Fake Name posted:I accepted the petition and it disappeared... To be on the safe side I shall plan a floor of temples, that should appease the gods and deliver the Fort safely from were-beasts.
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# ? Dec 8, 2022 15:18 |
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# ? May 3, 2024 01:07 |
Decrepus posted:Is there a way to check who my fort's neighbors are? I'm afraid I was too focused on avoiding an aquifer that I didn't start with gobbos or elves or humans nearby You can click on the little map in the bottom right corner to take you to the world map screen. When you hit "center on fort" and then "civilizations", your fort will be highlighted with a yellow square; good luck seeing it. Human/elf towns that are friendly are in green I think, dwarven ones in blue (perhaps from your civ?), and goblins are a hard-to-see gray. I think red squares means there's a war on.
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# ? Dec 8, 2022 15:28 |
Appoda posted:So is there a FAQ for new DF yet? I haven't been following since release, and googling things like "how do I hide the smoothing/engraving overlay" is a bit difficult with 15+ years of similar questions floating around for previous versions of the game. In case you missed it, the Workshop had a mod to lower the opacity of the smoothing/engraving designations
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# ? Dec 8, 2022 15:30 |
Hieronymous Alloy posted:maybe put this up as a steam workshop mod? This was a great idea, however it appears that the workshop only supports object and graphical mods- I can't see a way to modify anything in the init folder Granted, I've never made a workshop item before so perhaps there's something I'm missing. I have made my modified announcements.txt file available as a onedrive download for simplicity's sake. Navigate to install dir>data>init, rename your old file and simply drop this one into place. Now your game will pause, recenter, AND give you a popup box for the following events: Migrants Ambushes Skulking Thieves Snatchers Caravans Caravans Need Depot Caravans Bypass Site Noble arrivals Diplomats Liaisons Cave Collapse Citizen Births Strange Moods Strange Mood Building Claiming Artifact Creation Artifact Naming Megabeast Arrival Werebeast Arrival Citizen Death Ghost Attack Undead Attack Strange Cloud Trained Animal Reverts to Wild Noble Position Succession Citizen Lost to Stress Citizen Tantrum Citizen Snatched Election Results New Demand New Mandate Possessed Tantrum Deity Curse Crime Witnesses "End Game Events" I'm going to go edit the link into my original post, so mods if you're planning on using it for a page 1 entry just keep an eye out for that.
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# ? Dec 8, 2022 15:33 |
Where's the screen to check your trade agreements? The civilization button on the map doesn't seem to do it. Similarly, how do you stockpile sand? Can't find it in any of the settings.
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# ? Dec 8, 2022 15:36 |
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as for why we need individual stair designs the UI can still commit treason related to half canceling the pairings
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# ? Dec 8, 2022 15:37 |
A pending story. How do I select lever or a door behind a dwarf in the same tile? I may be flooding my tutorial fort after I failed to setup a multi flood gate channel.
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# ? Dec 8, 2022 15:38 |
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Is there some kind of timer or AI director that brings attacks to forts or do you need to be near goblins/ just piss of humans and elves when they visit?
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# ? Dec 8, 2022 15:41 |
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Pierson posted:Is there some kind of timer or AI director that brings attacks to forts or do you need to be near goblins/ just piss of humans and elves when they visit? Its based on wealth and proximity for goblins. Humans and elves you need a diplomatic incident with.
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# ? Dec 8, 2022 15:47 |
Will post my own story for a tag soon, but surprised there haven't been quite as many forgotten beast sightings and postings yet. Show off your hideous amalgamations of flesh, iron and mucus!
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# ? Dec 8, 2022 15:49 |
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Does FPS essentially control game speed? What speed do most people play at?
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# ? Dec 8, 2022 15:51 |
thunderspanks posted:This was a great idea, however it appears that the workshop only supports object and graphical mods- I can't see a way to modify anything in the init folder Quoting to find this later Edit: aw, no gang tag? Guess I need a better story than my repeated failure to dip into this game
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# ? Dec 8, 2022 15:53 |
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Monathin posted:Did you remember to set it so the kitchen doesn't cook off plump helmets and thus give you no seeds back? How do you do that in this version? I was trying earlier but couldn't find the menu
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# ? Dec 8, 2022 15:53 |
Hieronymous Alloy posted:Have any of the old utilities been updated yet? Specifically looking for an update of quick fort and the thing that lets you see all the un-dug terrain. get used to waiting for the memory hacking tools to catch up, it'll be a bit
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# ? Dec 8, 2022 15:55 |
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titty_baby_ posted:How do you do that in this version? I was trying earlier but couldn't find the menu it's in the standing orders tabs in I believe the labor menu
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# ? Dec 8, 2022 15:57 |
I'm glad that Kitfox maintained the DF tradition of the military menu being a giant pain in the rear end. They even kept the part where it's easy to accidentally delete a squad.
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# ? Dec 8, 2022 16:04 |
CuddleCryptid posted:I'm glad that Kitfox maintained the DF tradition of the military menu being a giant pain in the rear end. They even kept the part where it's easy to accidentally delete a squad. the only thing they didn't keep was the ability to assign ammo to your marksdwarves
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# ? Dec 8, 2022 16:06 |
I wish I could hit a button to swap between classic and modern graphics modes. In some ways the old matrix style was "clearer" once you learned it.
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# ? Dec 8, 2022 16:15 |
thunderspanks posted:the only thing they didn't keep was the ability to assign ammo to your marksdwarves I think this also causes marksdwarves unable to use archery ranges, I've built a few and no-one is using them. They use their bows on hostiles but don't seem to train on the archery range, I've assigned it to their squad, don't know if there's anything else I'm missing.
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# ? Dec 8, 2022 16:16 |
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You just need to use the classic power training motivation, tying up a gator or something to be the target
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# ? Dec 8, 2022 16:28 |
Hieronymous Alloy posted:I wish I could hit a button to swap between classic and modern graphics modes. In some ways the old matrix style was "clearer" once you learned it. yeah, sometimes im a z level above the thing im trying to designate because i didnt notice the atmospheric perspective made those blocks lighter or whatever. plus the old graphicis were amazing in their own way. would love ot toggle between em on the fly. and hear that old song again. but the new music is killer so i aint fussin
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# ? Dec 8, 2022 16:28 |
My ape brain needs to reconfigure how the scroll wheel works because I keep trying to scroll up to go down (because they're dwarves, they *advance* downwards) and getting lost. I could stop being an idiot but that isn't going to happen anytime soon.Captainicus posted:I think this also causes marksdwarves unable to use archery ranges, I've built a few and no-one is using them. They use their bows on hostiles but don't seem to train on the archery range, I've assigned it to their squad, don't know if there's anything else I'm missing. For what it's worth it took my dwarves a really long time to start using the barracks that were assigned to them. I don't know if it was due to the month not turning over or if they had to have all the weapons made and delivered before they would train but they spent a long time doing gently caress all til they decided to start doing the training they were scheduled for. Perhaps if you put ammo storage in the archery range itself?
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# ? Dec 8, 2022 16:30 |
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Hieronymous Alloy posted:I wish I could hit a button to swap between classic and modern graphics modes. In some ways the old matrix style was "clearer" once you learned it. yeah the graphics are pretty but when youre zoomed out theres a lot of noise going on. plus the ascii-on-black is comforting in letting you visualize things, but, im probably insane after playing df for too long swinging back into the game tho im sort of remembering the stuff that annoyed me most, mainly, that id love to be able to make production a bit more in depth and overall difficult, and to make all the cool minecart things actually have a point by just not letting dwarfs haul boulders around at all, and to make it so dwarfs maybe have to eat more than one mushroom a year, but you cant actually mod any of that stuff at all. oh well. it always feels goofy to just build an entire fortress in five years and to have it cap out on population solely from migration, but, you also cant do much to mod the time scale stuff either. but if you wanted to have all your guys made of literal golden eggshells you can do that. its not the end of the world but it always felt like a lot of the gameplay numbers were just sort of done on a first pass and never really looked at again and i wish i could gently caress around with them myself.
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# ? Dec 8, 2022 16:32 |
CuddleCryptid posted:My ape brain needs to reconfigure how the scroll wheel works because I keep trying to scroll up to go down (because they're dwarves, they *advance* downwards) and getting lost. I could stop being an idiot but that isn't going to happen anytime soon. That's not a bad idea, I'll try put an ammo stockpile in there next time I'm fortressing
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# ? Dec 8, 2022 16:32 |
so my fortress just had massive death spiral im down to 6 werehorse grim hunter dorfs now. that are also hostile to each others when they turn into undead werehorses. https://cdn.discordapp.com/attachments/715649491893485588/1050430933431500832/Dwarf_Fortress_2022-12-08_16-51-45.mp4 https://www.dropbox.com/sh/lkuxkt9z565gy6c/AABWsl9E8gAWEQd2CGJmHQSua?dl=0 incase anyone wants the save file for really challenging succession fort start Dark Off fucked around with this message at 16:43 on Dec 8, 2022 |
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# ? Dec 8, 2022 16:35 |
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A gang tag would be much appreciated if they are still available. In case anyone was wondering, this release of Dwarf Fortress plays wonderfully on the Steam Deck. In a few days I'm totally going to be playing DF at 35 thousand feet.
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# ? Dec 8, 2022 16:46 |
Dramicus posted:A gang tag would be much appreciated if they are still available. drat I need myself a deck. Good to hear and maybe I can pester my deck owning buddy to discover how fun losing is. Also I'd also like to beg for that sweet, sweet gang tag.
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# ? Dec 8, 2022 16:53 |
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So installing a grate doesn't actually make a hole in the z-layer huh? That's my first fort lost to bad attempts at irrigation/power.
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# ? Dec 8, 2022 16:56 |
Barrel Cactaur posted:Also the inability to construct stair components interacts badly with aquifers. If your designation gets cancelled and you start from the tile below your down stairs it doesn't build an up stair and you now can't easily fix it. I would get shoving it in an advanced design menu but removing it is like removing knives because of the automatic bread slicer. I've been playing this pretty much entirely blind, and the last time I seriously played fortress mode was in 2013 or so I think. It has been interesting learning how to wrestle the new interface to do what I want it to do. In some ways it has been incredibly frustrating, while in others it has been refreshing. Deconstructing constructions, for instance, was annoying as hell to find. On the other hand, the ability to continue to place poo poo was refreshing. Also, simply smoothing walls wasn't working for stopping the leaks of my two layer aquifer, so I had to knock out the natural walls and create block walls for two floors, which actually worked. I also managed to accidentally knock out the ramp leading to the surface in the process and it took a game day for me to fix once I noticed (Which was pretty quick, since all the blocks were on the surface at that point). That being said, breaching a light aquifer from the surface is stupidly easy now compared to when I previously played. You can all but ignore the water while you work, especially if you are doing it like I did and making a seven floor ramp to a depot in nice comfortable stone. There comes a point where the amount of water generated tends to just spread out into 1 deep puddles that dry up and it hits an equilibrium. I know it makes it easier for people but I cannot help but think something has been lost from the experience of having to either fight tooth and nail to pump out a hole (Aka the stupid way) or engage in a minor engineering project to collapse a large chunk of non-aquifer into the aquifer layer to safely tunnel through (The smart way). I guess those still exist as Heavy Aquifers now. I tweaked the invasion circumstances in the embark screen to try and prevent anything from going to poo poo while I was re-learning the ropes. Hopefully that all works out and I am not utterly destroyed by a lycanthrope like everyone else here. I don't want to be accused of being unoriginal or simply following the herd like some kind of weresheep.
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# ? Dec 8, 2022 16:59 |
If the DF gang tag is still available I would appreciate one, small story: First non-tutorial fort fell last night to a murder of "Agitated Giant Crows" - I have never really wrapped my head around the military system, so i was sort of throwing dwarves at the crows hoping they could handle them. It didn't work great at all. They seemed to prefer flying high above, they would come down and attack my livestock (which they would panic and bolt). My dwarves would run out to get them back into the pen, but when they were isolated on the map they were attacked as well. What really impressed me is they appeared to avoid the armoured dwarves I had sent out. Eventually the loss of multiple babies and adults caused a spiral - very excited to start a new fort tonight!
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# ? Dec 8, 2022 17:06 |
Captainicus posted:I think this also causes marksdwarves unable to use archery ranges, I've built a few and no-one is using them. They use their bows on hostiles but don't seem to train on the archery range, I've assigned it to their squad, don't know if there's anything else I'm missing. It took a little fiddling around but what worked for me was this: I created a barracks, and directly adjacent to said barracks were multiple archery ranges, dug into the sidewall with a wall between them. All archery range zones directly touched the barracks zone. Marksdwarves were set to train at the ranges and the barracks. Ammo was stockpiled in the barracks. Within a few days, all the archery ranges were being used. I had gone 2 months with 0 use having only the ranges assigned. No promises but it worked for me.
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# ? Dec 8, 2022 17:06 |
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FrickenMoron posted:Some more questions from relearning the game: Selfquoting since I'm still not sure about any of this. Also in addition to that, what's the method to deal with wereanimals attacking?
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# ? Dec 8, 2022 17:16 |
Man, the birdemic attacks are a loving trip. How long was Tarn coding that poo poo?
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# ? Dec 8, 2022 17:18 |
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Should I be worried?
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# ? Dec 8, 2022 17:21 |
FrickenMoron posted:Selfquoting since I'm still not sure about any of this. Try to kill it with ranged weapons and traps, and quarantine any dwarves it touched. Be ready to kill your quarantined dwarves if/when they turn, again with, ideally, ranged weapons and traps.
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# ? Dec 8, 2022 17:22 |
VictualSquid posted:Should I be worried? Man, this dwarf rules. A rusty surgeon, meditating on torture after drinking his loneliness away
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# ? Dec 8, 2022 17:24 |
Ore and bar quantum stockpiles are a go, dropped in by minecart from mining floors above. No smelters or smiths have taken a hunk to the head yet, but maybe I should give them helmets? Yes, it's probably silly to have the bars hauled up a floor to get dropped into the pile, but so be it.
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# ? Dec 8, 2022 17:28 |
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Uh, I think the goblin civilizations got wiped out before my game started
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# ? Dec 8, 2022 17:28 |
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Super excited that they are going to look into getting this on GeForce now.
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# ? Dec 8, 2022 17:33 |
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# ? May 3, 2024 01:07 |
Danaru posted:
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# ? Dec 8, 2022 17:33 |