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# ? Sep 12, 2016 18:46 |
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# ? Jun 13, 2024 04:23 |
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If that weredeer bit anyone during this rampage, they might turn next month, so lock everyone who is listed as being bitten in the combat logs up, preferably isolated from each other
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# ? Sep 12, 2016 18:49 |
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Tars Tarkas posted:If that weredeer bit anyone during this rampage, they might turn next month, so lock everyone who is listed as being bitten in the combat logs up, preferably isolated from each other How exactly do I do that? It's not something I've tried doing before. I mostly just found the phrase "interrupted by a expedition leader" amusing.
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# ? Sep 12, 2016 19:04 |
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If you can't lock them up in the hospital/their bedrooms, then put them in squads by themselves and send them to station in rooms with locked doors before the next full moon. If anyone turns then you'll have to seal them in a room with a wall or build an outside room with a raised bridge that you can lower to let them out if a siege happens during a full moon.
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# ? Sep 12, 2016 19:18 |
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Oh, just forbidden doors? Thanks for the tip.
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# ? Sep 12, 2016 19:32 |
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Peewi posted:Oh, just forbidden doors? Once you have them locked in a room, go ahead and build a wall blocking access to the doorway if you have time. Werecreatures can destroy buildings, but don't seem too excited about doing so. When I've walled one in a bedroom sometimes the bed survives for a few months.
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# ? Sep 12, 2016 19:42 |
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I had another weredeer outbreak. They were all in the hospital, but I was unable to lock them in on account of a door not having been built yet. I've lost over 20 dwarves to weredeer. On the bright side no one left alive seems to have major injuries, so hopefully no one was bitten.
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# ? Sep 13, 2016 01:58 |
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Peewi posted:I had another weredeer outbreak. They were all in the hospital, but I was unable to lock them in on account of a door not having been built yet. Just make sure none of the uninjured "survivors" are the weredeer. When they transform all injuries are healed.
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# ? Sep 13, 2016 02:23 |
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Prav posted:sometimes it's both Let's be honest, it's "frequently both." Probably also caked in vomit and inexplicably depressed over missing a sock.
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# ? Sep 13, 2016 03:35 |
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Anyone going to the Roguelike Celebration later today in San Francisco? I hope it gets recorded.
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# ? Sep 17, 2016 08:14 |
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Met posted:Anyone going to the Roguelike Celebration later today in San Francisco? I hope it gets recorded. I won't be there, but I will be watching it live at 2:30pm, Pacific: Roguelike Celebration Schedule: https://roguelike.club/schedule.html Track 1 stream (Tarn and Zach will be here, at 2:30pm, Pacific): https://www.twitch.tv/roguelike_con Track 2 stream: https://www.twitch.tv/roguelike_con2 EDIT: Alehkhs fucked around with this message at 23:16 on Sep 17, 2016 |
# ? Sep 17, 2016 22:14 |
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Tarn and Zach's talk is done, but you can watch the VOD here (04:37:30, if the link doesn't take you to the right time).
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# ? Sep 17, 2016 23:18 |
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I enjoyed that half hour.
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# ? Sep 18, 2016 01:13 |
You have an office, you know...
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# ? Sep 19, 2016 22:21 |
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He's embracing his inner elf. What a shame if the tree were to be chopped down while he is inside it. What an unfortunate accident that would be.
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# ? Sep 20, 2016 00:25 |
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I've been playing a good number of Adventure Mode games on this one small world, and am getting worried that I might be exhausting the armouries gearing up my adventurers. Do the storage units belonging to computer-controlled sites replenish as part of the world simulation?
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# ? Sep 21, 2016 00:44 |
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Those people holding a meeting in the tree are triggering me hard.
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# ? Sep 21, 2016 16:26 |
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IAmTheRad posted:What a shame if the tree were to be chopped down while he is inside it. What an unfortunate accident that would be. On the subject of tree chopping, I'm having issues with DFHack and autochop. I designate, using the dashboard, every tree on the surface for chopping, and have it set to UNLIMITED min/max, but it doesn't take. For some reason, after I leave the dashboard, it goes right back to only 147 trees marked for chop, instead of the 1000 or so it was on the dashboard. Even if I try to do it manually, designating a large swathe of the surface for chopping, my dorfs only cut a half dozen trees before they're satisfied. Help? It's the middle of summer my first year and I'm already down to single-digit FPS.
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# ? Sep 22, 2016 05:33 |
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darthbob88 posted:On the subject of tree chopping, I'm having issues with DFHack and autochop. I designate, using the dashboard, every tree on the surface for chopping, and have it set to UNLIMITED min/max, but it doesn't take. For some reason, after I leave the dashboard, it goes right back to only 147 trees marked for chop, instead of the 1000 or so it was on the dashboard. Even if I try to do it manually, designating a large swathe of the surface for chopping, my dorfs only cut a half dozen trees before they're satisfied. Help? It's the middle of summer my first year and I'm already down to single-digit FPS. Embark on a desert.
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# ? Sep 22, 2016 05:35 |
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darthbob88 posted:It's the middle of summer my first year and I'm already down to single-digit FPS. If it's that bad for you definitely go with smaller embark + less foliage. Desert, mountain and glacier are some extremes with very little or no trees.
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# ? Sep 22, 2016 17:11 |
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Remember to paste that reaction that lets you make beds out of rock into your poo poo tho.
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# ? Sep 22, 2016 20:57 |
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aphid_licker posted:Remember to paste that reaction that lets you make beds out of rock into your poo poo tho. Alternately, embark with 20-30 logs, which should easily be plenty of beds as long as you don't dawdle heading for the caverns.
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# ? Sep 22, 2016 20:59 |
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Absolutely true, no rock beds irrationally peeves me though. e: on the other hand having a bit of time pressure to get into the caverns should be fun. aphid_licker fucked around with this message at 21:58 on Sep 22, 2016 |
# ? Sep 22, 2016 21:53 |
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I entirely support modding the game to your desires, everyone should play dwarfgame as it pleases them. I like the caverns as a dangerous dwarfy concept, and having no wood access apart from the caverns makes expeditions there both exciting and necessary. Every time I play (whether with surface wood access or not) I try to do all my farming to the cavern layer simply because it feels more dwarfy.
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# ? Sep 23, 2016 00:27 |
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If you order maximum logs from the caravan each year you'll have plenty of wood. And the base price of logs is so cheap, that even at maximum urgency they only cost like 6 dwarfbucks each. Ridiculously cheap. As a bonus all your logs are in the Depot, rather than scattered all over the map.
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# ? Sep 23, 2016 03:41 |
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Ag Bengip posted:I've been playing a good number of Adventure Mode games on this one small world, and am getting worried that I might be exhausting the armouries gearing up my adventurers. Do the storage units belonging to computer-controlled sites replenish as part of the world simulation? I don't know but I do know that when a world has run out of crap you can just generate another. If for some reason that isn't an option then you should make a one by one tile fortress (because you can't fast travel in a fort site) and whip up a bunch of armor for easy looting. Now that you can temporarily cede control of a fort and then reclaim it you can even restock your own armor.
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# ? Sep 23, 2016 11:34 |
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Mzbundifund posted:I entirely support modding the game to your desires, everyone should play dwarfgame as it pleases them. Yeah no you're right, your way is more fun and I'm gonna do that too from now on.
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# ? Sep 23, 2016 12:51 |
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https://twitter.com/Bay12Games/status/779802436496072705
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# ? Sep 24, 2016 23:45 |
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That's really cool. They look pretty happy.
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# ? Sep 25, 2016 07:44 |
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Toady One posted:The main map work left to do for this release is the kobold site update. I'm going to take a break from that for a change of pace, though, and move over to artifact rumors and getting some artifact-associated critters running around. The spread of artifact location information needs to be a little more refined than what we currently have available, so there'll be some preliminary work on that. I'm going to start by getting the various wandering taverngoers to gather and spread site rumors, which should give us a good foundation for information transfer in the friendly human-dwarf-elf areas, mostly. I love reading about this game that I only played briefly years ago.
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# ? Sep 27, 2016 14:10 |
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Aw man that's great. Embarked on volcano, set up magma smelters and forges, incinerated three miners and most of my livestock in the process. I'm still so fuckin bad at this game after all these years.
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# ? Sep 27, 2016 16:51 |
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My dwarves just named their new tavern "The Buff Date" I... I think my dwarves just opened a gay bar
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# ? Sep 27, 2016 21:38 |
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HappyKitty posted:My dwarves just named their new tavern "The Buff Date" Could also be a steakhouse
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# ? Sep 27, 2016 21:48 |
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Either way, I'll take it
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# ? Sep 27, 2016 21:49 |
My last game, the military named themselves "The Buff Sacks"... I wonder if they hang out at your tavern.
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# ? Sep 27, 2016 21:57 |
Charlie72 posted:Could also be a steakhouse that's my new favorite euphemism for a gay bar
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# ? Sep 28, 2016 05:33 |
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Wait. What is Toady talking about with "artifact-associated critters"? I'm assuming that is new but any ideas?
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# ? Sep 28, 2016 07:20 |
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So a forgotten beast in the form of a death-spitting lemur came to my fortress. Unfortunately, it spawned on a wee little island in the caverns, so I first had to build a staircase down to it. Well, in the process of mining down toward it, four of my miners got into a tussle with it. One of them ran, but the remaining three just went absolutely berserk and just loving wailed on it with their picks until it was mangled in every conceivable body part. Unfortunately, in its last assault, the dwarves all dodged simultaneously, and somehow, 3 stooges-like, collided in mid-air, and toppled into the underground lake. The beast succumbed to its injuries soon after, but my three valiant miners were drowning! I tried to build a staircase to rescue them, but alas, the remaining miners were too late. So I devised a plan to recover their bodies and punish the cowardly miner who ran from the fray and abandoned his comrades to their deaths. I dug out an elaborate drainage tunnel/drowning chamber. It has two sets of floodgates - one to open the chamber up to a set of carved fortifications at the map edge to drain the water, and another set blocking a side access tunnel. Those levers are all in safe places. Then, in the chamber itself, are two more levers: a bait lever, and the kill lever. Both are set to only permit the cowardly miner, who has now been relieved of all duties save lever pulling. My plan is to order him to pull the kill lever, then force him to repeatedly pull the bait lever while the floodgates open and water comes crashing down. I have arranged the upper floodgates such that when they are opened, the now-rotten corpses of the miners he left to die will come crashing down on a wave of foetid water, pinning him against the drainage floodgates as he struggles. When the whole operation is complete, I'm going to engrave the whole chamber and set it up as a temple. EDIT: almost ready to go. The little poo poo is eating a plump helmet over at The Buff Date. He is completely unaware of his impending doom: HappyKitty fucked around with this message at 07:40 on Sep 28, 2016 |
# ? Sep 28, 2016 07:28 |
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# ? Jun 13, 2024 04:23 |
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Man, the new manager is great! Takes me no time at all to order up four lead statues dedicated to the god of decay. It still takes a bit (though not much) of stockpile fuckery to build two lead doors and a lead throne, put them in a stockpile, and then have them engraved with a custom image in cut silver. The project started off as a temple for the god of death and nightmares but I've noticed some dwarves coming to visit with different evil god preferences. So now all those deities get statues too. The new process is just so easy!
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# ? Sep 28, 2016 12:35 |