StarkRavingMad posted:I think the Outpost Liaison broke in my game
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# ? Dec 10, 2022 08:42 |
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# ? Jun 6, 2024 06:48 |
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Clocks posted:I now have four zombie-dwarves. Luckily my novice doctor is on the case: This would be even better if you could have reanimated body parts as full fortress citizens. Can’t wait to have a goblin right femur legendary craftsman taking orders from the brain flopping around on the floor that just got elected mayor.
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# ? Dec 10, 2022 08:44 |
Zereth posted:Wait are you saying undead raised by friendly necromancers are no longer hostile to everybody in your fort that's NOT undead? :aaaaaa: this changes EVERYTHING Necromancers will raise your dead dwarves into intelligent undead who retain their memories and loyalties but regular undead will still want to murder everyone alive so don't let him near your butcher shop.
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# ? Dec 10, 2022 08:51 |
did you know goblins can loving parley with you since when can you diplomacy a loving goblin
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# ? Dec 10, 2022 08:53 |
I finally got my cat population under control, you need a farming workshop not a butcher to geld them.
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# ? Dec 10, 2022 08:54 |
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I can't designate doors as tightly closed, nor can I make them internal / external. Am I blind or?
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# ? Dec 10, 2022 08:56 |
Nessus posted:You aren't hosed yet, though you're certainly not in a good spot. If any of the spaces you've already mined out have so much as a single copper ore boulder, and you still have some logs, you can build a wood furnace and make some charcoal -> use that fuel to melt the copper in a smelter, and then in a forge to -> make FOUR picks. I popped open the hatch for a moment and they got the picks and I was back in business. Then I did it again to let a huge bunch of people in who all wanted to join. then i forgot i had it open and most of the undead disappeared except this one straggler with its guts hanging out and they snuck in. slaughtered everynoe down to like 9 random elf kids and performers who joined up. the zombie still lives but hit the cavern layer and suddenly the siege ended. as i was typing this i suddenly exploded to 18 dwarves with my first migrant wave in ages. im kind of not a fan of this specific fort and with all my og dwarves gone i kinda feel no connection to these people lol. plus so much gore everywhere now. so i kinda still wanna abandon this place lol
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# ? Dec 10, 2022 08:57 |
Do random merchants just hang around if you have a banging tavern? I have a few, and the diplomacy blue alert flashes but just disappears if I click on it.
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# ? Dec 10, 2022 08:57 |
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Qubee posted:I can't designate doors as tightly closed, nor can I make them internal / external. Am I blind or? I'm wondering the same thing. I wanna keep critters out of my goose farm without having to do weird things with floodgates.
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# ? Dec 10, 2022 09:00 |
Gosts posted:did you know goblins can loving parley with you I always assumed dwarven diplomacy was just an axe to the face so this is news to me
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# ? Dec 10, 2022 09:06 |
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A Dingo Man named Bendi Flutetrampled who is a bard showed up at my tavern. He has poor social awareness, is not creative, and is overconfident. He is requesting to stay so he can entertain. I feel like I have to say yes.
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# ? Dec 10, 2022 09:09 |
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the blind cave fish woman that visited turned out to be a FRUAD and a THEIF. what the hell
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# ? Dec 10, 2022 09:12 |
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Tiler Kiwi posted:the blind cave fish woman that visited turned out to be a FRUAD and a THEIF. what the hell Sounds like you were...robbed blind
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# ? Dec 10, 2022 09:27 |
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Something else I figured out today, if you need to get the value of any room up (temple, guildhall, noble's room, whatever) and you don't want to jam a million statutes in there, build a stone pedestal and put it in the room as a "display" under furniture. You can click it after it is placed and decide what to display there. Slap some valuable artifact or masterwork craft on the display and it counts toward the room value. I took my tiny crap guildhall all the way to a Grand Guildhall with one master cut gem.
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# ? Dec 10, 2022 09:39 |
How tf do you build stairs up in this version. Like let's say you carved out a corridor and you decide after the fact, alright, I want to make stairs up from here but there's a ceiling up there. It won't let me build anything because I need to set the building designation to span at least 2 levels and there's only 1 level to build on
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# ? Dec 10, 2022 09:44 |
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Nessus posted:Sometimes the liason just hangs out, it's never broken anything for me. I'm glad you didn't do a hit. I hope you're right, because I don't see any easy way to fix the problem right now! Not that we really need the Liaison anymore or the caravans, my fortress is at like 2000 food and 1000 drink for 73 dwarves right now, and we're smelting our own weapons and armor. Past the first cavern, and continuing to dig deeply and greedily. I know nothing ever goes wrong with that.
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# ? Dec 10, 2022 09:46 |
QuantaStarFire posted:Necromancers will raise your dead dwarves into intelligent undead who retain their memories and loyalties but regular undead will still want to murder everyone alive so don't let him near your butcher shop. Ah, so still somewhat dangerous to have around, but there's also upsides. Qubee posted:I can't designate doors as tightly closed, nor can I make them internal / external. Am I blind or?
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# ? Dec 10, 2022 09:46 |
MonkeyforaHead posted:How tf do you build stairs up in this version. Like let's say you carved out a corridor and you decide after the fact, alright, I want to make stairs up from here but there's a ceiling up there. It won't let me build anything because I need to set the building designation to span at least 2 levels and there's only 1 level to build on
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# ? Dec 10, 2022 09:47 |
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Zereth posted:Ah, so still somewhat dangerous to have around, but there's also upsides. Yeah I'm having the same drat problem. A flock of keas are just wreaking havoc in my stockpile that's underground, doored off and 100% has zero breaches. I get periodic notifications that they've stolen 5 meat, or 5 cheese (which loving hurts), or rope. I can't stop them at all. I have everything properly stockpiled indoors and behind doors so I guess this is my life now?
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# ? Dec 10, 2022 09:51 |
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some angry dogs chained up in the entrance to your fort can deal with those sorts of intruders.
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# ? Dec 10, 2022 09:54 |
Zereth posted:Wait are you saying undead raised by friendly necromancers are no longer hostile to everybody in your fort that's NOT undead? :aaaaaa: this changes EVERYTHING Yup! I have 4 zombie dwarves now. They can do labor like usual; the only thing they can't seem to do is be assigned to the military (but they will fight stuff if they see it, albeit by punching it). That said since these 4 were military to start with they basically just haul stuff and hang out praying to gods and feeling nothing. To be honest it feels kind of a bit cheat-ery. Like these dwarves had their skulls smashed in and they're walking around and literally no one cares. Realistically I feel like their existence should provide negative thoughts unless your dwarves are into necromancy... then again, the main god of my fort is the god of death and murder so maybe it's appropriate. There's a friendly undead troglodyte my necromancer raised up as well. That thing doesn't even move off the stairs it was on. I currently have two forgotten beasts roaming around the second cavern layer, but there shouldn't be a way for them to get out so I guess I'll leave them there.
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# ? Dec 10, 2022 09:54 |
Eiba posted:I've got a terrible need to read all the posts in a thread, but this one keeps getting away from me and I want a gang tag! (If those are still going on, pretty far behind in the thread.) So gently caress it, skipping to the end of the thread to write this little story up: This rocks.
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# ? Dec 10, 2022 10:00 |
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Will skill rust eventually delete a skill? Like straight up even remove Dabbling skill?
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# ? Dec 10, 2022 10:01 |
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Kenning posted:This rocks. I love that this game can independently create the stereotypical D&D bard
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# ? Dec 10, 2022 10:06 |
Clocks posted:Yup! I have 4 zombie dwarves now. They can do labor like usual; the only thing they can't seem to do is be assigned to the military (but they will fight stuff if they see it, albeit by punching it). That said since these 4 were military to start with they basically just haul stuff and hang out praying to gods and feeling nothing. I'm pretty sure that fort would survive forever, had I left it running - however it got boring because every enemy that'd attack would be defeated in short order.
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# ? Dec 10, 2022 10:09 |
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So I guess my fort is now just a loving 7-11 to the local Kea population and provides them free food with zero repercussions.
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# ? Dec 10, 2022 10:12 |
Hieronymous Alloy posted:It's a 3rd party app that in prior versions let you program extensive dig macros so you could, e.g., just hit a few buttons and have your whole fort laid out. None of those macros work any more because all the keybindings changed. thunderspanks posted:Has anyone figured out if/how macros work with mouse control? enable keyboard cursor in settings. and add m and enter at start of each macro sequence. The macro change is still annoying, there is separate cursor for keyboard inputs
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# ? Dec 10, 2022 10:17 |
BlankSystemDaemon posted:I once managed to get a immortal dorf necromancer to join my fort, and after a very hard fought battle against a demon where, out of a fort of over 200 dorfs, only he and 3 old dorfs survived, he proceeded to raise the entire fort as intelligent undead, ending with the three dorfs that died of old age. http://www.eldritchdark.com/writings/short-stories/151/necromancy-in-naat
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# ? Dec 10, 2022 10:19 |
Bit odd. Apparently different gobbo civs can attack at the same time and they don't get along. had a bundle of about 6 snatchers turn away and get pincushioned by the sieging goblins. About the same time a hammerdwarf decided that the well safe inside the fort wasn't good enough for his waterskin, and needed it from the brook the goblin infighting was at. So he ignores my burrow and my squad command, and goes charging a siege of crossbows and archers. He... did surprisingly well. A lot of the shots were copper against his iron armor, so he got in and bashed apart several. Got dogpiled eventually though and died. Though the last snatcher decided to go berserk and rushed a pikegoblin, managed to wrestle the weapon out of his hands, and stab three more goblins before dying. That was enough to break the siege. I imagine some militia commander is watching from the hill side, befuddled and unsure if they should be happy or not.
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# ? Dec 10, 2022 10:26 |
Qubee posted:So I guess my fort is now just a loving 7-11 to the local Kea population and provides them free food with zero repercussions. If it's out in the open: Fix that, put it underground or wall it in.
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# ? Dec 10, 2022 10:31 |
Has anyone else had a problem with dwarves leaving food everywhere? Every time I look at my living quarters area, I find +roasted mule tripe+ on the floor and have to designate it for disposal. What gives? Is my fort full of roommates who leave rotten food in the sink?
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# ? Dec 10, 2022 10:40 |
So, I mentioned how I was unable to figure out how to butcher my yaks, and commented I might just build a wall and let them breed on the surface. I now have a decent idea how to butcher them, but I went ahead and built the wall two z levels tall, with the lowest wall being two tiles thick and the top wall being a single tile thick. I also installed a 3 tile wide moat around the entire thing and stuck a drawbridge over it. Then I noticed the waves were slowly filling the moat, and decided to speed things along by channeling out a two wide ditch to the ocean. So now my moat is not only filled with water, but occasionally also has sharks in it. During the building process, some wandering night demon thing just wandered along and injured two of my dwarves before leaving. They've been in hospital ever since and despite the fact I have a chief medical dwarf diagnostician no one is willing to diagnose them and I kind of want them to get back to work. One of the injured dwarves is my manager, and he'll still allow me to do workshop specific work orders, though his foot is mangled. The other just has a mangled rib. I think she's just being a baby. If anyone knows how to make the diagnostician do his loving job, let me know. Anyway, the wall is two tiles tall because an impala man jumped over the one tile tall version. I was unimpressed and ordered the base widened to provide a place for dwarves to stand while making the second floor, and a moat added to drown any fucker who thinks of trying it again. Unlike the rest of you lot, my poo poo is not being stolen by keas. Though my primary entrance through the aquifer seems to be inexplicably leaking through the block walls, and I have given up on figuring out how this is happening and stopping it, since it looks like a bug. Seems like I'll just have to get used to the fact that dwarves will occasionally get happy thoughts from water falling down the ramp and drying up as they pass.
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# ? Dec 10, 2022 10:44 |
Pickled Tink posted:During the building process, some wandering night demon thing just wandered along and injured two of my dwarves before leaving. They've been in hospital ever since and despite the fact I have a chief medical dwarf diagnostician no one is willing to diagnose them and I kind of want them to get back to work. You have to make a new labor. For some reason treating your dwarves is not something enabled by default. When selecting the new labor, healthcare is its own section. I just let everyone get in on it to get the idiots out of the hospital ASAP. Drakenel fucked around with this message at 10:55 on Dec 10, 2022 |
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# ? Dec 10, 2022 10:52 |
I found I needed to assign doctors to the specific hospital zone to get them to treat patients.
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# ? Dec 10, 2022 11:01 |
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Some of my dwarves names are flashing is that bad? One is one of those "legendary at a lot of doctor stuff" migrants that is probably bad and the other was a migrant too
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# ? Dec 10, 2022 11:01 |
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After a few aborted attempts I've finally settled on a fortress I'll try to stick with longer term. I started at a lakeside that blocks off two edges of the map and decided to start with a somewhat un-dwarfy opening by building an above-ground inn for my dwarves while I figure out what the heck I want to do with the underground design, of which I've only dug out the entranceway and central shaft. While I was building all that the first merchant caravan came, and things were uneventful... until the caravan left, apparently coinciding with the local wild boars getting agitated. My dwarves mostly watched in horror as 3-5 feral hogs butchered the merchants and their two guards as they left the map and killed a couple of my residents as well. One of the boars was slain with a heroic strike from one of my woodcutters that decapitated it, while another, having earned a name through violence, still roams the edge of the map. I've decided to erect a small building that will serve as the aboveground entrance to what will no doubt become a sprawling mausoleum complex for the casualties to come. I also got a legendary musician and a legendary doctor in my first couple of migration waves, which may be an indicator of fun stuff to come... Before I make a dire mistake with my plumbing, does anyone know if water flowing through a diagonal gap still depressurizes it? I've relied on that trick a lot in the past, and I don't want to run into a nasty surprise if it no longer works.
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# ? Dec 10, 2022 11:02 |
IcePhoenix posted:Some of my dwarves names are flashing is that bad? No, the opposite. Flashing name means they have a legendary skill. You'll want to keep them safe for the most part. Notice that after a strange mood finishes, most of the time they'll gain the flashing name.
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# ? Dec 10, 2022 11:05 |
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kdrudy posted:Just requoting this because I searched back a ways for it in case anyone else is looking. I put it in the op
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# ? Dec 10, 2022 11:06 |
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https://steamcommunity.com/sharedfiles/filedetails/?id=2898529592quote:============================
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# ? Dec 10, 2022 11:08 |
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# ? Jun 6, 2024 06:48 |
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Popete posted:Is there a difference making walls out of block versus stone? One stone creates 4 blocks and the constructing dwarf can move with the block without being slowed down. So it's better to use blocks.
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# ? Dec 10, 2022 11:18 |