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The Moon Monster posted:Maybe your parent civilization is just really lovely at dwarfing and has no metal available? Yeah it's gotta be something like this, I just loaded up a fresh world and a pair of copper battle axes are still in the default prepare carefully list.
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# ? Jul 3, 2016 23:48 |
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# ? Jun 9, 2024 04:56 |
b-but that's like a whole 67 points against like ten for the bars and change for the fuel (if your civilization doesn't know how to dig things, multiply by 2.5x for prevailing bronze prices)
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# ? Jul 3, 2016 23:50 |
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The default profile expects your to pay for super expensive crap like wheelbarrows, stepladders, thread and fabrics... lol if u can't budget for two axes and a bunch of picks after getting rid of all the bourgeois luxuries
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# ? Jul 3, 2016 23:52 |
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I don't understand how you could have access to the metal bars but not weapons made from them on embark.
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# ? Jul 3, 2016 23:52 |
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maybe your civilisation is very small and doesn't have any forges
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# ? Jul 3, 2016 23:54 |
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DOWN JACKET FETISH posted:maybe your civilisation is very small and doesn't have any forges If that were possible, and the case--- wouldn't you end up with an anvil-less embark, thus making any production of metal goods, including axes, impossible?
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# ? Jul 3, 2016 23:56 |
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Eagerly awaiting the first release that allows for actual holy wars sparked by conflicting myths about where the First Anvil came from.
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# ? Jul 4, 2016 00:11 |
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I'd just be happy with a V43.* LNP.
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# ? Jul 4, 2016 00:47 |
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steinrokkan posted:Metal axes are no longer available on start? That makes no sense, and sounds EXTREMELY annoying. So I guess the exploration party is happy to bring metal picks and an anvil with them, but taking an axe would bee too much for them? I had to go check just to make sure. Copper axes were available and were in the default embark. Dwarves used them just fine.
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# ? Jul 4, 2016 01:26 |
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Now that I've got my Dwarfort legs back and suffered a couple hilarious failures, I need to think a little on fortress design for my next (hopefully moderately successful) attempt. How do you guys usually do yours, and how do you prepare for it in the early game? Do you long-time veterans at the game still start out with a minimal utilitarian setup like what's outlined in the primer and repurpose rooms or carve them out into new facilities as the game progresses, or do you have some idea of what you want your fort to look like and dive right in, or do you just do whatever the hell you feel like and wind up with a jumbled mess like I usually do?
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# ? Jul 4, 2016 02:31 |
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Would adding code:
There are a bunch of mods with custom reactions to automatically turn vermin remains into ash at a smelter and I guess feathers could be dealt with that way too. Or am I thinking too circuitously and there's a command for autodumping item categories? I have a magma-filled burn pit to get rid of stuff but having to continually dump-designate everything is annoying me.
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# ? Jul 4, 2016 02:31 |
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Moddington posted:Yeah it's gotta be something like this, I just loaded up a fresh world and a pair of copper battle axes are still in the default prepare carefully list. If there's a way to find out but this world is huge and old but if none of the dwarves know then what the gently caress happened to this world. How are the dwarves still alive?!
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# ? Jul 4, 2016 04:40 |
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It is possible for dwarven civilizations to be completely wiped out, but they'll still be selectable on the embark screen. Last time I tried it you even still got migrants, though I'm pretty sure the caravan never showed up.
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# ? Jul 4, 2016 05:06 |
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Moddington posted:It is possible for dwarven civilizations to be completely wiped out, but they'll still be selectable on the embark screen. Last time I tried it you even still got migrants, though I'm pretty sure the caravan never showed up. The first wave (or two?) are magic and always show up, even with an extinct civ. After that you've got to grow your own stock, as the hillbillies used to say.
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# ? Jul 4, 2016 05:19 |
aphid_licker posted:There are a bunch of mods with custom reactions to automatically turn vermin remains into ash at a smelter and I guess feathers could be dealt with that way too. Or am I thinking too circuitously and there's a command for autodumping item categories? I have a magma-filled burn pit to get rid of stuff but having to continually dump-designate everything is annoying me.
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# ? Jul 4, 2016 09:34 |
aphid_licker posted:Or am I thinking too circuitously and there's a command for autodumping item categories? I have a magma-filled burn pit to get rid of stuff but having to continually dump-designate everything is annoying me. the "Save/Dump Other" category in the orders menu is specifically for these I'm getting this gnawing feeling in the back of my mind that there was something useful that'd get thrown out with the bathwater, as it were, but that's the way to deal with the inedibles where I fort
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# ? Jul 4, 2016 09:42 |
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There's gotta be something because I don't know why else I would have acquired the habit of setting the menu to save everything but I'll be damned if I can remember. :dwarffortress:
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# ? Jul 4, 2016 19:58 |
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64 bit version just dropped. Is it time to get excited?
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# ? Jul 6, 2016 02:54 |
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No more than any other release. Unless you always wanted to do that 32x32 embark (or whatever the hell the max is now).
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# ? Jul 6, 2016 03:22 |
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Just think of how much more ~fun~ you can have in 32x32. Really I kinda thought this would be less quiet a release because of it. From a technical standpoint it seems like a pretty big deal.
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# ? Jul 6, 2016 03:33 |
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Meldonox posted:Just think of how much more ~fun~ you can have in 32x32. It's a good thing for sure, but not for performance reasons really. Tarn will be able to shove a lot more into the simulation now, so if anything it will just get worse
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# ? Jul 6, 2016 03:38 |
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People in the testing thread said they saw substantial speedups at certain points with the 64 bit version.
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# ? Jul 6, 2016 03:53 |
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reading posted:People in the testing thread said they saw substantial speedups at certain points with the 64 bit version. Nice! Was it trees? Faster trees would be cool.
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# ? Jul 6, 2016 03:57 |
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he'd have to somehow massively gently caress things up for a 64-bit version to not make things at least somewhat faster
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# ? Jul 6, 2016 04:29 |
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Is there an optimal strategy for maximizing adamatine mining w/o opening a portal to hell? I always seem to misjudge where the center of the tube is, and that's the end of another fort.
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# ? Jul 6, 2016 05:35 |
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TildeATH posted:The first wave (or two?) are magic and always show up, even with an extinct civ. After that you've got to grow your own stock, as the hillbillies used to say. An interesting thing about this, as I've been playing dead dwarf civs almost exclusively lately: After a few years, your civ will start re-claiming old sites if they can and will re-establish over time. I had caravans restart for my civs after about three or four years. I suspect what is happening here is that the dwarves generated as escorts are re-founding civs after they are created and have left your map. Maarak posted:Is there an optimal strategy for maximizing adamatine mining w/o opening a portal to hell? I always seem to misjudge where the center of the tube is, and that's the end of another fort. Compare to other layers. And you can still get hosed that way. Don't touch adamantium until you're ready to start a new fort. (Because even if you crack it safely Hell is going to ruin your FPS regardless Mirthless fucked around with this message at 18:50 on Jul 6, 2016 |
# ? Jul 6, 2016 18:41 |
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Maarak posted:Is there an optimal strategy for maximizing adamatine mining w/o opening a portal to hell? I always seem to misjudge where the center of the tube is, and that's the end of another fort. Put a small pile of bricks, food, booze, bed, next to your tube. Put a burrow around those items and the tube. Assign a mason (or 5) to the burrow. Wait until they are there. Dig straight down a 1x1 shaft along one side of the spire. Make sure that the area you're digging has easy access to the Mason. If you do not break into the center of the spire repeat this step. The INSTANT that you break into the center of the spire; wall the poo poo out of any holes leading to hell. Your FPS will go to poo poo for a while but if you can seal up the holes before any demons escape they'll eventually stop trying to path into your fortress and you should get a lot of the FPS back. Now you should know the exact limits of your spire. Or use DF Hack.
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# ? Jul 6, 2016 19:58 |
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Is there anything interesting you can do with hell other than have fun and unleash fun unto the world?
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# ? Jul 6, 2016 20:30 |
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Meldonox posted:Is there anything interesting you can do with hell other than have fun and unleash fun unto the world? There's some outlandishly fiddly way to harvest slade and use it to make pit traps with absurdly dense floors that instantly obliterates anyone who falls onto them. Getting the slade without having either your dwarves or FPS die from all the demons is pretty unlikely though. If you can manage it a single boulder of slade weighs 20 tons, which is pretty funny. Bring a wheelbarrow.
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# ? Jul 6, 2016 21:33 |
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Is defeating the demons even possible? or do they flood out nonstop until your fort is doomed? Inspecting it with dfhack shows that some of the hellforts might contain some loot.
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# ? Jul 6, 2016 21:38 |
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They still can't get through a locked hatch from below, nor can they burrow through an obsidian wall, so it's theoretically possible to reseal hell at some point after opening it. Your FPS would probably die forever though, because the demons would never stop making pathfinding checks.
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# ? Jul 6, 2016 21:41 |
I think I've read a story of someone defeating hell, killing all demons and having no more appear. Some years ago, but definitely with the current model of it.
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# ? Jul 6, 2016 22:15 |
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You can kill the initial demons but more will spawn from the map edges the same way other wildlife does
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# ? Jul 6, 2016 22:25 |
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a few DRUNK BONERS posted:You can kill the initial demons but more will spawn from the map edges the same way other wildlife does Maybe you can seal up those edges with obsidian?
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# ? Jul 6, 2016 23:40 |
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Facebook Aunt posted:Maybe you can seal up those edges with obsidian? can seal them up with featherwood blocks if you want. spawns can only occur on valid empty spots and yes this means you can colonize Hell
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# ? Jul 7, 2016 00:44 |
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All this talk of hell makes me wish for a cloud level that you could build up to. Only instead of it being filled with eternal rewards, it's filled with endless ghosts of dead beings, keas, and harpies. Watch that you don't dodge off the side of a cloud.
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# ? Jul 7, 2016 00:48 |
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Excelzior posted:can seal them up with featherwood blocks if you want. spawns can only occur on valid empty spots The problem is that you can't construct on squares on map boundaries
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# ? Jul 7, 2016 01:56 |
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Tunicate posted:The problem is that you can't construct on squares on map boundaries the "map boundaries" only exist on the surface layer try it, you can easily seal up the caverns.
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# ? Jul 7, 2016 02:15 |
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Excelzior posted:the "map boundaries" only exist on the surface layer WHAT???????
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# ? Jul 7, 2016 03:49 |
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# ? Jun 9, 2024 04:56 |
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Excelzior posted:the "map boundaries" only exist on the surface layer How did I never notice this?
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# ? Jul 7, 2016 03:52 |