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Admiral Joeslop posted:My question is, there was talk of a bug in this version where retired forts would always be taken over by the first group to attack them after they went to ai control; has this been fixed yet? I think it has, but I haven't retired a fort in a while.
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# ? May 10, 2015 23:35 |
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# ? May 19, 2024 04:43 |
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Jothan posted:Adventure Mode Everything This is a fantastic write up Jothan and should be in the OP if not the wiki.
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# ? May 11, 2015 00:00 |
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Pickled Tink posted:You'll get up to 11 historical migrants. Starting dwarves are randomly generated. Oh boy. I've never messed with grand games, I just make small outposts that I eventually get bored with and re-gen a new world. Any recommendations for projects to restore this world's dwarves' prestige to heights unknown? I'm currently planning on getting to the second cavern level asap and just wall myself off from the outside world until I can get things in motion.
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# ? May 11, 2015 01:27 |
Helical Nightmares posted:This is a fantastic write up Jothan and should be in the OP if not the wiki. I've linked the posts under the Adventure Mode headline for now. Also stuck some links at the very top of the OP so you don't have to scroll through 800 miles of me and Bad Munki to find it.
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# ? May 11, 2015 08:58 |
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Is there a good tutorial for making functioning minecart routes? Because the Wiki is near incomprehensible to me outside of the very basics. Sometimes they work and sometimes the dwarfs fill up the cart with rocks then pick the cart up and carry it to the end of the track. Which while funny, isn't what I want them to do. Also is there a way to store livestock underground? I'm not sure if all my ducks will starve if I stick them in a cave or not and while I did build them a nice wall to stop Were-creatures eating them all it'd be good if I could just seal them in the fort with me. Fans fucked around with this message at 15:20 on May 11, 2015 |
# ? May 11, 2015 15:16 |
Your grazers need to eat, but they'll accept cave fungus and moss just fine. If you don't have any soil layers to dig out and leave to molder into a pasture, the caverns themselves are your next stop.
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# ? May 11, 2015 15:26 |
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To answer your question more specifically, ducks aren't grazers. Any bird or carnivorous animal won't eat at all.
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# ? May 11, 2015 16:43 |
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I wanted to make a video to express the action-packed nature of DF to a younger audience with shorter attention spans. I created this; https://www.youtube.com/watch?v=nI85gJn3qlQ Reddit has already rejected it saying it was not good enough, any ideas how I could make it any worse?
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# ? May 12, 2015 01:44 |
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Radicals posted:I wanted to make a video to express the action-packed nature of DF to a younger audience with shorter attention spans. Well, it's got "Parody Montage" in the title. Which isn't really committing to the joke. Most of the time it's better to go straight-faced. Be as earnest about it as possible. Plus it's not quite overedited enough. If you're going to go for stupid exaggeration, you gotta go way further than you think is remotely watchable. See the following video, which has basically been put through the video editing equivalent of repeated JPG recompression. https://www.youtube.com/watch?v=JOb3x8qF27E e: be sure to read the description of that video. ee: what am I doing Rip_Van_Winkle fucked around with this message at 01:58 on May 12, 2015 |
# ? May 12, 2015 01:51 |
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Rip_Van_Winkle posted:Well, it's got "Parody Montage" in the title. Which isn't really committing to the joke. Most of the time it's better to go straight-faced. Be as earnest about it as possible. Holy poo poo. That was beautiful, I see the joke has been done already, but thanks for the advice. You're spot on about going in earnest, good advice. Thanks for the view Radicals fucked around with this message at 02:23 on May 12, 2015 |
# ? May 12, 2015 02:12 |
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Radicals posted:Holy poo poo. Please see: all of the CamDroid Kerbal Space Program videos.
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# ? May 12, 2015 02:35 |
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Rip_Van_Winkle posted:Well, it's got "Parody Montage" in the title. Which isn't really committing to the joke. Most of the time it's better to go straight-faced. Be as earnest about it as possible. -35 dB
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# ? May 12, 2015 03:34 |
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program666 posted:-35 dB The horrifying cacophony is crucial.
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# ? May 12, 2015 03:53 |
Does anyone have a guide to Power? I can never really figure out how to get it to work. Specifically, I can't figure out why my gear assemblies are not receiving power from my windmills.
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# ? May 12, 2015 04:07 |
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you have to check if everything is connected, the windmill has to be right on top of the machine you want to power (same tile on the z-level right above) or have a series of components linking the windmill to the machine (vertical axles, gear assemblies) and I think you can check each individual component to see if it's receiving energy and whatnot, with "k" vvvv yes, that's probably it program666 fucked around with this message at 04:33 on May 12, 2015 |
# ? May 12, 2015 04:30 |
program666 posted:you have to check if everything is connected, the windmill has to be right on top of the machine you want to power (same tile on the z-level right above) or have a series of components linking the windmill to the machine (vertical axles, gear assemblies) and I think you can check each individual component to see if it's receiving energy and whatnot, with "k" Right, so windmills only power things directly below them? I figured they worked like gears and powered in the same directions as gears (NSEW+up/down) I'll try again later, thanks.
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# ? May 12, 2015 04:32 |
Windmills only supply power to the tile directly below their center tile, right? EDIT: oh I see this has been covered
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# ? May 12, 2015 04:32 |
Zereth posted:Windmills only supply power to the tile directly below their center tile, right? EDIT: oh I see this has been covered Yeah, that's probably what I messed up
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# ? May 12, 2015 04:35 |
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D-d-d-d-devlog.quote:Right now, the visitors fall into three groups, the artists, scholars and adventurers, and those can be further divided into those that are just dropping by and those that want a longer term place in the fortress. The current working idea is to have the long-term people petition the mayor or expedition leader for permission to stay and work in the fort, and you'll be the one in control of who gets to stay (since the decision is an official act of the fortress and not the whim of the mayor). There'll be a little petition notification that we can use for all sorts of decisions as we go. So there will be some control over citizen/non-citizen areas, at least. More importantly, we'll get free meatshields to throw into the caverns.
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# ? May 12, 2015 05:45 |
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when the gently caress is the update with all this happening
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# ? May 12, 2015 05:48 |
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Agent Kool-Aid posted:when the gently caress is the update with all this happening October 2020
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# ? May 12, 2015 05:49 |
NLeal posted:October Nah, probably 2016. We had DF2010, 2012, and 2014.
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# ? May 12, 2015 05:50 |
Agent Kool-Aid posted:when the gently caress is the update with all this happening From this months report: Toady One posted:It's technically possible that we could get a Dwarf Fortress release by the end of the month, and I've written everything out on a theoretical daily schedule that would make it, but I suspect bugs, non-DF hassles and other issues will drag it out by a bit. We're doing well though, in terms of not having another giant multi-year wait.
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# ? May 12, 2015 07:03 |
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Pickled Tink posted:From this months report: nice somehow all of this visitor poo poo is some of the most exciting stuff i've heard him talk about lately, along with all of the extra stuff like temples, taverns and libraries and whatnot. really helps to flesh out the game.
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# ? May 12, 2015 07:07 |
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It's like throwing money at them has motivated them a little. All sounds very cool! I'm looking forward to all my visitors being crushed under my badly designed minecart networks.
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# ? May 12, 2015 07:17 |
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Fans posted:Is there a good tutorial for making functioning minecart routes? Because the Wiki is near incomprehensible to me outside of the very basics. If that's happening the track isn't laid out properly and/or the stops aren't configured with the right direction. Post a screenshot?
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# ? May 12, 2015 07:50 |
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Fans posted:It's like throwing money at them has motivated them a little. Rollercoaster Tycoon Simulator 2015 scamtank posted:I've linked the posts under the Adventure Mode headline for now. Also stuck some links at the very top of the OP so you don't have to scroll through 800 miles of me and Bad Munki to find it. Much appreciated. Because I know I would never be able to find it when I needed it.
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# ? May 12, 2015 07:52 |
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Moridin920 posted:If that's happening the track isn't laid out properly and/or the stops aren't configured with the right direction. Post a screenshot? Sadly the track is lost to Dwarf Fortress crapping out and crashing, but if I get it again I'll post it! I should really turn Autosave on. I can get them working 90% of the time, but I'm sure it won't take long to find another that doesn't work.
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# ? May 12, 2015 08:01 |
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Seriously, anyone know what is going on here? It's driving me nuts:Tias posted:I think my copy of DF is cursed by gypsies. Sometimes it will just freeze my entire OS, and now, upon world generation, it just rejects every single region it makes, even though I'm using single worldgen - I stopped counting at 100 rejected regions, and it's never done anything like that before
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# ? May 12, 2015 10:59 |
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Helical Nightmares posted:This is a fantastic write up Jothan and should be in the OP if not the wiki. Thanks! scamtank posted:I've linked the posts under the Adventure Mode headline for now. Also stuck some links at the very top of the OP so you don't have to scroll through 800 miles of me and Bad Munki to find it. Also thanks! Toady One posted:It's technically possible that we could get a Dwarf Fortress release by the end of the month, and I've written everything out on a theoretical daily schedule that would make it, but I suspect bugs, non-DF hassles and other issues will drag it out by a bit. We're doing well though, in terms of not having another giant multi-year wait. So we could be seeing bugged out demon adventurer visitors without a several year wait? Awesome! Tias posted:Seriously, anyone know what is going on here? It's driving me nuts: No, no, you had it figh the first time. Cursed by gypsies. If you want to see if it's dwarven luck or your just your copy, try grabbing a world seed or other parameters from somewhere and seeing if similar antics arise.
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# ? May 12, 2015 13:21 |
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Fans posted:Sadly the track is lost to Dwarf Fortress crapping out and crashing, but if I get it again I'll post it! I should really turn Autosave on. Yeah I can get my carts working fine 90% of the time too but invariably on long tracks there'll be one turn done wrong or something and I'll just be frustrated until finally I spot it. It helps to have someone else look with fresh eyes. The route setup should have a red '!' next to a stop if it's not going to work right - it'll let you create the route but you'll get dwarves carrying minecarts. That's pretty much the only warning you get.
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# ? May 12, 2015 20:50 |
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Tias posted:Seriously, anyone know what is going on here? It's driving me nuts: If you wait for enough world generation rejections, it should pop up a message saying why it's rejecting the worlds. Try using one of the stock world gen templates. If you are, then I have no idea what's wrong. Try a full reinstall from scratch then.
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# ? May 12, 2015 21:26 |
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GreyPowerVan posted:Nah, probably 2016. We had DF2010, 2012, and 2014. Dwarf Fortress: The Original Even Year Bullshit
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# ? May 12, 2015 21:44 |
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I like this game and the silly stuff that comes from it, but I really don't get the weird masochistic 'fun' thing going on, I don't really like losing hours of progress because I can't wrap my head around some weird obtuse game mechanic. If I turn off invasions in the newbie pack thing, can I turn them back on later? And does that stop forgotten beasts/wandering were-assholes that have started a seemingly unending were-spiral in my fortress?
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# ? May 13, 2015 01:56 |
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you can aways have walls around the only entrance of your fortress (and you should only have one entrance) and a drawbridge and just rise it if you can't fight. It seems that enemies now can climb walls so make a roof as well. The thing about "losing is fun" is that after you dominate all mechanics it's fairly easy to never die, by playing "defensively", but it's also kind of boring.
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# ? May 13, 2015 02:17 |
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program666 posted:you can aways have walls around the only entrance of your fortress (and you should only have one entrance) and a drawbridge and just rise it if you can't fight. It seems that enemies now can climb walls so make a roof as well. I have no idea how to make a hospital, barely understand armies, and even with a drawbridge It seems like the dwarves are never fast enough to close it. Also, there is the issue of the poor bastards working outside. I really love the concept and it is fun to watch a fortress take shape, the game is just loving obtuse.
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# ? May 13, 2015 02:21 |
Put some doors in front of the the draw bridge, you can lock those instantly and they will buy you some time to close a drawbridge. Hospitals are Zones. Press i (i think) and designate a room a hospital. Then put beds and a chest or coffer in.dwarves will rest and surgery in the bed and The chest will hold any medical supplies that are needed. No one understands military. you are right to call it obtuse.
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# ? May 13, 2015 02:26 |
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axelsoar posted:I have no idea how to make a hospital, barely understand armies, and even with a drawbridge It seems like the dwarves are never fast enough to close it. Also, there is the issue of the poor bastards working outside. You don't really need to think about that other stuff for now, just build the doors to buy you time as the other poster said. You can totally forget about hospitals, embark on a peaceful place with no aquifers, focus on building and training armies for now, train bowgunners, build a stair to the wall so your bowgunners may shoot enemies from high above or something. You really can just postpone learning other systems. Use burrows to force dwarfs to go back to the fortress, if some of them die it's not a problem, just produce enough riches (through rock crafting and I think meals are a thing now) so you will have lots of immigrants. program666 fucked around with this message at 02:41 on May 13, 2015 |
# ? May 13, 2015 02:39 |
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Hihohe posted:Put some doors in front of the the draw bridge, you can lock those instantly and they will buy you some time to close a drawbridge. I am the dumb, that is a great idea.
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# ? May 13, 2015 02:41 |
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# ? May 19, 2024 04:43 |
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axelsoar posted:I like this game and the silly stuff that comes from it, but I really don't get the weird masochistic 'fun' thing going on, I don't really like losing hours of progress because I can't wrap my head around some weird obtuse game mechanic. If I turn off invasions in the newbie pack thing, can I turn them back on later? And does that stop forgotten beasts/wandering were-assholes that have started a seemingly unending were-spiral in my fortress? I agree. It's intended to make people who get hosed feel a little better I think but it goes too far sometimes. You can turn off invasions and turn them back on later when you're ready. It stops everything including beasts and werebeasts and anything else that isn't friendly. Make sure you've got a meeting hall designated (most people just use one big dining room or something instead of a bunch scattered everywhere unless you're trying to make your dwarves not socialize), put your levers in a room right next to it so all of your idle dwarves are never more than a few steps away from the levers that need pulling. Alternately, use pressure plates triggered by invaders to shut your gates (that's a little trickier though because the mechanics are a bit obtuse - just hooking a pressure plate up to a bridge won't work properly). Use DFhack to 'quicksave' often or at least turn the autosave to seasonal. Moridin920 fucked around with this message at 04:28 on May 13, 2015 |
# ? May 13, 2015 04:24 |