This looks better. Shallow metals, flux, no aqufer, and access to goblins. There's no elves, which is We might be a little short on water until we breach the cavern, but that can be dealt with.
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# ? Mar 8, 2018 04:26 |
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# ? Jun 3, 2024 13:07 |
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We should probably decide on a tileset to use, for continuity of viewing. It's a bit jarring when it changes with each overseer. I'm game for any of the popular ones, Phoebus or Spacefox being my preference.
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# ? Mar 8, 2018 04:28 |
My competence drops severely with a tileset, since I can't tell what anything is by sight. That doesn't mean you're wrong. I'll look over the more recent threads to see what they used.
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# ? Mar 8, 2018 04:31 |
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Gnoman posted:My competence drops severely with a tileset, since I can't tell what anything is by sight. That doesn't mean you're wrong. I'll look over the more recent threads to see what they used. Think going from ASCII to a tileset is ok I get confused when two three tilesets start getting used with ASCII all being flipped and flopped about with each overseer
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# ? Mar 8, 2018 04:33 |
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I have a question for those of you who use the advfort dfhack plugin. I'm playing Masterwork and found a bunch of large mithril armor in an orc fort. Can I use the smelter/forges at a dwarf fort to melt the armor and make gauntlets, chain leggings and a shield? Since those don't seem to be options for the stone forge chunk crafting. Alternatively, how would I go about adding those reactions to the stone forge?
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# ? Mar 8, 2018 04:33 |
Gnoman posted:My competence drops severely with a tileset, since I can't tell what anything is by sight. That doesn't mean you're wrong. I'll look over the more recent threads to see what they used. Well when we brought this up a few months ago pretty much everybody said go with phoebus so thats what I set up the fortress package under. I'm an ASCII player normally but I got used to it after a few hours.
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# ? Mar 8, 2018 04:34 |
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Sounds like Phoebus then? I'm fine with that. Are the two of you going to collaborate on a background and maybe the first two overseer turns?
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# ? Mar 8, 2018 04:35 |
I'm fine with whatever Gnoman wants to do. I had my ideas before they were put on the backburner pending bug fixes. Doesn't mean they were good ideas. Or that we needed a succession fortress with tower access and a world where I had made some tweaks and quick fortresses' prior to the succession fort (which is another thing I spent like 3 days doing) to establish some named characters that could show up.
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# ? Mar 8, 2018 04:39 |
All I really care about is building a fort on a volcano.
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# ? Mar 8, 2018 04:42 |
The issue i've always had with volcano forts is how often I find that they're laggy, and you can't tap off of them without guaranteed killing a dwarf unlike the lava sea.
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# ? Mar 8, 2018 04:46 |
M_Gargantua posted:The issue i've always had with volcano forts is how often I find that they're laggy, and you can't tap off of them without guaranteed killing a dwarf unlike the lava sea. It is quite possible to tap a volcano without losing a dwarf. It isn't guranteed (due to dwarven stupidity), but it is doable.
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# ? Mar 8, 2018 04:50 |
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Who wishes to make the OP? What's our premise going to be? We should discuss this! Is there an IRC where dorf fort goons hang out?
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# ? Mar 8, 2018 04:53 |
It is getting late enough (and I am drinking enough) that I won't be able to start the fort until tomorrow. If you or Gargantua want to go ahead and make the tread, that is fine with me.
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# ? Mar 8, 2018 04:57 |
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hell yea
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# ? Mar 8, 2018 05:27 |
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M_Gargantua posted:The issue i've always had with volcano forts is how often I find that they're laggy, and you can't tap off of them without guaranteed killing a dwarf unlike the lava sea. you can make a channel on the level directly above the highest lava layer
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# ? Mar 8, 2018 05:32 |
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I can volunteer to make the OP and babysit the thread, but I don't want to steal the show from either of you with your plans for an initial fortress. I'm more than happy to be overseer #3 or later down the line.
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# ? Mar 8, 2018 05:32 |
Calm down, give it a day to marinade. We don't need it to go up tonight, but we can definitely flesh out the plan by friday.
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# ? Mar 8, 2018 06:03 |
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I'm interested in being an overseer. I wonder how much of this game I remember...
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# ? Mar 8, 2018 06:38 |
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make the thread I want to me a dorf diot
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# ? Mar 8, 2018 06:52 |
Expect a thread on friday night so you can start claiming names of the dead. Gnoman whats your discord username?
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# ? Mar 8, 2018 07:13 |
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# ? Mar 8, 2018 07:21 |
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I can't be an overseer, but now that the positions can be recreated with ingame mechanics, I call dibs on my dorf being the Philosopher or Dungeon Master
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# ? Mar 8, 2018 08:04 |
M_Gargantua posted:Expect a thread on friday night so you can start claiming names of the dead. Gnoman whats your discord username? I am Gnoman. I have a "holding pattern" discord set up here.
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# ? Mar 8, 2018 17:24 |
Gnoman posted:My competence drops severely with a tileset, since I can't tell what anything is by sight. That doesn't mean you're wrong. I'll look over the more recent threads to see what they used. All the more reason to use one then. Isn't the general consensus that DF community games are more fun when mistakes are made?
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# ? Mar 9, 2018 16:14 |
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New community fortress is up! "Valleysilences" at the Volcano of Torments, using v 0.45.05, embarking on the side of a volcano next to a terrifying grassland.
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# ? Mar 9, 2018 22:50 |
Yessssssss ground floor. I actually did a turn as Overseer on another forum's community fort, so maybe I'll sign up for this one as well after a few turns.
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# ? Mar 10, 2018 01:51 |
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Addamere posted:New community fortress is up! "Valleysilences" at the Volcano of Torments, using v 0.45.05, embarking on the side of a volcano next to a terrifying grassland. It's outdated already! https://twitter.com/Bay12Games/status/972275605541539841
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# ? Mar 10, 2018 02:01 |
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welp
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# ? Mar 10, 2018 02:03 |
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Seems like a good chunk of new thingsposted:03/09/2018 Toady One Here's the first substantial update to the fortress's world map screen. New raid options are available, and it shouldn't be hard for you to antagonize your neighbors now if that's what you want to do. Use the 'd'etails option when preparing the raid to set what sorts of actions you'd like your raiders to perform. Skills and equipment matter, and skills can be improved during missions. The skill of your best tactician is important (you'll see feedback in the mission report.) If you demand tribute on an ongoing basis and the target site agrees to your demands, you'll receive something like a merchant caravan on an annual basis a few seasons after the initial demand. They'll drop goods off at your depot and depart. These goods can be carried off immediately for storage, but there's a new report so you can look at a complete list of what was delivered; the same is true of spoils from raids.
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# ? Mar 10, 2018 02:09 |
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we'll play with incorporating it into the LP, gonna test to see how much work is necessary to make it compatible with current save and DFhack
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# ? Mar 10, 2018 02:11 |
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Dwarf Fortress 2017: Animals no longer worship gods
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# ? Mar 10, 2018 02:12 |
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"Stopped animals from developing need for alcohol after experiencing trauma" How are they going to cope now?
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# ? Mar 10, 2018 13:56 |
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I literally can't wait to bully some goblins
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# ? Mar 10, 2018 16:58 |
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I have never manually tried to install TWBT or mess with it, and of course the readme doesn't tell me such simple and useful information as where to put the files. Someone wanna hold my hand?
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# ? Mar 10, 2018 21:00 |
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Yeah they really need to add the install instructions to the readme, that was driving me bananas some time ago. It doesn't help that there's a couple tilesets included already but not properly sorted into files or mentioned in the readme, so basically there's a bunch of extra stuff in there to confuse things. Assuming DFHack is installed properly (just in case: should be just take contents of the archive and drop them into your Dwarf Fortress folder), and your versions are all correct: From the TWBT.zip, - Take the .dll files and paste them into hack\plugins (mousequery should already be in there, let it overwrite the old one) - Take the overrides.txt and paste into data\init - Take the .png files and paste into data\art (I know you need the shadows.png, not sure about the transparency or white ones though but better safe than sorry) Go to data\init and open the init.txt, change the PRINT_MODE to TWBT, so it will look like: [PRINT_MODE:TWBT] Note that most tilesets come with their own init.txt to facilitate easy drag and drop installs, so just be aware that the changes to print mode will be overwritten if you do that and you gotta go change it again or the plugin won't be activated. Moridin920 fucked around with this message at 22:14 on Mar 10, 2018 |
# ? Mar 10, 2018 22:08 |
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Moridin920 posted:Yeah they really need to add the install instructions to the readme, that was driving me bananas some time ago. It doesn't help that there's a couple tilesets included already but not properly sorted into files or mentioned in the readme, so basically there's a bunch of extra stuff in there to confuse things. Thanks so much for this writeup!
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# ? Mar 10, 2018 22:13 |
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Addamere posted:Thanks so much for this writeup! Sure - I made a small change regarding the .png files as I'm not actually sure if you just need the shadows.png still or if with the new updates you also need the white1px and transparent1px files. I doubt it but not sure and they're tiny so might as well throw them in there.
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# ? Mar 10, 2018 22:15 |
I needed to put at least the white1px file for it to run. Best to put all the PNGs in.
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# ? Mar 10, 2018 23:41 |
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New version came out just in time, old fort was being annoying as there was very little animals and the goblins rarely came. I sent out some raids and one went wrong and a dwarf got captured. Sent multiple raids to save him but all the mission reports were blank. Hopefully that was just a bug that won't be repeated in the newest version!
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# ? Mar 10, 2018 23:58 |
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# ? Jun 3, 2024 13:07 |
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# ? Mar 11, 2018 12:43 |