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Stupid Sexy Urist!
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# ? Apr 15, 2015 05:52 |
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# ? May 29, 2024 13:15 |
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PublicOpinion posted:We all know dwarves get bad thoughts from going naked, but do they get bad thoughts from wearing nothing? It'll be like the dungeon master and wearing 10 robes. Its like I"m wearing nothing at all
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# ? Apr 15, 2015 06:07 |
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The enemy have come and are laying siege to the fortress. Okay. Doing that during the first winter is unfair, maybe my traps will... wait, who is laying siege? That weasel and giant eagle? From the dwarves, who is the only civilization I have contact with?
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# ? Apr 15, 2015 08:01 |
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First time playing adventure mode i did this.
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# ? Apr 15, 2015 14:54 |
Michael Jackson posted:First time playing adventure mode i did this. The Status quo
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# ? Apr 15, 2015 16:13 |
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Rush's "Rivendell" reminds me of the Dwarf Fortress music: https://www.youtube.com/watch?v=_G-zanqLD3M
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# ? Apr 15, 2015 23:00 |
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Michael Jackson posted:First time playing adventure mode i did this. My dwarf drowned in a river while being chased by alligators, so...yeah, par for the course.
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# ? Apr 15, 2015 23:09 |
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PublicOpinion posted:We all know dwarves get bad thoughts from going naked, but do they get bad thoughts from wearing nothing? "But you're not wearing anything!" "No, I'm wearing nothing!"
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# ? Apr 16, 2015 02:04 |
Try wearing nothing in a DWARVEN MOSH PITToady One posted:The dance activities will separate out dance areas, music areas and spectator areas now from the room of the tavern where they decide to hold the activity, and the people move off to their spots and dance/play/etc. For this sort of spontaneous tavern activity, the area divisions are made fresh every time, so you don't need to designate anything. They'll find the space if you leave an area without tables and chairs. If the tavern is crowded with furniture, people will still play music and tell stories and so on. The unit occupancy setup of one-dwarf-standing per tile has made moving multiple dancers along their patterns a trickier problem than it would be in a higher resolution setup, so I'm probably going to pass on some but not all of that.
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# ? Apr 16, 2015 03:08 |
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The conga line slams into the dwarven child, blowing it apart!
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# ? Apr 16, 2015 03:39 |
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"Death is all around us..." *Urist does a jig*
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# ? Apr 16, 2015 03:47 |
oh, lordyRumrusher posted:notice something funny with jump, if you give to many jump commands you will fling the person from point to point
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# ? Apr 16, 2015 03:49 |
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fortified by my experience with gnomoria, i'm giving df a shot again. last time i couldn't tell my rear end from my ankles; this time i may have a vague idea of what i'm doing
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# ? Apr 17, 2015 07:57 |
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Tollymain posted:fortified by my experience with gnomoria, i'm giving df a shot again. last time i couldn't tell my rear end from my ankles; this time i may have a vague idea of what i'm doing i thought the same thing last week but then i tried Dwarf Fortress 40_24 Starter Pack r10 and with tiles and stuff it became much more manageable.
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# ? Apr 17, 2015 08:42 |
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This is interesting. This dwarven civilization is regularly making GBS threads out migrants that have social skills, and they have a bunch of different skills instead of always being a Gelder or a Fisherdwarf. Sometimes they give me someone with 13 skill. My last fortress' civilization never gave me dwarves with social skills or anything but the most basic of skill templates. Then I got a couple dwarves that had even more incredible social skills and were instantly elected mayor. They would be High Master in one skill and novice in like, ten others. The weird thing is they never slept, and people kept dying with the blood sucked out of them. What a weird coincidence. Mayor Urist the Impaler says everything is fine, and with his high persuasion skill I'm inclined to agree.
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# ? Apr 17, 2015 09:01 |
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I recently started getting much better and more useful migrants in the last update or so too. High master armoursmith?! What have you done with all the novice fish cleaners?
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# ? Apr 17, 2015 10:03 |
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Captain Mediocre posted:I recently started getting much better and more useful migrants in the last update or so too. High master armoursmith?! What have you done with all the novice fish cleaners? so we can no longer recreate goons trying to live away from civilization and dies from dysentery forts
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# ? Apr 17, 2015 10:06 |
The funniest thing: I found a pattern in an unlabeled vector with DFHack. It lists a big huge pile of professions with some skill tokens attached. I haven't had the opportunity to test it, but I think it's the table that decides which skills a certain professions should get a hike in when they spend x time units as that profession in worldgen. It'd certainly explain why my military migrants are still gaining skill in Striker, Kicker and Biter. If you wipe all of the values out, all-peasant migration forts might be possible.
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# ? Apr 17, 2015 16:13 |
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I haven't played in a while and I gave it a shot. The discipline system is kinda strange imho, but it is kind of cool at the same time. I laughed when my militia commander stood horrified over his comrade's corpse during funeral detail, but the local miner with no discipline just picked up the body and walked off while the militia commander was frozen on the spot.
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# ? Apr 19, 2015 04:00 |
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amuayse posted:I haven't played in a while and I gave it a shot. It also depends on the dwarf's individual personality. The miner might have had no discipline but maybe he was just one of those dwarves that doesn't give a drat.
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# ? Apr 19, 2015 05:30 |
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amuayse posted:I haven't played in a while and I gave it a shot. clearly you promoted the wrong dwarf
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# ? Apr 19, 2015 09:46 |
buk buk buk buk buk toads buk buk buk bukToady One posted:Fortress visitors are coming up, so amid the pure dwarfy work, I thought I'd take a stab today at the looming problem of opening up the fortress to more permanent non-dwarf residents (to complement the ones you can already get, like the odd elf monarch and all that). There were some hundreds of code snippets that needed to be slogged through, but everything was pretty straightforward except for military equipment/clothing. So that's looking good. We should have our first sense of how all that's going to work pretty soon as we open up the inns! I'll be back and forth between that and finishing dwarfy art stuff and libraries.
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# ? Apr 20, 2015 05:40 |
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scamtank posted:buk buk buk buk buk toads buk buk buk buk This is gonna be a pain in the rear end if you have permanent large-sized humanoids to equip with large armor.
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# ? Apr 20, 2015 06:50 |
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Crimson Harvest posted:This is gonna be a pain in the rear end if you have permanent large-sized humanoids to equip with large armor. On the other hand, you now have permanent large-sized humanoids equipped with large (dwarven-made) armor on your side.
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# ? Apr 20, 2015 06:59 |
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I wonder if you'll ever be able to equip odd items outside of adventure mode. Using stone doors and thrones as weapons is always good for a laugh.
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# ? Apr 20, 2015 07:29 |
I remember back when if a dwarf made artifact furniture they'd carry it around forever and if you drafted them into the military they'd use it as a weapon. Plus, since making an artifact often gave you legendary skills, and skills just raised all stats, they'd be strong as hell so they'd cart around their cat bone-encrusted granite floodgate and just send goblins flying. It was a good time.
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# ? Apr 20, 2015 08:33 |
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Dwarven fabrics must be very stretchy. An emaciated dwarf can starve to death, and an obese dwarf can go put on his pants. In the world of dwarf fortress, all fabrics are spandex.
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# ? Apr 20, 2015 08:54 |
I dunno. The fact that the thickness of the garment is directly dependent on the size of the bodypart it's covering suggests some sort of a quantum body extension.
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# ? Apr 20, 2015 08:57 |
Maybe they just all wear fatty-sized clothes?
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# ? Apr 20, 2015 09:05 |
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Maybe they've invented the revolutionary thing that changed the world when it was invented in 1989, THE BELT
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# ? Apr 20, 2015 10:22 |
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It is an elephant leather belt. All craftsdwarfship is of the highest quality. It menaces with spikes of elephant bone. On the buckle is an image of a dwarf. The dwarf is making a rude gesture.
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# ? Apr 20, 2015 12:34 |
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scamtank posted:buk buk buk buk buk toads buk buk buk buk Does that mean he's updating the military/clothing code at some point soon?
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# ? Apr 20, 2015 16:20 |
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Here's a multi-part problem I have: Problem 1: I've embarked in a haunted/sinister area, and it rains "acrid filth" constantly. In this instance, acrid filth causes spontaneous bruising all over the body. Short exposure turns all body parts yellow on the wound window, and prolonged exposure turns everything red and the bruising goes right to the bone. It even reports bruised EYEBALLS. It clears up in a month once someone is indoors. The all-red exposure gives unhappy thoughts from getting seriously injured. Problem 2: No iron ores anywhere. I've got copper, silver, and tin at least. Bronze armor seems to work well enough against undead wildlife, and silver is good for maces/hammers. Problem 3: Breaching the first two cavern layers, I've discovered that both are utterly devoid of all plant life. Just muddy cave floors and no water. Naturally this means no subterranean trees. And no well. Which means my gypsum plaster is useless if someone breaks a bone. Problem 4: Caravans aren't making it to the fortress. My first dwarven caravan made it, but the elven and human caravans didn't. I figured the undead spooked the elves, but gently caress those guys because they don't have anything I want. The humans were bringing wood though, which I'm bloody desperate for. The guild rep made it inside just fine, but the lead wagon disintegrated when its merchant became "lost in despair" and the rest of the wagon train legged it out of my territory. The depressed merchant's wound list was red, the others were white/yellow Apparently the rain is injuring the merchants enough to scare them away. It wasn't the undead, because they were all clustered on the other side of the map. The wagon that poofed was carrying wood and leather, which is now mine. Retrieving it put half of the fort in the hospital with horrific bruising. Hospital ran out of beds and guys were just laying all over the floor. Guess I'm going to have to dig a bunch of wagon-sized tunnels leading to the map edges and cram war dogs in them in case the undead decide to visit. You'd think the merchants would know where they're going and realize that sleeveless tunics arent the best thing to wear. And really, this rain is quite tame compared to the area that had flesh eating rain or the raining pus that gave you horrible infections in the mouth, eyes, and fingernails from skin contact.
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# ? Apr 20, 2015 22:27 |
Tenbux McGee posted:Problem 1: I've embarked in a haunted/sinister area, and it rains "acrid filth" constantly. In this instance, acrid filth causes spontaneous bruising all over the body. Short exposure turns all body parts yellow on the wound window, and prolonged exposure turns everything red and the bruising goes right to the bone. It even reports bruised EYEBALLS. It clears up in a month once someone is indoors. The all-red exposure gives unhappy thoughts from getting seriously injured. Tenbux McGee posted:Problem 2: No iron ores anywhere. I've got copper, silver, and tin at least. Bronze armor seems to work well enough against undead wildlife, and silver is good for maces/hammers. Tenbux McGee posted:Problem 3: Breaching the first two cavern layers, I've discovered that both are utterly devoid of all plant life. Just muddy cave floors and no water. Naturally this means no subterranean trees. And no well. Which means my gypsum plaster is useless if someone breaks a bone.
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# ? Apr 20, 2015 22:35 |
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If you set cavern parameters to 10-90 percent water instead of 0-100 it should prevent both waterless and fully flooded caverns, or at least make them much less common than at the default settings.
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# ? Apr 20, 2015 22:38 |
Tenbux McGee posted:Problem 4: Caravans aren't making it to the fortress. My first dwarven caravan made it, but the elven and human caravans didn't. I figured the undead spooked the elves, but gently caress those guys because they don't have anything I want. The humans were bringing wood though, which I'm bloody desperate for. The guild rep made it inside just fine, but the lead wagon disintegrated when its merchant became "lost in despair" and the rest of the wagon train legged it out of my territory. The depressed merchant's wound list was red, the others were white/yellow Apparently the rain is injuring the merchants enough to scare them away. It wasn't the undead, because they were all clustered on the other side of the map. Do caravans from a given civilization always come from the same side of the map? I remember this used to be the case.
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# ? Apr 20, 2015 23:38 |
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Zereth posted:If you build roofed over paths to each map edge that lead to your depot, and make sure the wagons can't get in any other way, that should probably help there. I remember there being a way to force the caravan to spawn in a specific section of the map edge so they don't go along it to reach your safe path, but I don't remember how.
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# ? Apr 21, 2015 01:24 |
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My new, better fortress is stuck in hauling limbo again. Oh well. Speaking of hauling, I had a small siege happen, and I had my standing orders set to claim everything except used ammunition. This was before the goblins died. The items are still forbidden, though. Did something overwrite it? Also, I'm getting lots and lots of Dwarf cancels Eat: Item Inaccessible. I looked at http://dwarffortresswiki.org/index.php/DF2014:Dwarf_cancels_Store_Item:_Item_inaccessible and I don't have any of these things. No burrows, no forbidden areas, no locked doors. I have a seeds stockpile, a foods stockpile that doesn't have seeds or prepared meals, and two stockpiles around the fortress that store prepared foods only. What can cause this? The only thing the page says is the food might be underwater. If so, it has been for months. None of my dwarves have drowned. Is there anything I can do to troubleshoot this? Node fucked around with this message at 06:33 on Apr 21, 2015 |
# ? Apr 21, 2015 06:09 |
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darthbob88 posted:I think it was channeling out an area near the edge, combined with walls, or statues if you're feeling posh, to define the only cart-accessible path to your depot. ..that's bloody brilliant. Only other time I could control where caravans came from was on a heavily forested biome. I let the trees make all but one spot impassible. Unfortunately, the multi-level trees murdered my framerate. You have to love Toady for being equal parts brilliant and insane, but the man could use some assistance on optimization. I don't know my head from my rear end when it comes to programming though. Anyway, found water and underground trees on the last cavern layer. Now maybe I can do something with the dozen fishermen my civ keeps sending to my fort. A fort sitting in a barren rocky wasteland. ..caught fish are items, right? Or are the fishermen going to get their willies cut off by undead lobsters? scamtank posted:Comes with the territory, I'm afraid. Be happy it doesn't cause unconsciousness, necrosis and zombie-Hulkification. Keep your animals indoors (dig out some soil for a cave moss meadow) and make sure everybody has shoes to wear.
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# ? Apr 21, 2015 06:13 |
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# ? May 29, 2024 13:15 |
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Welp, I guess it doesn't matter. Every time I am sieged by undead, the game crashes. I thought the nearby tower would add some Fun to the game, but it looks like that was a bad decision. Is there a way to remove necromancy/undead invasions from my game by editing something?
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# ? Apr 21, 2015 08:41 |