|
Restarting over and over does not sound really fun, nor like a succession.
|
# ? Jul 29, 2014 12:40 |
|
|
# ? May 10, 2024 03:43 |
|
Michaellaneous posted:Restarting over and over does not sound really fun, nor like a succession. The succession is avenging the untimely death of the previous player and/or taking over worldgen sites to make a warlord bandit civilisation composed entirely of adventurers. Then you could upset the civ in fortress mode and try to survive the pummeling of adventurers.
|
# ? Jul 29, 2014 12:51 |
DrMelon posted:The succession is avenging the untimely death of the previous player and/or taking over worldgen sites to make a warlord bandit civilisation composed entirely of adventurers. Then you could upset the civ in fortress mode and try to survive the pummeling of adventurers. So kinda like Rogue Legacy: Dwarf Mode?
|
|
# ? Jul 29, 2014 13:00 |
|
DrMelon posted:The succession is avenging the untimely death of the previous player and/or taking over worldgen sites to make a warlord bandit civilisation composed entirely of adventurers. Then you could upset the civ in fortress mode and try to survive the pummeling of adventurers. Yes, the idea I had was to really make something of the world persistence via stuff like this. It seems to me that one of the goals of Dwarf Fortress is to let you create a single world and use it for many fortresses and adventures, exploring it fully and watching it change around you. But most people seem to just generate a new world for each new game they want to start.
|
# ? Jul 29, 2014 13:16 |
|
Dungeon Ecology posted:I was just "visited" by a Marsh Titan, and I spent like 10 minutes getting everything set up for a bloodbath. All my alerts were set, the drawbridge was ready to be raised, and I set my archers and swordsdwarves to the forefront. I experienced a very similar scenario. My marksdwarves were getting into position when the marsh titan entered my sally port. Since traps don't affect titans, I was getting ready for an intense, close-quarters battle. One idiot left something he couldn't live without outside of my fort, and was casually strolling down my trapped corridor to go out and get it. As he passed the titan, he walks up it, kills it with a single butt with his crossbow, and goes off on his merry way.
|
# ? Jul 29, 2014 13:32 |
|
DrMelon posted:The succession is avenging the untimely death of the previous player and/or taking over worldgen sites to make a warlord bandit civilisation composed entirely of adventurers. Then you could upset the civ in fortress mode and try to survive the pummeling of adventurers. That or build a quick fort of Dwarves who start a historical society, and send out adventurers across the world to learn the history of the world and collect all the artifacts.
|
# ? Jul 29, 2014 13:41 |
Huh, at some point, the dude I had appointed broker, bookkeeper and manager, decided he was the king of my civ.
|
|
# ? Jul 29, 2014 13:58 |
|
nielsm posted:Huh, at some point, the dude I had appointed broker, bookkeeper and manager, decided he was the king of my civ. With the steady accumulation of offices into the power of one dwarf, its only to be expected he will try to make himself king. Rename him Augustus.
|
# ? Jul 29, 2014 14:10 |
|
Danny Glands posted:Shoot, with Bronzestabbed nearly over, I think I should just start a DF12 succession instead of the DF14 one I was planning, since '14 doesn't seem to be ready for fortress mode for at least a few months. Oh yeah I checked the dwarfing list and apparently my dwarf is still alive after 2 years and I don't believe it.
|
# ? Jul 29, 2014 15:17 |
|
Shoehead posted:Oh yeah I checked the dwarfing list and apparently my dwarf is still alive after 2 years and I don't believe it.
|
# ? Jul 29, 2014 15:34 |
|
Toplowtech posted:You were lucky. *Killed the day they arrived, by an ambush of crossbowgoblins* You were lucky. *Walled into a tomb as a child by a jealous overseer*
|
# ? Jul 29, 2014 15:40 |
|
I'm in the I've had zero migrants, but was invaded by a vile force of darkness composed entirely of dwarfs. The civ screen only mentions one dwarf civ and I'm at peace with them, and I haven't met the goblin civ yet. Did my migrants go rogue on the way here and decide to invade me or what is this edit: ok spring of year 3 and no migrants this poo poo is broken. Mu. fucked around with this message at 16:27 on Jul 29, 2014 |
# ? Jul 29, 2014 15:44 |
|
Daynab posted:Is it possible to get goblin migrants? Apparently my civilization's entire nobility are goblins. Including the king and queen. Assuming it works like previous versions, normal migrants will still only be dwarves, but the King, Queen, and any other historical positions he brings with him will be goblins. They'll be considered tame livestock in fortress mode and not be able to be assigned rooms, can't have their labors assigned or unassigned, may still issue mandates for items in the rooms they can't have, and will only socialize with members of their own species, unless Toady fixed that as part of the living world stuff. Given that cultural assimilation is no longer complete and instantaneous they could potentially also now cause a loyalty cascade due to former civ associations and/or goblin cultural attitudes about committing The Murder Act. So basically there's no downside.
|
# ? Jul 29, 2014 15:49 |
|
Anyone else getting the bug of Goblin civ sites not showing up in the neighbours screen when choosing a site unless you're within 2 squares of them? It showed up when I installed .40.05, about half the worlds I generate have this issue. It's hosed up.
|
# ? Jul 29, 2014 16:18 |
Not in my worlds, but I've had a necromancer tower that doesn't appear as a neighbor at all. Legends says it's still inhabited and taking in books from crazy people, so I don't know what that's all about. Maybe it has something to do with prior site ownership changes?
|
|
# ? Jul 29, 2014 16:29 |
|
scamtank posted:Not in my worlds, but I've had a necromancer tower that doesn't appear as a neighbor at all. Legends says it's still inhabited and taking in books from crazy people, so I don't know what that's all about. Maybe it has something to do with prior site ownership changes? Yeah, my bet is it's owned by a civ.
|
# ? Jul 29, 2014 16:32 |
|
Michaellaneous posted:Restarting over and over does not sound really fun, nor like a succession. I don't think you get adventure mode. Or roguelikes.
|
# ? Jul 29, 2014 16:46 |
|
scamtank posted:Not in my worlds, but I've had a necromancer tower that doesn't appear as a neighbor at all. Legends says it's still inhabited and taking in books from crazy people, so I don't know what that's all about. Maybe it has something to do with prior site ownership changes? Yeah, this is just isolationist goblins.
|
# ? Jul 29, 2014 16:50 |
|
Apparently it's a recognized issue. http://www.bay12games.com/dwarves/mantisbt/view.php?id=6868
|
# ? Jul 29, 2014 16:52 |
man what the gently caress is my liaison doing in a tree
|
|
# ? Jul 29, 2014 16:58 |
|
I tried playing this game before. Couldn't get into it. Just decided to try it again. Really try it. The OP helped a bunch, and now my horses are dead and rotting. They were also apparently invited to hang out in the meeting hall, so they're stinking up the dining room spreading some miasma. And the dwarven caravan passed right by me because I'm inaccessible? Well then how the hell did my dwarves get there in the first place? And my farmers can't farm plump helmets because they need spawn. I'm pretty sure I have seeds so I don't know what that's about. There are plenty of plums, bilberries, and peaches outside, by the lil fuckers aren't harvesting them (because I don't know how to tell them to.) But they're otherwise starving. And it is hilarious. E: Googled it. Fruit can't be harvested
|
# ? Jul 29, 2014 17:12 |
Rotten Cookies posted:I tried playing this game before. Couldn't get into it. Animals will hang out in your meeting hall if they aren't pastured. Of course this makes sense because there's nothing for them to graze on there so they will eventually starve to death like a bunch of dummies. The caravan will pass you by if you don't have a trade depot. If you DO have a depot, the wagons will still pass you by unless there is a 3-tile-wide path from the edge of the map to your depot. That path has to be open the moment they appear on the map, so if you have your depot behind a wall, they'll call it inaccessible and never even spawn. If there's a path to the depot but it just isn't wide enough, you'll still get the foot caravan consisting of a few pack animals and an escort. As for the seeds, I dunno, are you sure the seeds are accessible? Also, if you're cooking the plump helmets, I think that destroys the seeds. Brewing them produces a seed or two, though. I usually just mark plump helmets as brew-only. If someone wants to eat one, they can eat it raw.
|
|
# ? Jul 29, 2014 17:20 |
|
You can also cook dwarven wine!Rotten Cookies posted:I tried playing this game before. Couldn't get into it. Tree fruit harvesting isn't properly implemented yet, to my knowledge. [d]esignate -> [p]lant gathering and select a big area of grass on the surface to tell your dorfs to gather edible herbs, berries, roots, and the like. Make sure someone has plant gathering toggled on in their job list: (v)iew the dorf you want, select (p)references, hit (l)abour, and use the + and - keys to go to Farming/Related, it's in there. Also useful is designating a fisherdwarf this way, if you have any water sources. Use (i) to assign a zone overtop of the water, then hit the button that toggles it as a fishing area. If you have a dorf with fishing turned on, s/he will scoot over there and try to catch some breakfast. (b)uild -> (w)orkshop -> fis(h)ery and put the fish cleaning job on someone and they'll gut those fishes so your starving mooks can eat some fish sticks. Seeds are fucky right now because dwarves will sometimes grab the seed bag with ALL of the seeds in it to run around putting more seeds in it, and spend so much time doing that that nobody can get their hands on the loving seeds. If you have a food stockpile, I guess maybe remove it and see if that helps?? Barring that, it's possible that you had the seeds set to edible in the kitchen menu and your starving dwarves ate them. Whoops!! Angry Diplomat fucked around with this message at 18:02 on Jul 29, 2014 |
# ? Jul 29, 2014 17:22 |
Never, ever store your seeds in barrels.
|
|
# ? Jul 29, 2014 17:22 |
|
scamtank posted:Never, ever store your seeds in barrels. Why is this?
|
# ? Jul 29, 2014 18:11 |
|
Glory of Arioch posted:Why is this? Because dwarves will take the whole barrel to pick up seeds from your mess hall, which makes every seed in every bag in the barrel unavailable for farmers to plant with until the barrel is returned, generally leading to mass "Urist McFarmer unable to complete task: Couldn't find plump helmet spawn" spam and starvation.
|
# ? Jul 29, 2014 18:15 |
And you'll never have enough seeds that you'd need a barrel to store all the bags. A 3x3 dedicated pile for seeds is good enough for any underground farm. Maybe if you want to keep all the worthless aboveground seeds in a single place for easy merchant fob-off.
|
|
# ? Jul 29, 2014 18:18 |
|
Trundel posted:So I'm trying out a reclaim of a game-generated fortress and only just noticed 2+ years into it that the previous dwarves constructed their fortress mostly out of lignite blocks. So I'm screwed if a fire-breathing beast shows up, right? God, I wish. This would be an awesome case of FUN. Is there a way to mod the raws so wooden/coal constructions ARE flammable?
|
# ? Jul 29, 2014 19:07 |
|
Splode posted:This says some worrying things about the code. As does all of Dwarf Fortress, really.
|
# ? Jul 29, 2014 19:22 |
|
What would make a good adventure mode LP is if a few experienced fortress mode people got together to construct a labyrinthine fort to explore, then passed it on to the person doing the adventure mode. There can be like a full set of adamantine armor to find. With the power of DFhack you can do some pretty cool things for adventurers to come across. Traps to avoid, riddles to solve, correct levers to pull, etc. The only problem I can think of is creatures don't stay put so if you want a beast guarding the treasure room or whatever it might just be out in the courtyard when the adventurer gets there.
|
# ? Jul 29, 2014 19:33 |
dragon_pamcake posted:God, I wish. This would be an awesome case of FUN. No. I believe it's a fundamental bit of the way constructions work. Maybe the DFHack wizards can do something about inviolability of constructed walls and floors, but it's not a raws thing.
|
|
# ? Jul 29, 2014 19:33 |
|
TildeATH posted:You were lucky. *Walled into a tomb as a child by a jealous overseer* You were placed in protective custody for the good of the fortress. You also died from your own laziness - there was a fully equipped farm plot and plenty of seeds and food in that miniature palace! Which was, to be honest, sealed in by free-flowing magma and lots of death-traps, but still.
|
# ? Jul 29, 2014 19:40 |
|
Mu. posted:I'm in the I'm having the same no-migrant bug - not even the obligitory "couple early stragglers then a migrant rush in the fall" you'd get even with a dead dwarf civ. Also while my yak cows are birthing, none of my bitches have whelped yet. No puppies. . Oddly, no dwarven births, either.
|
# ? Jul 29, 2014 20:16 |
|
How long does it take for a beekeeper dwarf to put some drat bees into my dang hives? They've been sitting there outside for a year! And several dwarves have beekeeping. I just have to wait for a wild hive to spawn, then they'll automatically grab it? Also, how do I use nest boxes and pastures? Always put nest boxes inside pastures? Are nest boxes necessary to get my meal-birds breeding?
|
# ? Jul 29, 2014 20:17 |
Trundel posted:So I'm trying out a reclaim of a game-generated fortress and only just noticed 2+ years into it that the previous dwarves constructed their fortress mostly out of lignite blocks. So I'm screwed if a fire-breathing beast shows up, right?
|
|
# ? Jul 29, 2014 20:17 |
|
If you dump a barrel of booze onto a bit of lava, will it explode like a bomb?
|
# ? Jul 29, 2014 20:21 |
|
Zereth posted:Wait, can you use lignite blocks to produce coke? Because if so you have a shitload of fuel there ocne you deconstruct that and rebuild with something sensible. If that was the case then you'd always want to make blocks out of lignite, because 1 lignite makes 4 blocks.
|
# ? Jul 29, 2014 20:23 |
Hm, maybe a reaction which takes more than one block to produce the corresponding amount of what you'd get from a full boulder. It'd just be nice to not look at things like "the NPCs who built this fortress I'm reclaiming made it out of what" and have no option but to lament the waste.
|
|
# ? Jul 29, 2014 20:25 |
|
Boing posted:I don't think you get adventure mode. Or roguelikes. I think I may have taken that a bit out of context. For an LP it sounds awful, especially a succession.
|
# ? Jul 29, 2014 20:31 |
|
|
# ? May 10, 2024 03:43 |
|
Zereth posted:Hm, maybe a reaction which takes more than one block to produce the corresponding amount of what you'd get from a full boulder. My basement is full of forges made out of gold nuggets and iron thrones.
|
# ? Jul 29, 2014 20:35 |