ancient evil in this case. I've already got a plan for the fortress though. Going to construct the throne room at the top floor. Invaders will have to fight their way through the army, and then a customized courtyard containing the fallen god before reaching the overlord. Who will be suitably decked out in the insane gear stashed inside. A proper final boss fight. All this just proves to me that Warlock mode is basically Dungeon Keeper 3 with how it's currently built. It creates the most over the top and dark as hell stories. Never mind that you literally create a dungeon to staff the place.
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# ? Jun 11, 2014 11:52 |
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Moridin920 posted:If you assign a hammerer and a captain of the guard and some guards, your dwarfs will get arrested for violating work orders and mandates from nobles and will either be hammered or put in jail depending on the sentencing and if you have jail cells. I haven't really seen punishments doled out in a long time. Maybe my memory is fuzzy, but I've definitely failed certain mandates (drat you, pewter!) and haven't seen much, if anything, happen. Hammerings seem reserved for vampires in my experience.
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# ? Jun 12, 2014 08:01 |
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Check the justice screen? Mine gets filled out with who violated work orders and whatever even without guards and a hammerer. My queen just arrived with 9 lords and ladies good thing I don't care about their mandates or they'd probably get whittled down! I drafted them all into a queensguard squad.
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# ? Jun 12, 2014 08:04 |
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Am I alone in finding ascii incomprehensible and tilesets really easy/intuitive/good? I was reading the OP/first page and it seems like most people prefer ascii, which I have a hard time wrapping my head around.
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# ? Jun 12, 2014 09:59 |
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Jack the Lad posted:Am I alone in finding ascii incomprehensible and tilesets really easy/intuitive/good? Not at all. Dwarf Fortress especially can be really busy-looking when playing in ASCII. There are reasons for playing in ASCII but ultimately it's personal preference.
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# ? Jun 12, 2014 10:18 |
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My biggest complaint with tilesets is that they just replace the ascii characters, so an ascii character used to describe two different things doesn't make sense in the tileset. I can't think of an example off the top of my head, but a lot of the plants end up looking like gears or armour or something, and it becomes even more confusing.
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# ? Jun 12, 2014 10:27 |
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Splode posted:My biggest complaint with tilesets is that they just replace the ascii characters, so an ascii character used to describe two different things doesn't make sense in the tileset. That's more of a Dwarf Fortress thing than an ASCII thing though. But yeah, that would be one of the arguments in favor of playing in ASCII.
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# ? Jun 12, 2014 10:29 |
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The biggest thing is ¶, which is used for mugs, certain elven settlements, and certain trees. Capital O can also look weird when you wind up with a wall piece in your diplomacy screen. ASCII is great, but tilesets can be easier to understand as a whole. It's a toss-up for me.
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# ? Jun 12, 2014 10:33 |
Speaking of ascii, that guy that came up with the dfhack plugin for separating tiles and text? He went one furhter and is showcasing multi-level rendering: http://www.bay12forums.com/smf/index.php?topic=138754.105
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# ? Jun 12, 2014 11:57 |
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canepazzo posted:Speaking of ascii, that guy that came up with the dfhack plugin for separating tiles and text? He went one furhter and is showcasing multi-level rendering: Wow. Combine that with that isometric overlay thing and you've got ACTUAL GRAPHICS.
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# ? Jun 12, 2014 12:39 |
I told you this could be big. That man is just pulling breakthrough after breakthrough straight out of his arse. The best bit about that layer rendering is that Warmist made the proof of concept ages ago. The only thing between us and it is drudgery, and it seems mifki is happy to oblige. Aside from all that, logdev: Toady One posted:Got to the halfway point yesterday compared to where we started this month, so we're trucking along reasonably well. It has been mostly prosaic... arena human with an axe and a sword alternated them on me properly in the arena. Lots of blood-drinking tests.
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# ? Jun 12, 2014 12:51 |
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canepazzo posted:Speaking of ascii, that guy that came up with the dfhack plugin for separating tiles and text? He went one furhter and is showcasing multi-level rendering: Oooooooo. Like Scamtank said, this was a proof of concept from a long while back, and it looks just as good as everyone thought it would. Given that there's a precedent of folding in display stuff (the SDL code) back into actual DF, maybe this will find its way out of DFHack and into DFACTUAL.
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# ? Jun 12, 2014 15:22 |
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TOOT BOOT posted:Not at all. Dwarf Fortress especially can be really busy-looking when playing in ASCII. I'm not really sure how tilesets help with this though. DF is a very busy game, a lot of poo poo is frequently happening on screen and the game doesn't really do a lot to highlight which poo poo is important regardless of whether you are using ASCII or tilesets. It doesn't help that tiles in DF are tiny and can't fit any detail that would make them more aesthetically pleasant than ASCII unlike in, say, DCSS - it's way harder to rapidly distinguish dwarves from one another in just about any tileset I've seen.
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# ? Jun 12, 2014 21:31 |
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Moridin920 posted:If you assign a hammerer and a captain of the guard and some guards, your dwarfs will get arrested for violating work orders and mandates from nobles and will either be hammered or put in jail depending on the sentencing and if you have jail cells. Make sure that your hammerer is a weak cripple that can't actually wield a hammer. He'll ineffectively flail at dwarves that get punished and accomplish basically nothing. The guard is also a good place to retire crippled ex-soldiers.
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# ? Jun 12, 2014 21:58 |
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Man I was gonna chew you out for playing DF instead of modding State of Decay for me, but then I read your post and god drat that's the best Dorf Fort story I've seen in a good long time
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# ? Jun 13, 2014 07:13 |
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Is there anything available to make DF more user accessible? I want to run it, but everything is hard and I'm directionless a majority of the time. Also, working with menus is hard.
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# ? Jun 14, 2014 06:07 |
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There's stuff mentioned in the OP - Dwarf Therapist, the lazy newb pack, graphics packs, etc. - but ultimately it's still gonna be a steep learning curve at first. Do some tutorials and follow along and you'll get it eventually though, and there's a pretty good payoff for learning the interface.
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# ? Jun 14, 2014 06:49 |
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The starter pack (http://www.bay12forums.com/smf/index.php?topic=126076.0) has all the stuff you need (Therapist, tilesets etc). I don't know which tutorials are good, but you can just ask here when you get stuck. The main things to deal with early are safety (your dwarves are practically defenseless against goblins and such) and food/booze supply (you'll quickly run out of supplies). To get some degree of safety, dig your way into a hillside and close the entrance with a (lockable) door (and eventually a drawbridge, which is better and more difficult). To provide food and drink, build a plump helmet farm and a still.
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# ? Jun 14, 2014 11:09 |
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I downloaded the masterwork mod, how do I actually *run* it on linux?
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# ? Jun 14, 2014 11:59 |
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Assuming you have the linux version (http://dffd.wimbli.com/file.php?id=8639), you execute the start-df file.
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# ? Jun 14, 2014 13:57 |
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Hey scamtank, has Toady made any mention of reworking anatomies and stuff for the new release? If not, do you have the changes you've done on hand? I remember installing some kind of overhaul of yours on my last computer and being delighted at all the decapitations and caved-in sternums I was getting instead of the usual squashed skulls and ribs into lungs.
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# ? Jun 15, 2014 21:06 |
Possibly A Ghost posted:Hey scamtank, has Toady made any mention of reworking anatomies and stuff for the new release? If not, do you have the changes you've done on hand? I remember installing some kind of overhaul of yours on my last computer and being delighted at all the decapitations and caved-in sternums I was getting instead of the usual squashed skulls and ribs into lungs. I don't think he has, his focus has been mostly on behavior rather than biology. I think he took the suggestion to make the skull bigger from all the forum murmurs, though. The third version of Lepertank from last year's May (jesus christ) is still up. I tried to make the readme as exhaustive as I could, but I'm guessing that for what you want you'd only need body_detail_plan_default.txt, body_default.txt and creature_default.txt. scamtank fucked around with this message at 22:06 on Jun 15, 2014 |
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# ? Jun 15, 2014 22:02 |
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So I'm currently playing my first succubi fort in Masterwork. Went to set up my militia uniform and uh... Lower body: Thong I guess on the upside there isn't like 50 different buildings to build. In fact there is only half a page worth of workshops and furnaces. Though I wish they bothered writing out the manual for it, instead of the current "Fill in <info> here" that makes up 80% of it.
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# ? Jun 16, 2014 06:50 |
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So in a Warlock fort, how do you assign skills to your starting units? Which units will do which kinds of crafting? I know skeletons don't skill up normally in anything except combat. Do Warlocks get pissed if they have to do masonry and stuff, or are they just not good at it or what? What about ghouls? Also what's the deal with combat skills? Do ghouls and skeletons wear armor? Do ghouls use weapons? Basically what's a good starting setup to get a Warlock fort up and running successfully. My attempts so far end up with dwarves showing up and murdering my entire fort before I can even make more skeletons.
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# ? Jun 16, 2014 13:45 |
Aaaaand true to Toady style, a new release right out of the blue, raise your hand if you saw it coming: http://www.bay12games.com/dwarves/df_38_01_win.zip
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# ? Jun 16, 2014 14:28 |
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Bad Munki posted:Aaaaand true to Toady style, a new release right out of the blue, raise your hand if you saw it coming: Nice try.
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# ? Jun 16, 2014 14:31 |
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Turtlicious posted:Is there anything available to make DF more user accessible? I want to run it, but everything is hard and I'm directionless a majority of the time. Also, working with menus is hard. CaptainDuck's Dwarf Fortress tutorials on Youtube got me started within a few hours if you can get past his (awesome) accent. Once you have the fort building basics down, you can experiment with everything else.
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# ? Jun 16, 2014 14:39 |
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dragon_pamcake posted:CaptainDuck's Dwarf Fortress tutorials on Youtube got me started within a few hours if you can get past his (awesome) accent. Once you have the fort building basics down, you can experiment with everything else. Using dwarf therapist is also basically required, people may use 'spreadsheet simulator' to describe annoyingly fiddly games, but DF doesn't even do you the grace of providing a spreadsheet by default. A spreadsheet would be an improvement over DF's interface.
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# ? Jun 16, 2014 14:42 |
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Bad Munki posted:Aaaaand true to Toady style, a new release right out of the blue, raise your hand if you saw it coming: A vile force of darkness appears! > V 'Troll' 'Troll' 'Troll' 'Troll' 'Troll' 'Troll' ...
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# ? Jun 16, 2014 14:52 |
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Gilok posted:So in a Warlock fort, how do you assign skills to your starting units? I assign them by caste with skeletons getting all crafting skills, ghouls getting butchery, tanning, cooking, and possibly fishing, I give warlocks scribing, herbalism, and alchemy. They all can wear armor, ghouls use whips, or they used to, I haven't looked at the newer releases. It's the only weapon skill they will actual be able to gain skill in. Basically they all can do any of the skills, they just won't gain skill in them. My standard start begins with slaughtering the minions you summon with warlocks for souls, then building the block summoning building to build a tower, and then the necro shrine. I tend not to create the zombies because they die really quickly to invaders.
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# ? Jun 16, 2014 16:18 |
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Bad Munki posted:Aaaaand true to Toady style, a new release right out of the blue, raise your hand if you saw it coming: ffffffffffffffffffffffffffffuck you
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# ? Jun 16, 2014 16:35 |
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Bad Munki posted:Aaaaand true to Toady style, a new release right out of the blue, raise your hand if you saw it coming: This is hilarious and the forums are better because it exists. Way to go, you.
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# ? Jun 16, 2014 16:45 |
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Bad Munki posted:Aaaaand true to Toady style, a new release right out of the blue, raise your hand if you saw it coming: Nobody's going to believe you when you finally post the real release. Instead we're going to let the wolves eat you.
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# ? Jun 16, 2014 17:17 |
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# ? May 13, 2024 08:15 |
TildeATH posted:Nobody's going to believe you when you finally post the real release. I've got an angle.
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# ? Jun 16, 2014 18:35 |