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the entire game is programmed on a dwarven computer it's dwarrow all the way down
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# ? Aug 17, 2020 19:01 |
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# ? Jun 10, 2024 11:58 |
Tias posted:Fffrrrrgh
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# ? Aug 17, 2020 19:07 |
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Ditched it Now I got a good thing going, but am suddenly ambushed by a gang of dead goblins and two "faint butchers". What the hell is a faint butcher?
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# ? Aug 17, 2020 22:48 |
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Probably a necromancer experiment. A new type of creature created by foul sorcery. Some of them are pushovers some are nigh unstoppable. Think Orcs being created by Mortgoth from tortured elves but randomised.
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# ? Aug 17, 2020 23:31 |
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My last world had "Hands of Erith" that were split tailed lizard freaks that crawled around on all fours. I wish the legends screen made it easier to see these weirdos.
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# ? Aug 18, 2020 00:03 |
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Tias posted:Ditched it You can tell them from the necromancer experiments, which are often relatively harmless, by the way they aren't called "X of Whatever."
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# ? Aug 18, 2020 04:47 |
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Tias posted:Ditched it A legally distinct Fell Butcher?
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# ? Aug 18, 2020 05:30 |
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Cardiovorax posted:Honestly, if you told me that he is coding this game on a programmable Texas Instruments pocket calculator, I would believe it. The only reason I wouldn't is that he must have something reasonable just to be able to play the goddamn thing when it starts drowning itself on CPU cycles.
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# ? Aug 18, 2020 05:57 |
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Any known bug with brewing? I have three brewers with labors freed and nothing else to do (listed as "no job" in activity), fruits and plants to brew from, as well as available barrels, and still they're not brewing E: nm, now they've started. Took their sweet time, though!
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# ? Aug 19, 2020 08:44 |
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Fresh problems! My newly expired animal trainer was buried as custom dictates, and everyone is happy! Except.. he is both buried and his partial skeleton is lying around a workshop scaring people and stinking the joint up. How do I get them to bury his remaining remains?
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# ? Aug 19, 2020 12:19 |
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I'm pretty sure they're supposed to carry those over to the coffin as well. Do you have enough corpse haulers? Are the coffin and the corpse bits both accessible and in the same burrow? Any locked doors? You can also inspect the corpse and see if it's marked for a task. If so, the problem is simply that the selected hauler for that duty is far away, slow as gently caress, and probably quick to tire. If your dwarves are just straight up ignoring this dude's bones then I don't know what the hell. Maybe deconstruct the workshop?
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# ? Aug 19, 2020 14:47 |
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it might be that your orders are set to have dwarves ignore outside refuse and the corpse is considered outside
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# ? Aug 19, 2020 15:33 |
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deconstructing the workshop worked, after a fashion. I had to dump the partial skeleton in a locked room to prevent it creeping the rest out, and then at some point someone buried it! New problem: one of my dwarves got a dehydrated warning, and eventually died from dehydration. He had freedom of movement, plenty of food and drink available (big drink stockpile, access to river and cistern well), and no other dwarves complained of needs - I haven't had a beast arrive yet, so no syndrome.
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# ? Aug 20, 2020 14:53 |
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Tias posted:deconstructing the workshop worked, after a fashion. I had to dump the partial skeleton in a locked room to prevent it creeping the rest out, and then at some point someone buried it! Is it possible they failed a mood a long time ago, or that they were depressed?
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# ? Aug 20, 2020 20:25 |
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Could also be that the deceased was mildly injured and really, really, really determined to wait until someone brought them water instead of just drinking hard liquor like a reasonable dwarf. I've had that happen.
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# ? Aug 21, 2020 00:49 |
I haven't played this in almost a decade -- what are the current best resources for re-learning how to play fortress mode?
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# ? Aug 22, 2020 00:31 |
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Hieronymous Alloy posted:I haven't played this in almost a decade -- what are the current best resources for re-learning how to play fortress mode? I feel like watching youtube videos of people playing is a good way to acclimatize yourself to playstyles and techniques in general; knowing what you can and should be doing is a great benefit beyond "knowing what buttons do what".
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# ? Aug 22, 2020 04:31 |
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Also pick up a pack like PeridexisErrant's starter pack if you haven't already. They contain a few helper apps like Dwarf Therapist that might not have been around the last time you played but make the game much more playable.
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# ? Aug 22, 2020 04:48 |
https://www.youtube.com/watch?v=n8X100Ea0uY this one seems good to me, I've been going through it it even guides you through recommend options on the starter pack
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# ? Aug 22, 2020 04:54 |
What monster would turn off the intro animation, it totally sets the mood! I'm curious what the UI version will be, I hope it starts the old way and then starts digging into the new style to show the brave new era we're entering
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# ? Aug 22, 2020 05:17 |
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Hieronymous Alloy posted:I haven't played this in almost a decade -- what are the current best resources for re-learning how to play fortress mode? Be like me and watch Kruggsmash, then remember that you loved playing this game and then, VVV Capntastic posted:I feel like watching youtube videos of people playing is a good way to acclimatize yourself to playstyles and techniques in general; knowing what you can and should be doing is a great benefit beyond "knowing what buttons do what". Get fortress ideas from other youtubers and such. Don't forget failing is fun!
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# ? Aug 22, 2020 07:41 |
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Imo the best way to learn is to jump in and just pause whenever you need to look something up. I find this method at the very least helps me quickly build up the muscle memory for construction and designation because I'm not slow rolling.
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# ? Aug 25, 2020 22:10 |
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Toady One posted:Been working on various matter - display support for various of the creatures and their child/undead variants, first attempt at the giant mushrooms underground, and a variety of items that weren't yet supported.
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# ? Aug 29, 2020 19:24 |
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Oh poo poo a mini-map I can actually read.
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# ? Aug 29, 2020 20:42 |
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im getting jealous that the game is becoming accessible now to normies.
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# ? Aug 29, 2020 20:54 |
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I'm excited to be the elder dwarf to all the newcomers, regaling them with stories of the days before Z-levels, or the scourge of landwalking zombie carp, or even just how a wild goat and a goblin whip wielder looked exactly the same until one of your dwarves' hand flew off
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# ? Aug 29, 2020 21:43 |
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I kinda miss the no-Z-axis days. Probably the rose-tinted glasses of nostalgia because I can't really think of anything the 2d version did better.
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# ? Aug 30, 2020 00:14 |
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It was certainly easier to navigate. Z levels make for a better game if you can actually see the third dimension without having to flip through it one flat slice at a time.
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# ? Aug 30, 2020 00:19 |
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Yeah, there's a ton of cool content that's been added since, but I still really miss the seasonal flooding and Nile-style farming.
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# ? Aug 30, 2020 00:54 |
I really liked the progression of the river, chasm, and then magma. I liked the little dangers each one would bring and wish stuff like flooding rivers were still a thing. It had some neat ideas but I don't know that I'd like to go back.
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# ? Aug 30, 2020 01:25 |
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Well, it's not like you couldn't force the world to generate very flat. If you can somehow set it up to generate enough ore on every z-level to support an entire fort all by itself, then you could play a classic-style single level fort just fine.
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# ? Aug 30, 2020 01:34 |
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I really miss chasms, it was nice having somewhere to biff your garbage or divert water without atomsmashing it.
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# ? Aug 30, 2020 01:36 |
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It would be kind of nice if those could exist in the game as a regular terrain feature. I can't remember ever running into any deep underground canyons that might be comparable, but every so often randomly running into a giant crack in the world that runs almost down to the adamantine layer would be pretty drat cool.
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# ? Aug 30, 2020 01:46 |
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Cardiovorax posted:It would be kind of nice if those could exist in the game as a regular terrain feature. I can't remember ever running into any deep underground canyons that might be comparable, but every so often randomly running into a giant crack in the world that runs almost down to the adamantine layer would be pretty drat cool. The thing is these existed in earlier Z level versions! I don't know why he took out surface Chasms and Pits since they were always my favorite embarks during 40d.
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# ? Aug 30, 2020 03:04 |
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7c Nickel posted:The thing is these existed in earlier Z level versions! I don't know why he took out surface Chasms and Pits since they were always my favorite embarks during 40d. They stopped fitting once the world started having an actual bottom. As funny as an instant path to the circus on embark would be on paper, it would probably be less fun in practice
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# ? Aug 30, 2020 03:07 |
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Well, that's a shame. It was probably pathfinding issues, if I had to guess. Z-levels were already hard enough for dwarves to navigate reliably for a good while even without big ol' random holes to hell all over the place.
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# ? Aug 30, 2020 03:08 |
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Danaru posted:They stopped fitting once the world started having an actual bottom. As funny as an instant path to the circus on embark would be on paper, it would probably be less fun in practice So just have them stop at layer 1 2 or 3. I understand that you can't have the same "bottomless abyss" tiles as before, but there's no reason you can't have a big ol crack in the earth to design around. I loved designing fortresses that spanned both sides with 50 open toppped bridges and making dwarves have to fight batmen on their morning commute.
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# ? Aug 30, 2020 03:14 |
An open pit to the magma sea is perfectly reasonable.
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# ? Aug 30, 2020 03:59 |
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I kind of miss the demon vaults. They had more flavor than hell to be honest.
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# ? Aug 30, 2020 04:16 |
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# ? Jun 10, 2024 11:58 |
Hell is actually super loving boring. Who knew?
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# ? Aug 30, 2020 04:23 |