|
Jazerus posted:stuff like the vestigial hammerer role that doesn't make sense for the player to actually fill really reminds me of how much fort mode still needs a rework. i'm really enjoying the accessibility of the new version but there is a lot of fort mode stuff that needs like, specific work with an eye on game design and enabling players to do things they want to do like setting up complicated production/decoration chains more easily, instead of the classic toady thing where he disappears for a year and comes back up with an entirely new system of bafflingly enormous scope that only tangentially impacts fort mode. i still want him to do that but only after ironing DF out into like, just a bit more of a game nah, I'll take the procedurally generated magic insanity
|
# ? Dec 14, 2022 18:51 |
|
|
# ? Jun 3, 2024 09:53 |
turning world savagery up is probably a good idea anyway, so far medium-savagery embarks have been virtually devoid of wildlife for me
|
|
# ? Dec 14, 2022 18:52 |
|
Yeah, max savagery seems to be the way to go. Anything else and the overworld feels way too empty.
|
# ? Dec 14, 2022 18:54 |
Jazerus posted:stuff like the vestigial hammerer role that doesn't make sense for the player to actually fill really reminds me of how much fort mode still needs a rework. i'm really enjoying the accessibility of the new version but there is a lot of fort mode stuff that needs like, specific work with an eye on game design and enabling players to do things they want to do like setting up complicated production/decoration chains more easily, instead of the classic toady thing where he disappears for a year and comes back up with an entirely new system of bafflingly enormous scope that only tangentially impacts fort mode. i still want him to do that but only after ironing DF out into like, just a bit more of a game My secret hope is that all the steam dwarfbux just get plowed into hiring, like, one qa tester and one bug fixer programmer
|
|
# ? Dec 14, 2022 18:55 |
|
Jazerus posted:stuff like the vestigial hammerer role that doesn't make sense for the player to actually fill really reminds me of how much fort mode still needs a rework. i'm really enjoying the accessibility of the new version but there is a lot of fort mode stuff that needs like, specific work with an eye on game design and enabling players to do things they want to do like setting up complicated production/decoration chains more easily, instead of the classic toady thing where he disappears for a year and comes back up with an entirely new system of bafflingly enormous scope that only tangentially impacts fort mode. i still want him to do that but only after ironing DF out into like, just a bit more of a game I'm still annoyed that you can specify the design/image for statues but only if they are made out of stone, if you decide you want to make a statue out of clay the details button just isn't there and you have to let the sculptor decide. there's a lot of fiddly little things like that, where a feature is only partially implemented or implemented in a really weird and inconsistent way, and has been for in some cases 10+ years
|
# ? Dec 14, 2022 18:59 |
|
Jazerus posted:stuff like the vestigial hammerer role that doesn't make sense for the player to actually fill really reminds me of how much fort mode still needs a rework. i'm really enjoying the accessibility of the new version but there is a lot of fort mode stuff that needs like, specific work with an eye on game design and enabling players to do things they want to do like setting up complicated production/decoration chains more easily, instead of the classic toady thing where he disappears for a year and comes back up with an entirely new system of bafflingly enormous scope that only tangentially impacts fort mode. i still want him to do that but only after ironing DF out into like, just a bit more of a game I remember thinking this sort of thing over a decade ago
|
# ? Dec 14, 2022 19:24 |
|
Somehow my "Mining" labor will no longer let me select "Everyone does this" across multiple games (within a single world). I can only pick "Only selected do this." Any ideas on how to fix that?
|
# ? Dec 14, 2022 19:29 |
|
Recently got this game as a gift, and man I do NOT understand anything I am doing. I suddenly have like well over a hundred dwarves somehow after three years? and also a giant came very recently and killed like three people before my entire militia and like seven other dwarves brought her down, and that was literally the second combat experience my dwarves had all game lmao (the first was two undead goblins) I have no idea what is going on but this game is so good
|
# ? Dec 14, 2022 19:31 |
|
Chic Trombone posted:I have no idea what is going on but this game is so good Now that's a thread title.
|
# ? Dec 14, 2022 19:34 |
|
Broken Cog posted:Yeah, max savagery seems to be the way to go. Anything else and the overworld feels way too empty. I did a test embark in a savage neutral area and there was this wolf howl going off constantly. It was kinda annoying.
|
# ? Dec 14, 2022 19:35 |
|
I've been doing a lot of flood gate and water stuff and Im' always left with mountains of dead fish when draining an area, but my guys always throw them away. Does the game have some stupid mechanic were only fish caught by "fishing" counts as food, and fish left dead from water being drained are just garbage?
|
# ? Dec 14, 2022 19:38 |
Galaga Galaxian posted:I did a test embark in a savage neutral area and there was this wolf howl going off constantly. It was kinda annoying. I get this on half my map, the other half sounds like a gurgling swamp. One side was a tropical marsh, the other a savage beach or something. It'll be cool when there's some more sound ambience added in, the tavern one gets old quick too.
|
|
# ? Dec 14, 2022 19:39 |
|
All my bedrooms are covered in discarded worn x CLOTHES x of various types. Is there any way to recycle these, fix them up, or auto-dump them? Also the first few years I had no trouble with food or drink. I have auto orders to make drinks when stocks are below 100, and cook fine meals when stocks are below 20. I always had a slowly growing stock of seeds and plants. But suddenly I seem to have almost no seeds or plants. I can't plant my farms because no seeds. Where did all my seeds go? How was my farming and plant use somehow not generating a surplus of seeds?
|
# ? Dec 14, 2022 19:50 |
StarkRavingMad posted:Pro-tip for using displays to up the value of rooms like guildhalls, temples, etc: People really like to steal your valuable artifacts if they are on a display. If you see some human or elf noble with a name like "Lord" or "High Liberator" or whatever, that jerk is probably here to steal your artifact. Half the time one of your dwarves will hand it over to them and you can convict the dwarf but the rear end in a top hat he handed it off to is long gone. lol I'll have to try this just in case. I've only had gobs/kobolds sneaking in to steal random artifacts I didn't know I owned, mostly scrolls, since they seem to just lay around no matter what. Its always near edge of map too so no chance anyone catches hem in the act really lol. Does making nice guildhalls do anything, I have had 2 requested so far and nobody seems to hang out in them.
|
|
# ? Dec 14, 2022 19:53 |
|
First elven caravan in my new fort had one of these for sale. Do I have to keep it fed or something? I've noticed that other carnivores like cats and dogs don't seem to eat anything.
|
# ? Dec 14, 2022 20:03 |
As far as I can tell no you dont have to feed it
|
|
# ? Dec 14, 2022 20:09 |
|
what do i do with my stray elephants anyway
|
# ? Dec 14, 2022 20:12 |
|
Same thing you do with every animal you no longer care about: butcher them for resources.
|
# ? Dec 14, 2022 20:13 |
Super No Vacancy posted:what do i do with my stray elephants anyway
|
|
# ? Dec 14, 2022 20:14 |
|
can i make them breed first
|
# ? Dec 14, 2022 20:14 |
If you can breed tamed elephants you should make war elephants for conquest.
|
|
# ? Dec 14, 2022 20:16 |
|
Khanstant posted:Does making nice guildhalls do anything, I have had 2 requested so far and nobody seems to hang out in them. From what I understand, people in them will teach the skill to others. They start as "guildmembers only" which isn't all that useful; I've seen people recommend turning it to "citizens" or "citizens and long term residents" and then unskilled dwarves will come in and learn the skill slowly. In particular, I've read that you can get dwarven children starting to learn skills this way.
|
# ? Dec 14, 2022 20:16 |
|
where do you see mandates now also does assigning dormitories to taverns do the same thing as assigning bedrooms to them
|
# ? Dec 14, 2022 20:19 |
|
IronicDongz posted:where do you see mandates now Hit 'n' to look at your nobles and mouseover the icon on the right of their needs (Bedroom/dining room/etc). That'll show you their mandates.
|
# ? Dec 14, 2022 20:24 |
|
IronicDongz posted:where do you see mandates now Nobles screen has a little hammer icon with their demands/mandates/etc
|
# ? Dec 14, 2022 20:25 |
Baronjutter posted:All my bedrooms are covered in discarded worn x CLOTHES x of various types. Is there any way to recycle these, fix them up, or auto-dump them? Auto-cleaning ruined clothes is one of the big things people use third party 'hacks' for. Dwarves will replace hosed up clothes, but they still 'own' the old stuff and will store them obsessively until every tile and container they own (usually just their bedrooms) is covered in threadbare socks. The ability to repair or recycle old clothes back into cloth/thread, ideally automatically, seems like such a simple thing which could/should have been added a decade ago. I can understand somebody holding on to a particular cloak for sentimental reasons or something (similar to how they can get attached to weapons), but wall to wall rotten old shoes sucks. StarkRavingMad posted:From what I understand, people in them will teach the skill to others. They start as "guildmembers only" which isn't all that useful; I've seen people recommend turning it to "citizens" or "citizens and long term residents" and then unskilled dwarves will come in and learn the skill slowly. In particular, I've read that you can get dwarven children starting to learn skills this way. Building a lavish guildhall for a profession, even if they don't have enough workers to form a guild yet, seems to attract that type of professional as migrants too. I had one metalworker, built a grand metalworker's guild, and got 6 various metal related professionals next wave. If you allow outsiders, they'll come and do skill demonstrations too. Cerebulon fucked around with this message at 20:30 on Dec 14, 2022 |
|
# ? Dec 14, 2022 20:27 |
It's been a while when I last played DF (it was still in 2D), so I'm basically relearning how to play this game. My forts so far have been abandoned because I noticed I could do things better/more efficient, but I just had my first proper end for a fort. While digging thru an aquifer, and promptly flooded the staircase, I tried salvaging the situation by digging down from another spot and unfortunately dug straight to caverns. With trolls, so many trolls. My dwarfs didn't stand a chance This did give me a chance to check out the legends, to see if there's something interesting going on, and oh boy is there. Here's some of the more interesting books I found: code:
code:
code:
code:
code:
code:
code:
code:
Bonus mentions to these legendary scrolls: code:
If these enough for a gangtag, then yes please, gimme one. I'm sure I'll have something better eventually, but my habitual start/play/abandon loop might make things take too long [edit] Welp, was too late to join the JointHorse fucked around with this message at 21:52 on Dec 14, 2022 |
|
# ? Dec 14, 2022 20:29 |
Anybody know any fun fort ideas for when my current uberfort inevitably falls to some misadventure? My current plan is to try to make a One Dwarf Army. Been inspired by my current fort's obsession with collossuses and I'm gonna try to make a fort centered entirely around the construction and training of a single demigod-like warrior who will defend the fortress (and castes of backups for when they inevitably fall down a well or something).
|
|
# ? Dec 14, 2022 20:35 |
|
SpiritOfLenin posted:a kid just made an insanely expensive artifact amulet and promptly declared it to be a family heirloom in honor of some distant ancestor. kid made the amulet mostly out of your bog standard wood... except for the fancy picture she put in it in platinum about something called "the boredom of doctrines". Lockdown has been hard on everyone
|
# ? Dec 14, 2022 20:38 |
|
Apologies for what might be an obvious question, but with the official Steam release is there a way to turn down/off elements like violence or death? Specifically just building a neat fortress with happy dwarves without having to deal with militias or tantrum spirals, at least for that fort.
|
# ? Dec 14, 2022 20:48 |
So, several pages ago I included with my gangtag request not a story, but an ambition: my desire to mass-produce unicorn goods to adorn my fortress and sell to elves. I've spent dozens of hours just... genning worlds and starting forts, all in search of those ellusive beasts. A couple days ago, I noticed something: though the unicorn's entry in the game data says they spawn in any Temperate/Tropical Shrubland or Forest, and also Taigas... the WIKI specifically mentions that they only spawn in GOOD AREAS. I have spent loving years looking in the wrong goddamn biomes. Dwarf Fortress 10/10
|
|
# ? Dec 14, 2022 20:50 |
|
Nocturtle posted:Apologies for what might be an obvious question, but with the official Steam release is there a way to turn down/off elements like violence or death? Specifically just building a neat fortress with happy dwarves without having to deal with militias or tantrum spirals, at least for that fort. I don't think you can turn everything off but you can disable most external threats with various settings. Specifically you can disable vampirism, were-creatures, and necromancy in world-gen, and the global settings allow you to turn off invasions.
|
# ? Dec 14, 2022 20:53 |
Good god I forgot just how much water physics tanks performance. I spent a lot of time setting up a central staircase waterfall but I ain't playing at 30 FPS. I figure I'll toggle it on and off every season or two to give them all a good rinse and mood buff. Next up, figure out how many screwpumps I need for an obsidian farm.
|
|
# ? Dec 14, 2022 20:55 |
I think they replaced the annoying eagle cry with an equally annoying wolf howl. I like both of those sounds in moderation but they gotta at least turn down the frequency if it's gonna be the same sound every 5-10 minutes.
|
|
# ? Dec 14, 2022 20:56 |
|
Elves keep pissing and making GBS threads about cutting trees so I decided to speed things up by dropping their caravan down a pit. Sadly the spikes haven't been installed yet since my glass industry is still starting up, but now I have a bunch of garbage to give to the humans
|
# ? Dec 14, 2022 21:02 |
|
lmfao
|
# ? Dec 14, 2022 21:12 |
|
How do I use cups? Just store them in a bin next to alcohol? I assume dwarves won't just pick one up and keep it forever. How do wheelbarrows and minecarts work? Do I need ramps instead of stairs? Do I need designated areas around the fort where they should be stored?
|
# ? Dec 14, 2022 21:25 |
Mirthless posted:
|
|
# ? Dec 14, 2022 21:25 |
Nocturtle posted:Apologies for what might be an obvious question, but with the official Steam release is there a way to turn down/off elements like violence or death? Specifically just building a neat fortress with happy dwarves without having to deal with militias or tantrum spirals, at least for that fort.
|
|
# ? Dec 14, 2022 21:26 |
|
|
# ? Jun 3, 2024 09:53 |
|
poemdexter posted:How do I use cups? Just store them in a bin next to alcohol? I assume dwarves won't just pick one up and keep it forever. Just toss a coffer in the tavern, and assign a tavernkeeper, and your dwarves will fill it with mugs themselves, while the keeper serves the patrons on his own.
|
# ? Dec 14, 2022 21:28 |