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Pomp
Apr 3, 2012

by Fluffdaddy

scamtank posted:

I uhhhhhh I uhhhh am getting migrants who barely arrive through the fortress doors before they start barfing into the entry hall, nauseated at the sight of the sun. Is the game tracking cave adaptation of travelers beyond the bounds of your site, now?

e: oh god there's a whole trail of it to the map edge

God I love this game

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Neurion
Jun 3, 2013

The musical fruit
The more you eat
The more you hoot

Found out there was a Vault very near my fort, so I backed up my game (in case of Problems), retired the fort and snuck an adventurer into the vault and stole two divine metal shields. I dropped them off at my fort then retired the adventurer and un-retired the fort to find everything below the waterline had become flooded.

So instead of dealing with that bullshit I just restored the backup and used dfhack to spawn in those two shields I had stolen.

Lawman 0
Aug 17, 2010

Did anyone get a use out of raiding yet?

Lawman 0
Aug 17, 2010

Also Fyi dwarf therapist is now usable if you use this .ini file.

https://raw.githubusercontent.com/cvuchener/Dwarf-Therapist/44.02_win/share/memory_layouts/windows/v0.44.02_x64_graphics.ini

Excelzior
Jun 24, 2013

welp looks like I'll be diving back into DF during the holidays

every time I think I'm free....

Arven
Sep 23, 2007

Lawman 0 posted:

Did anyone get a use out of raiding yet?

I used it to steal a bunch of books for my library. I don't really understand how it works, as I kept sending out a group of 4 dwarves that had nothing but wooden shields and bronze swords and they seemed to have no trouble bringing back the book every time.

Mygna
Sep 12, 2011

Should probably mention that this is for DT 38.1.0, since the first post of the Bay12 thread and the 'latest release' link on the GitHub both still point to the old, broken 37.0

reignofevil
Nov 7, 2008

Arven posted:

I used it to steal a bunch of books for my library. I don't really understand how it works, as I kept sending out a group of 4 dwarves that had nothing but wooden shields and bronze swords and they seemed to have no trouble bringing back the book every time.

Granite 15, 197
Found building with many books, demanded ransom

Received tiny card with squad leaders name on it, given book on loan.

Bards will sing of our victory.

Kenning
Jan 11, 2009

I really want to post goatse. Instead I only have these🍄.




Oh no I've been putting off getting back in DF cause Therapist was broken. This is deeply dangerous.

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender
This is stupid. My fortress is in its second season, a wereraccoon killed a few dwarves. My paltry militia killed him after he transformed back into a goblin. Then three wereracoons that I guess were infected transformed and killed over half my fort. I can't make an army to stop them that early. How am I supposed to handle that?

Lpzie
Nov 20, 2006

shut down your borders ASAP!!!! I do this every time because too many wereshits roaming around



Only one way in when the bridge is up and that's through my barracks fuckers

RandomMagus
May 3, 2017

Node posted:

This is stupid. My fortress is in its second season, a wereraccoon killed a few dwarves. My paltry militia killed him after he transformed back into a goblin. Then three wereracoons that I guess were infected transformed and killed over half my fort. I can't make an army to stop them that early. How am I supposed to handle that?

Lock your front gate and don't fight the werebeast while it's transformed. Or make sure everyone has a full suit of armour to prevent bites, and quarantine anyone that takes an injury during the fight until the next full moon to see who's infected.

Arven
Sep 23, 2007

reignofevil posted:

Granite 15, 197
Found building with many books, demanded ransom

Received tiny card with squad leaders name on it, given book on loan.

Bards will sing of our victory.

Cue the siege to retrieve an overdue library book. Seems plausible.

Excelzior
Jun 24, 2013

RandomMagus posted:

Lock your front gate and don't fight the werebeast while it's transformed. Or make sure everyone has a full suit of armour to prevent bites, and quarantine anyone that takes an injury during the fight until the next full moon to see who's infected.

also note that the infected do not age and do not need to eat or drink (they get thirsty, but are restored upon transforming)

so a simple quarantine will allow you to have your own immortal bioweapon.

(was this patched?)

Tars Tarkas
Apr 13, 2003

Rock the Mok



A nasty woman, I think you should try is, Jess.


In the beginning you can also pasture a bunch of animals outside and the were will chase them around but they'll eventually get killed when you have a large siege so hopefully you got your military built up enough by then that you've moved them inside or slaughtered them. Also make sure your hospital has doors that you can lock.

Internet Kraken
Apr 24, 2010

slightly amused
Question: Can you rob every civilization in the game, including ones run by dwarves? I kind of want to try running a fort where the only goal is to send people out to rob literally everyone and amass a huge pile of pointless trinkets.

EDIT: lol

Internet Kraken fucked around with this message at 02:12 on Nov 27, 2017

reignofevil
Nov 7, 2008
Dwarf Fortress: New update, I guess we can get out of the house for a change

nielsm
Jun 1, 2009



Node posted:

This is stupid. My fortress is in its second season, a wereraccoon killed a few dwarves. My paltry militia killed him after he transformed back into a goblin. Then three wereracoons that I guess were infected transformed and killed over half my fort. I can't make an army to stop them that early. How am I supposed to handle that?

Dwarf Fortress never claimed to be a fair game. Just enjoy your loss.

Internet Kraken
Apr 24, 2010

slightly amused
There are multiple ways to handle an early werebeast;

-embark with a fully equipped combat dwarf. They will probably be able to kill a werebeast without getting bit, along with a lot of other nasty things that can threaten an early embark.
-design your fort to easily be sealed. If the werebeast gets locked outside, you can wait for it to turn back into a regular person and then stomp them.
-if all else fails, examine all the dwarves that fight the werebeast carefully. Anyone that was bitten needs to be isolated until you can figure out a way to "euthanize" them.

Shibawanko
Feb 13, 2013

To be honest I don't enjoy early werebeast bullshit either, there's no good way to deal with them except trying to get indoors as soon as possible and keeping your dwarves away from the edges of the map, unless you can poo poo out armor very early on. I'd rather deal with kobolds than werebeasts.

xylo
Feb 21, 2007
<img src="https://forumimages.somethingawful.com/images/newbie.gif" border=0>

Node posted:

This is stupid. My fortress is in its second season, a wereraccoon killed a few dwarves. My paltry militia killed him after he transformed back into a goblin. Then three wereracoons that I guess were infected transformed and killed over half my fort. I can't make an army to stop them that early. How am I supposed to handle that?

Same thing happened to my first fort. I didn't have anyone fight him but he did kill 2 dwarves before the visiting humans kill it. Then everyone in the fort started transforming one by one. Second fort again had a werebeast come in for during the 3rd season -- he again killed two dwarves that were outside when he arrived but then transformed into a human and left. Nobody else got infected this time though. kind of seems like werebeasts are strong and overtakes everything else?

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
Outfitting one dwarf with good equipment and combat skills costs basically all of your embark points, but if you know how to build a fort from a minimalist embark it's the best way to ensure safety from bullshit werebeasts. They're usually no match for a single fully equipped combat dwarf so you can put him in a squad by himself, burrow everyone else somewhere safe and let him handle things.

reignofevil
Nov 7, 2008
Just put a front door on your fort and lock it. A few days of focusing on digging new rooms, maybe have everybody smoothing and engraving if you really can't handle idle dwarves.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Eric the Mauve posted:

Outfitting one dwarf with good equipment and combat skills costs basically all of your embark points, but if you know how to build a fort from a minimalist embark it's the best way to ensure safety from bullshit werebeasts. They're usually no match for a single fully equipped combat dwarf so you can put him in a squad by himself, burrow everyone else somewhere safe and let him handle things.

Spending on Iron bars, coke, and a armor smith dwarf can do it for a reasonable price. And you get an armor smith out of the deal. Hopefully nothing happens immediately and you'll be fine.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




If werebeasts aren't fun at all for you, just turn them off in advanced world parameters.

Number of Werebeast Curse Types = 0

TheCIASentMe
Jul 11, 2003

I'll get you! Just you wait and see!

Facebook Aunt posted:

If werebeasts aren't fun at all for you, just turn them off in advanced world parameters.

Number of Werebeast Curse Types = 0

I think the complaint is more that they can come so unexpectedly soon. Not that they come at all.

In normal games (which Dwarf Fortress is not) there's a progression curve. The early werebeast can upset this curve.

Unfortunately the answer is that players should not expect a progression curve in Dwarf Fortress. Terrible poo poo can and will happen to your fort early in the game. Sometimes the only response is to shrug and roll with it.

Neurion
Jun 3, 2013

The musical fruit
The more you eat
The more you hoot

My fort is built straddling 3 biomes. To the north are sheer mountainous cliff faces, through the middle is a warm lake, and to the south is a terrifying marsh where the dead walk the earth and clouds of numbing mist float through the trees. A wide constructed path winds along the cliff face to the fort's main entrance. Miraculously only one of my denizens has died via falling to their death.



This foolish farmer who ran out to claim disgusting elven goods had his face pecked at by a raven corpse, and he promptly fled over the edge of the path and into the drink below.

Neurion
Jun 3, 2013

The musical fruit
The more you eat
The more you hoot

Also, I think it's known that caged undead will produce happy thoughts in dwarves that admire the creature, but I wonder if the same effect applies for reanimated parts of said creatures. If a dwarf loves owls for their piercing eyes, will he get the same glee from seeing an owl's undead foot crawling along the floor of a terrarium?

Sultan Tarquin
Jul 29, 2007

and what kind of world would it be? HUH?!
A vile mist cloud drifted past my fort and turned the horse and foal I had outside grazing into thralls. My dwarves were safe inside but now a migrant wave has shown up. Let's see who wins!!

e: The thralls didn't even react. They're opposed to life and they're not even hostile :thunk:

Double edit: Apparently thralls like migrants but hate my regular dwarves as they started kicking the poo poo out of them when I unlocked the doors to let the migrants in.

Sultan Tarquin fucked around with this message at 18:49 on Nov 27, 2017

Jeesis
Mar 4, 2010

I am the second illegitimate son of gawd who resides in hoaven.
So I dug into a tiny stream chunklet to dump water into a hole for a well. The water started getting low enough that dwarfs would try and cross it but then would drop whatever they were carrying, so this led to them rushing in to grab them and dropping what they were carrying. So now there is like 100+ vegetables and fruit sitting in the river.

GJ dwarfs


Anyway to dam it up easily? I assume sending a dwarf down to place a floodgate would just cause them to freak out. I guess I could make it really wide so the water was 1 tile deep or diverge it so I can floodgate it.

Neurion
Jun 3, 2013

The musical fruit
The more you eat
The more you hoot

Jeesis posted:

So I dug into a tiny stream chunklet to dump water into a hole for a well. The water started getting low enough that dwarfs would try and cross it but then would drop whatever they were carrying, so this led to them rushing in to grab them and dropping what they were carrying. So now there is like 100+ vegetables and fruit sitting in the river.

GJ dwarfs


Anyway to dam it up easily? I assume sending a dwarf down to place a floodgate would just cause them to freak out. I guess I could make it really wide so the water was 1 tile deep or diverge it so I can floodgate it.

Forbid everything on the tile and mark the tile as restricted for pathing. Build a floor over it and forget it ever existed.

Unseal the tile after 100 years and extract some delicious vichyssoise.

xylo
Feb 21, 2007
<img src="https://forumimages.somethingawful.com/images/newbie.gif" border=0>

TheCIASentMe posted:

I think the complaint is more that they can come so unexpectedly soon. Not that they come at all.

Pretty much this. I'm fine with the surprise loss where on death shows up on your door after Urst had just finished digging out the first hole in the ground for your dwarves to take a poo poo in and nothing else. The problem here seems to be that every fort I've started so far has had werebeasts in the first few months -- like there is zero variety in death here. I'm wondering if there is something goofy in the world gen here -- probably need to check out the histories.

COMRADES
Apr 3, 2017

by LITERALLY AN ADMIN
If you have DFHack just kill it that way.

:shrug:

Yeah it's cheating but they really do show up unreasonably early sometimes and when you spend 4 hours genning worlds to find the perfect site...

xylo posted:

Pretty much this. I'm fine with the surprise loss where on death shows up on your door after Urst had just finished digging out the first hole in the ground for your dwarves to take a poo poo in and nothing else. The problem here seems to be that every fort I've started so far has had werebeasts in the first few months -- like there is zero variety in death here. I'm wondering if there is something goofy in the world gen here -- probably need to check out the histories.

This has apparently been an issue for a couple releases now. Anecdotally I also seem to be getting were-beasts really early very frequently.

Internet Kraken
Apr 24, 2010

slightly amused
Have there been any real updates to the object raws since the 2015 version? I'm wondering if I can put my modded creatures into the new release without them causing everything to explode.

TheCIASentMe
Jul 11, 2003

I'll get you! Just you wait and see!
For those of you who are getting lots of Were-creatures early. Out of curiosity how close to other civilization sites is your Fortress?

I only ask because I wonder if there is a possible connection. We know that the cursed creatures will be cast out of sites when their curse is discovered and I believe (but I might be wrong) that the historical entry usually says the creature wanders the terrain outside of the settlement.

Is it then possible that the closer your Fortress is to these other sites that the chances for cursed creatures to show up increases as a result?

Pharnakes
Aug 14, 2009
Are any of the good graphical tilesets out yet?

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


Internet Kraken posted:

Have there been any real updates to the object raws since the 2015 version? I'm wondering if I can put my modded creatures into the new release without them causing everything to explode.

A... whole bunch, actually. But just for creatures? Very little when comparing to the v0.40 release. Adding gaits and replacing grazer values with [STANDARD_GRAZER] have been the only real creature raw wreckers in a while. As long as those are in order, your critters shouldn't pose problems for the new system.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




TheCIASentMe posted:

For those of you who are getting lots of Were-creatures early. Out of curiosity how close to other civilization sites is your Fortress?

I only ask because I wonder if there is a possible connection. We know that the cursed creatures will be cast out of sites when their curse is discovered and I believe (but I might be wrong) that the historical entry usually says the creature wanders the terrain outside of the settlement.

Is it then possible that the closer your Fortress is to these other sites that the chances for cursed creatures to show up increases as a result?

It would be swell if my civilization was able to cast out known weres. Go wander the earth, Urist.


Hmm, I wonder if you can do that with the new version? Send out the infected on a quest really far away so they'll change several times in transit. Maybe other civilizations will kill them for you. Maybe they'll bite a bunch of folks and start a were-cascade and soon every merchant, visitor, and immigrant is a were.

Internet Kraken
Apr 24, 2010

slightly amused

scamtank posted:

A... whole bunch, actually. But just for creatures? Very little when comparing to the v0.40 release. Adding gaits and replacing grazer values with [STANDARD_GRAZER] have been the only real creature raw wreckers in a while. As long as those are in order, your critters shouldn't pose problems for the new system.

Well I did last poke around in the raws when gaits were a thing so they should work fine then. Out of curiostiy, what are the raws there were actually major changes too?

EDIT: Apparently I was trying to make giant bees you could milk for honey. Oh if only that could work.

Internet Kraken fucked around with this message at 02:25 on Nov 28, 2017

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scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


Internet Kraken posted:

Well I did last poke around in the raws when gaits were a thing so they should work fine then. Out of curiostiy, what are the raws there were actually major changes too?

EDIT: Apparently I was trying to make giant bees you could milk for honey. Oh if only that could work.

The ones that've seen the most shuffling are probably the plants, reactions and entity raws. Creature variations have a few far-reaching tweaks too. Most creatures have also had a line or two changed to remove deprecated tags or bugfixed or changed when things like gelding or entity-based animal access went in. Just dropping in old files to overwrite new ones will cause something to go wrong.

And I'm pretty sure that you could. Flight might pose problems, though.

scamtank fucked around with this message at 02:56 on Nov 28, 2017

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