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# ? Sep 3, 2015 16:19 |
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# ? Jun 10, 2024 13:10 |
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Helical Nightmares posted:So that is skipping as in "skipping a stone" not skipping as in between walking and running? Yes, as in skipping a stone, except instead of a stone it's a goblin. And I have no loving clue how he modeled it. I discovered this completely by accident. Time to do some !!science!! in the arena. Also, the combat descriptions for pulping are hilariously loving brutal. There's nothing quite like punching a guy so hard his upper body explodes into gore, or using a maul to smash someone's head into an unrecognizable mass. e: They skip a little farther across water, so maybe? WeedlordGoku69 fucked around with this message at 20:06 on Sep 3, 2015 |
# ? Sep 3, 2015 20:01 |
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LORD OF BUTT posted:And I have no loving clue how he modeled it. Probably ended up modeling the formation of planets and a fully-realized planetary core in order to get the right magma viscosity.
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# ? Sep 3, 2015 20:41 |
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Kennel posted:We have hero, buddy, grudge, animal training partner, violent brawler (instigating non-lethal attacks on non-hostiles), psychopath (instigating lethal attacks on non-hostiles), trade partner, friendly, killer, murderer, adventuring companion, member of respected group, member of hated group, enemy fighter, friendly fighter, bully, brigand, loyal soldier, monster, storyteller, poet, bard and dancer -- these can be tracked variously at the individual-individual or individual-entity level, first through active rumors and then more abstractly, though not all of them are saved over the long haul and only occur when rumors are active. BRB Writing a book about how all skeletons are really good dancers.
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# ? Sep 4, 2015 07:27 |
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hooman posted:BRB Writing a book about how all skeletons are really good dancers. They don't necessarily have natural rhythm, but they make their own.
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# ? Sep 4, 2015 14:03 |
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https://www.youtube.com/watch?v=_5f2C4q_8CY skip to 0:55
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# ? Sep 5, 2015 13:52 |
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Does anyone else really, really hate autolabor? It's the most irritating thing and this LNP distribution seems to really like forcing it on whenever I start the game, like it or not. No, I do not want eight engravers, I just want one. No, I do not want the jeweler to do metalcrafting jobs, I want the loving metalcrafter to do it.
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# ? Sep 5, 2015 20:58 |
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I love nothing more than autolabor. I guess it depends on your personal preference and playstyle. For me, just getting rid of all the labour settings cuts off the worst micromanagey part of the game and lets me play more. I don't really care about minmaxing my dwarves' stats, and I don't care whether the new sword is +sword+, =sword= or *sword* - it's doesn't really change much in the end. And the only point in micromanaging labour is getting better items. If I can skip that, I'm happy. I honestly believe the game would be better or at least more approachable if this was a default, built-in feature. As I've said, personal preference.
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# ? Sep 5, 2015 22:01 |
LORD OF BUTT posted:Does anyone else really, really hate autolabor? It's the most irritating thing and this LNP distribution seems to really like forcing it on whenever I start the game, like it or not. No, I do not want eight engravers, I just want one. No, I do not want the jeweler to do metalcrafting jobs, I want the loving metalcrafter to do it. I like autolabour a lot, but when I feel like actually trying to craft high-quality items I make sure that I set the workshops to not take anyone below x-skill. As well, I usually set it so that I lower the aumount of miners I have after I dig out most of my fort. I really don't need 50 dwarves to carve out 50 squares, let 3 do it. If you want to know how to customize autolabour, or to get rid of it, the dfhack github page (here) is great. You can disable autolabor for specific professions (Eg. engraving) so that you never have to worry about it.
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# ? Sep 5, 2015 22:33 |
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I don't like autolabor. I just can't get it to do what I want for whatever reason. Even basic poo poo like 'always have 3 miners' doesn't seem to happen. There's a lot of times where for no good reason no dwarf in a 140 dwarf fort will have a particular labor enabled. I don't really fiddle with the labors that much anyway.
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# ? Sep 6, 2015 04:45 |
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Kennel posted:We have hero, buddy, grudge, animal training partner, violent brawler (instigating non-lethal attacks on non-hostiles), psychopath (instigating lethal attacks on non-hostiles), trade partner, friendly, killer, murderer, adventuring companion, member of respected group, member of hated group, enemy fighter, friendly fighter, bully, brigand, loyal soldier, monster, storyteller, poet, bard and dancer -- these can be tracked variously at the individual-individual or individual-entity level, first through active rumors and then more abstractly, though not all of them are saved over the long haul and only occur when rumors are active. I kind of have to wonder how all those will interact. Not that it really matters until it causes non-verbal reactions(aka "punching your face in if they hate your reputation too much"), but it wouldn't be hard to get a lot of those labels to stack. Does being a psychopath outweigh being a hero? Will people ignore your membership in a hated group if you're really awesome at dancing? It'll be interesting to see.
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# ? Sep 6, 2015 06:14 |
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Baby's first fortress questions: I seem to have stumbled on an extremly fertile forest area full of all sorts of berries and plants and lots of cherry and nut tress. So far all I have managed to work out how to do is select the gather plants designation and then click on indvidualy ripe berries, but I have no idea how to harvest tree products. Now I dont want to be no fag elf living in harmony poo poo, so how do I most efectively exploit all this potential alcohol in a more organised fashion? I think I have a more or less stable food setup now with a 2x3 farm suplemented with whatever berries that don't get brewed, so it seems the next step is some milita. I'm using the LNP but I find the various tools almost as intimidating as the ingame lists. Can someone please walk through how you choose who does what job, and what factors you take into account?
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# ? Sep 6, 2015 17:12 |
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Trees will keep you in food forever as the cripple your FPS. Just set a "fruit gathering zone" like you would a hospital or pen I think, dwarves will either gather poo poo off the ground or use stepladders to get it out of trees.
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# ? Sep 6, 2015 17:21 |
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Next question: How do you expand a stockpile that you have already placed?
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# ? Sep 6, 2015 18:02 |
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Pharnakes posted:Next question: only zones can be re-sized. Stockpiles are rooms, so you must remove it and then place a new, larger stockpile.
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# ? Sep 6, 2015 18:03 |
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Don't forget to build a stepladder, can't harvest trees without one.
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# ? Sep 6, 2015 18:27 |
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You know what makes this game a lot more entertaining? Setting your dwarf civ's ethics in the raws so that you can butcher, eat, and make stuff out of sapient creatures (i.e. elves and goblins). Elf caravan comes in? Looks like you've got elf leather!
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# ? Sep 6, 2015 21:11 |
I CAN'T HEAR OVER THE CHURCH BELLSToady One posted:The latest project has been to improve performance feedback -- where exactly you are in the composition/form, what other performers you walk in on mid-act are doing, mistakes made by performers, and some more information about dwarf mode performers so you have an idea of where they are in their activities. It'll tell you more about what you've learned by observation. Before that I was messing around with non-player fortress tavern maps, as well as instrument timbre adjectives and their changes over registers. I really should bold this whole thing, but I'll settle for these two. The string dump is going to be amazing.
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# ? Sep 7, 2015 05:35 |
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scamtank posted:The latest project has been to improve performance
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# ? Sep 7, 2015 07:57 |
I started to reclaim a fort, and I'm not sure really how to deal with the 173 'hostile' inhabitants of this fort. I think they are mostly members of the old fort, because they mostly have civilian titles and about half of them are dwarves. I was initially planning on going full when I thought there was only 20 or so goblins, but I'm not sure what else I could do? They seem pretty content to just hang out wherever they were last so I can't really lure them anywhere? I'd settle for just letting them wander off the map, but they're pretty stationary so far. When the first dwarf caravan shows up its going to be a bloodbath. EDIT: well it wasn't. I forgot that no one likes to fight in the most recent versions. Oh well, they're just going to be decoration now. Jyrraeth fucked around with this message at 10:08 on Sep 7, 2015 |
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# ? Sep 7, 2015 09:24 |
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Jyrraeth posted:I started to reclaim a fort, and I'm not sure really how to deal with the 173 'hostile' inhabitants of this fort. I think they are mostly members of the old fort, because they mostly have civilian titles and about half of them are dwarves. To be fair, you pretty much just walked into their home and claimed the place for yourself. The idea of them being too drunk to give a poo poo is funny, though.
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# ? Sep 7, 2015 17:36 |
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Urist Licksshredded cancels guitar solo: whiffed the arpeggio in measure 28.
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# ? Sep 7, 2015 17:50 |
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Can dwarves fall off bridges? I'd built a 1x1 bridge and I think my woodcuter just fell off it carying a barrel. I can't think of any other reason why he'd be drowning in the river with a crushed everything.
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# ? Sep 7, 2015 23:38 |
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Pharnakes posted:Can dwarves fall off bridges? I'd built a 1x1 bridge and I think my woodcuter just fell off it carying a barrel. I can't think of any other reason why he'd be drowning in the river with a crushed everything. Often they will dodge without considering their surroundings and fall.
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# ? Sep 7, 2015 23:41 |
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Pharnakes posted:Can dwarves fall off bridges? I'd built a 1x1 bridge and I think my woodcuter just fell off it carying a barrel. I can't think of any other reason why he'd be drowning in the river with a crushed everything. Yup. Dwarves with a crappy agility have a chance to just careen off of edges.
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# ? Sep 7, 2015 23:41 |
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I just had an armorer go into a mood, and I was really pumped about the potential of getting some legendary adamantine armor, but then he got hung up on needing cloth and nothing I've made has appeased him.
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# ? Sep 8, 2015 02:57 |
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siggy2021 posted:I just had an armorer go into a mood, and I was really pumped about the potential of getting some legendary adamantine armor, but then he got hung up on needing cloth and nothing I've made has appeased him.
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# ? Sep 8, 2015 03:34 |
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GulMadred posted:Loom > (a) Weave Metal Cloth Yup, tried that, didn't work. He ended up going crazy and being immediately cut down because one of my squads training areas was right next door.
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# ? Sep 8, 2015 04:17 |
If you can't figure out what they need and aren't opposed to cheating to find out, showmood in dfhack is the command that I believe will tell you.
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# ? Sep 8, 2015 11:05 |
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siggy2021 posted:I just had an armorer go into a mood, and I was really pumped about the potential of getting some legendary adamantine armor, but then he got hung up on needing cloth and nothing I've made has appeased him. I think they can specifically want wool cloth, silk cloth and plant cloth. Did you try all three of those?
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# ? Sep 8, 2015 11:15 |
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markus_cz posted:Procedurally generated descriptions of art.
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# ? Sep 8, 2015 11:50 |
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The Moon Monster posted:I think they can specifically want wool cloth, silk cloth and plant cloth. Did you try all three of those? Yeah I was thinking it was probably silk or wool. Unfortunately I had some fun happen. In the middle of migrating my fort into the depths below for magma forges since I didn't have the infrastructure to pump it upwards a Bronze Colossus showed up. I didn't have any way to take care of that at the time so I had sealed off the entrance, leaving all of my wool and silk up top. It's been a pretty good run. After spending about a year sealed about 150 levels down I've had quite a few run-ins with starvation due to not being able to get all of my seeds down there before I sealed it off, but I barely managed to pull through with a couple of lucky cavern monster kills that provided meat. I've got new bedrooms, tombs, and workshops set up down there. I found Adamantine and made some swords, recruited a new small 6 man army, equipped them, gave them about 6 months to train, then opened the surface back up and sent them to fight the colossus. They cut him down with ease, only sustaining a single loss. Now they each of their own small tomb in the hall of heroes, which is in the middle of being engraved. The body of the bronze colossus will be erected in the middle of the hall to honor their deed.
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# ? Sep 8, 2015 13:21 |
Do you guys ever get the bug where randomly, the entirety of the fortress you dug out will get filled with stone as if you never dug anything (furniture, workshops and doors will stay tho, as will dwarves, trapped) and Hell gets unleashed? Had that happen to 2 different maps on 2 different worlds, and is not reproducible.
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# ? Sep 8, 2015 14:35 |
KillHour posted:To be fair, you pretty much just walked into their home and claimed the place for yourself. The idea of them being too drunk to give a poo poo is funny, though. I didn't realize that a fort that fell to goblins would have such a multicultural society, it's about evenly split between the four sentients. There was a lot of booze laying around that was .... Reallocated.
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# ? Sep 8, 2015 14:45 |
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canepazzo posted:Do you guys ever get the bug where randomly, the entirety of the fortress you dug out will get filled with stone as if you never dug anything (furniture, workshops and doors will stay tho, as will dwarves, trapped) and Hell gets unleashed? Had that happen to 2 different maps on 2 different worlds, and is not reproducible. No, but the next time it happens you should post the save because that sounds loving awesome
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# ? Sep 8, 2015 15:05 |
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How do you dig out a chamber that is more than one Z level tall?
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# ? Sep 8, 2015 18:58 |
Pharnakes posted:How do you dig out a chamber that is more than one Z level tall? Designate the area to be channeled. The dwarves will dig from the top down and shouldn't cause cave ins often if at all if youre lucky Note that even if its multiple Z levels tall a room will only consider the value of the Z level the designating building is on.
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# ? Sep 8, 2015 19:12 |
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M_Gargantua posted:Designate the area to be channeled. The dwarves will dig from the top down and shouldn't cause cave ins often if at all if youre lucky Nah, this will create hella cave-ins, especially if you're digging many levels. Designate one layer at a time and wait for the top layer to be completely finished before designating the next and you should be good, but don't try multiples at a time.
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# ? Sep 8, 2015 19:39 |
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Channeling is a nightmare of cave-ins and stuck dwarves. Better to designate the highest open layer of the chamber as carve ramp, and then go level by level down to the bottom. Once you're done, remove stairs/ramps on the bottom floor and call it a day.
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# ? Sep 8, 2015 20:37 |
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# ? Jun 10, 2024 13:10 |
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Muscle Tracer posted:Nah, this will create hella cave-ins, especially if you're digging many levels. Designate one layer at a time and wait for the top layer to be completely finished before designating the next and you should be good, but don't try multiples at a time. Use increasing priorities as you go down. Layer-1 is h at the highest priority, Layer-2 is h at 2, etc... zero cave ins. I do it a lot. Alternatively, for some fun: simply dig out each level (leaving the floor), then channel the outer edges of each floor except for one tile connecting a path out. Put pillars in each level except the bottom, attach them all to a single lever. Now block off all the entries and pull the lever! This method does take longer than simply channeling out like above, but boy howdy is it fun!
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# ? Sep 8, 2015 21:22 |