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Maarak posted:Those dummies at Yale built a structure with stone windows: http://beinecke.library.yale.edu/about/about-building I suppose every book is a rare book before the invention of the printing press. Dig the giant rectangle construction and underground book stacks. Very dwarfy.
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# ? Dec 24, 2015 16:32 |
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# ? May 12, 2024 10:55 |
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Cat Planet posted:How should I deal with were beast attacks? Bridge everyone who has been bitten immediately? I like to build cells controlled by levered drawbridges to the outside of my gatehouse setup. I stick all werebeasts in them and if the moon is right when there's enemies outside I open the cells to the topside and let them rampage. If there are any survivors I wait for them to revert then stick em back in their cells.
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# ? Dec 24, 2015 17:05 |
Cat Planet posted:How should I deal with were beast attacks? Bridge everyone who has been bitten immediately? This will allow them to live happy productive lives and provide a source of pre-vetted lycanthropy for your adventurers.
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# ? Dec 24, 2015 18:49 |
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Banish them to the caverns to fight monsters and explore.
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# ? Dec 24, 2015 18:51 |
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Combat logs are pretty funny now with all of the visiting Poets I have beating the stuffing out of each other. With taverns now is there a way in Fortress mode to track conversations? I really want to know what started the brawl that left two goblin poets with none of their teeth and an elven musician with smashed hands.
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# ? Dec 25, 2015 05:56 |
Is there a way to kick out poets and poo poo? I turned off all my locations but they still won't leave. There's so many of them.
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# ? Dec 25, 2015 06:38 |
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Sankis posted:Is there a way to kick out poets and poo poo? I turned off all my locations but they still won't leave. There's so many of them. Periodically flush out your tavern with magma.
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# ? Dec 25, 2015 06:52 |
Well, I didn't have any magma handy so I just sent in my squad of axedwarves and locked the doors. That seemed to have done the trick. As a bonus I set corpse stockpiles along the road out of my fortress so now it's lined with human, elf, and goblin bodies.
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# ? Dec 25, 2015 08:04 |
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Is it still a decent strat to dig down to the cavern layers and build there first?
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# ? Dec 25, 2015 10:05 |
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Crimson Harvest posted:Is it still a decent strat to dig down to the cavern layers and build there first? It's risky depending on the enemies. But it's still my preferred build to have my main fort focused on the first cavern layer with cave openness cranked to mass and minimum cave water around the 25 mark. I just wish underground rivers were more common.
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# ? Dec 25, 2015 10:12 |
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Why would people want to dig straight down to caverns and start building a base there? I like building near the surface, because then I get a nice dichotomy between above-ground building (archery towers, taverns, temples, etc) and below-ground building. I used DFHack to reveal the map, because I'm at 100 Dwarves and haven't found a single iron ore, though I've been finding tonnes of gold. It's just gold. Gold, everywhere.
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# ? Dec 25, 2015 10:16 |
Loopoo posted:Why would people want to dig straight down to caverns and start building a base there? I like building near the surface, because then I get a nice dichotomy between above-ground building (archery towers, taverns, temples, etc) and below-ground building. I prefer the third cavern layer for my own home if I do it. That way I have nice and easy access to magma.
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# ? Dec 25, 2015 10:58 |
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Loopoo posted:Why would people want to dig straight down to caverns and start building a base there? I like building near the surface, because then I get a nice dichotomy between above-ground building (archery towers, taverns, temples, etc) and below-ground building. Why mine for iron when you can just import steel?
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# ? Dec 25, 2015 11:16 |
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Pickled Tink posted:You can build surface buildings in the caverns too, with the added benefit of being able to have below ground digging both above and below them. You always have easy access to magma. Most of the time a straight stairway to the magma layer is actually shorter than the trip from the dining room to a dwarfs bedroom. People tend to forget that because it takes a lot of clicking < to get there, but that's why the game has shortcuts. I usually set 1 for surface entrance, 2 for dining rooms, 3 for crafting rooms, 4 for kitchens and 5 for the magma forges. It's super easy to skip around your fort with those shortcuts and helps you move a little away from super compact forts.
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# ? Dec 25, 2015 11:20 |
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Is there any fix to this font bug with the little black squares? The game is far from unplayable, but it really gets annoying.
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# ? Dec 25, 2015 11:46 |
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i usually make a big, spiral staircase down to the caverns as early as possible because i find the resources down there to be pretty good, and it's cool to see all the cave flora spread to the dirt areas in your main fortress. depending on where you embark the critters down in the caverns really aren't much more dangerous than the poo poo aboveground.
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# ? Dec 25, 2015 14:30 |
I wish there was a way to get the benefit/fun of the caverns without the fps hit from poo poo pathing. I love building cavern forts but once I get 80 or so dwarves fps takes a big hit. Without the caves open I can get to 200 pretty decently. It'd help if there was a "forbid everything and everywhere in the caverns unless I explicitly say otherwise" option. Loopoo posted:Why would people want to dig straight down to caverns and start building a base there? I like building near the surface, because then I get a nice dichotomy between above-ground building (archery towers, taverns, temples, etc) and below-ground building. I had a fort just like that with my last one. Gold everywhere and nothing else. I ended up cutting down the forest to smelt it all into bars to make stupid pure gold taverns and shrines. It was basically that town from Princess Mononoke without the lepers or cool wolf and boar spirits attacking me. Also gold instead of useful iron. Edit: I miss the more manageable slow drip of migrants. Sankis fucked around with this message at 14:59 on Dec 25, 2015 |
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# ? Dec 25, 2015 14:49 |
Demiurge4 posted:You always have easy access to magma. Most of the time a straight stairway to the magma layer is actually shorter than the trip from the dining room to a dwarfs bedroom. People tend to forget that because it takes a lot of clicking < to get there, but that's why the game has shortcuts. I usually set 1 for surface entrance, 2 for dining rooms, 3 for crafting rooms, 4 for kitchens and 5 for the magma forges. It's super easy to skip around your fort with those shortcuts and helps you move a little away from super compact forts. What I was referring to was magma plumbing projects, due to the annoying nature of creating large pump stacks. Having your fortress down there allows you to utilise the caves of the third caverns as natural funnels to lure people into all kinds of sundry magma traps, ranging from the showy advancing wall of molten doom to the less destructive and (in my opinion) more interesting patchwork lava bombing from micro-reservoirs carved into the ceiling. Digging a path for a caravan to get down there is not all that difficult and it is much easier to bring water down from a higher cavern layer or the surface if/when you need it (And if you are feeling creative, you can use a collapse to drop a segment of a sand layer all the way down to the third caverns just so you can do glass easier and install a skylight at the same time).
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# ? Dec 25, 2015 16:06 |
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Taverns are so cool. I just got my first guest, a goblin lasher, who is listening to my tavern keeper tell a story about the expedition leader founding the fort.
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# ? Dec 25, 2015 16:18 |
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Sergeant_Crunch posted:Taverns are so cool. I just got my first guest, a goblin lasher, who is listening to my tavern keeper tell a story about the expedition leader founding the fort. Be careful, if the Goblin Lasher so much as farts, your population will plummet due to a loyalty cascade. Taverns are great until you realise how stupid they are in terms of all the deadly fights and vampiric visitors it lets in. I hope you enjoy the wonderment whilst it lasts.
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# ? Dec 25, 2015 17:55 |
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He was remarkably well behaved and left on good terms after chilling in the bar for a few months. It's also fun getting sieged and watching your dwarves party and vomit all over the tavern while the invaders freeze outside.
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# ? Dec 25, 2015 17:58 |
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What workshop do I need to build a bookcase? I've checked through carpenter, craftsman, and mason and none of them have it.
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# ? Dec 25, 2015 19:45 |
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Sergeant_Crunch posted:He was remarkably well behaved and left on good terms after chilling in the bar for a few months. It's also fun getting sieged and watching your dwarves party and vomit all over the tavern while the invaders freeze outside. except invaders don't literally freeze at all, as I discovered when I tried to build a glacial fort. I was looking forward to just locking the doors and letting the loin-cloth-wearing goblin invaders freeze to death but they never did. Has this finally changed? The changelogs didn't mention it. It's a real disappointment because I like the idea of using the desert or arctic as a natural defense and I'm sad it doesn't work.
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# ? Dec 25, 2015 19:45 |
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Sergeant_Crunch posted:What workshop do I need to build a bookcase? I've checked through carpenter, craftsman, and mason and none of them have it. pretty sure all three of those can build it, or at least the carpenter and mason.
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# ? Dec 25, 2015 19:46 |
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reading posted:except invaders don't literally freeze at all, as I discovered when I tried to build a glacial fort. I was looking forward to just locking the doors and letting the loin-cloth-wearing goblin invaders freeze to death but they never did. Has this finally changed? The changelogs didn't mention it. It's a real disappointment because I like the idea of using the desert or arctic as a natural defense and I'm sad it doesn't work. I meant it more in the sense of the invaders being forced to stand around outside doing nothing while my dwarves party to the point of vomiting. reading posted:pretty sure all three of those can build it, or at least the carpenter and mason. Neither of them have the option available. Is there something I need to do to unlock them?
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# ? Dec 25, 2015 19:51 |
I think someone sometime in the past wanted some info on that string patcher I'm always waving around like some kind of freak. So: SO YOU WANT TO SULLY A FRESH .EXE: PATCHING STRINGS FOR KICKS ON WINDOWS There's only so much you can do with raws and DFHack. Most modders exercise a little temperance with their mad ideas, since having to hit a wall and admit that you can't pull off what you want to do isn't very fun! Forgotten beasts, demons, most of the really old structures and workshops that predate the raws and reactions as system - the divide between moddable and hardcoded gets more jarring the more you want to rip out. However, leave it to Russians to break in through the garage and find a new fuse box. The DFRus project, which aims to translate the entire game into proper Russian in cyrillic, had to invent its own tools to manipulate the otherwise untouchable text. As it turns out, there's an awful lot that you can change from just manipulating strings inside the .exe. Randomly generated creatures all adhere to the raws after all, it's just that the basic pieces they're assembled from haven't been externalized yet. Most of the text screens are also technically shown with the forgotten online help viewer (decrypting that stuff is a separate trick) and the text can be formatted using the same tags as the help files are. The first thing to do is get the tools. dfrus-py is a small pile of Python scripts used to refine Russian translation efforts, but our misuse will 1.) extract the strings from Dwarf Fortress.exe into a clear listing and 2.) inject the desired changes into a fresh copy. Get the whole lot, the tools you want to use will call for the others in the background. You need the Python 3 runtime to operate these, no ifs or buts.
Keep in mind that the script doesn't have a reverse gear! Always keep the original executable handy when you want to change things. Finally, dfrus has so far proven to be very tolerant of the shifting version numbers. Unlike what DFHack has taught us, there's no need to be leery about breaking stuff when a new version hits. The worst you can do is have your dictionary file fruitlessly look for strings to change that aren't there in that exact form anymore. This is my current mix of things for v0.42.03. I can go into some specific tricks later, but jumping through all of my changes and comments in this thing should shed some light on what you can do with this tool. scamtank fucked around with this message at 20:25 on Dec 25, 2015 |
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# ? Dec 25, 2015 20:22 |
Sergeant_Crunch posted:Neither of them have the option available. Is there something I need to do to unlock them? Are you using an old mod/save/world? Bookcases probably depend on current raws.
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# ? Dec 25, 2015 20:33 |
Hey, lethosor authorized the first testing alpha release of DFHack! Main point of interest compared to my rickety compiles are the OSX/Linux versions.
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# ? Dec 25, 2015 20:36 |
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PublicOpinion posted:Are you using an old mod/save/world? Bookcases probably depend on current raws. Fresh save and world on 42.03. Download was from the front page of the main site.
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# ? Dec 25, 2015 20:44 |
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oh that dfrus stuff looks fun. be interesting to see how much you can destroy. I've been doing modding for the past week or so, and much of it has been frustrations with how fickle and limited the interaction/syndrome system is. Looking at other mods, it's surprising how little can be done to circumvent it's boundaries, even with DFhack assistance. Also at some point, the AI stopped using interactions with no usage hints outside of combat, which kind of cut the legs off some other uses of the system.
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# ? Dec 25, 2015 20:52 |
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I thought bookcases were made in the craftsdwarf workshop.
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# ? Dec 25, 2015 21:31 |
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I forgot where exactly but I do remember needing to scroll down.
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# ? Dec 25, 2015 21:37 |
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Is it just me is anybody else unable to designate multiple of the new buildings in your fortress at a time? I can either build a temple, an inn, or a tavern, but once I build a 2nd of anything, the first built one just turns back into a generic Meeting Area without any location assignments.
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# ? Dec 25, 2015 22:16 |
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Could someone post a screenshot of where the option to build a bookcase is in the workshop? I want to make sure the option is actually not there and that i'm not just missing some little menu.
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# ? Dec 26, 2015 00:18 |
Can you just j m q it? I've never built one personally.
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# ? Dec 26, 2015 00:20 |
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Huh, it's not in the list at all. Can anyone think of a reason why it wouldn't show up on a pretty fresh copy of the game? I installed a tileset, but I wouldn't think that would mess it up.
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# ? Dec 26, 2015 00:23 |
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Sergeant_Crunch posted:Huh, it's not in the list at all. Can anyone think of a reason why it wouldn't show up on a pretty fresh copy of the game? I installed a tileset, but I wouldn't think that would mess it up. It should be there unless you're working from old raws. Did the tileset include raw files, or did it only affect the Data folder? That would probably break it if it's not up to date. The option is here:
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# ? Dec 26, 2015 00:48 |
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Sankis posted:It'd help if there was a "forbid everything and everywhere in the caverns unless I explicitly say otherwise" option.. You can probably do this with burrows, but... then you're dealing with burrows.
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# ? Dec 26, 2015 01:26 |
toady status: aliveToady One posted:Lutefisk was consumed waaaaay back on the 20th. I have only now regained the ability to speak. It was more like fish cartilage than fish jello this time. We all survived. As part of the holiday maelstrom, I found myself working on something I could do in fits and starts, rather than any concentrated period of time, so now we've got giant and person versions for most of the original animals. The newer animals from the sponsorship drive came with those forms, but we never did have giant elephants and various large bears and all the great cat people and so forth. Beak dog men
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# ? Dec 26, 2015 02:43 |
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# ? May 12, 2024 10:55 |
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Carp man? Elephant man Giant Elephant
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# ? Dec 26, 2015 02:54 |