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Animals only show up in certain biomes (you wont get elephants in Tundra) but savage biomes are an additional modifier that allows for/hightens the amount of giant creatures you will find. Giant creatures have a value modifer iirc so you could also benefit from selling the copious amounts of bone crafts you are likely to collect. With the new agitation mechanics this can get tricky but also its incredibly easy to just have a weapon trap hall that funnels things through and just shred things. DF is kinda incredibly easy once you get the mechanics down. Telsa Cola fucked around with this message at 01:42 on Jan 10, 2024 |
# ? Jan 10, 2024 01:40 |
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# ? May 27, 2024 08:03 |
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I know what it might mean when a migrant has legendary skills, especially multiple legendary skills. What does it mean when every single migrant you get in a wave is legendary in something, even if it's furnace operating?
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# ? Jan 10, 2024 02:29 |
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Telsa Cola posted:Animals only show up in certain biomes (you wont get elephants in Tundra) but savage biomes are an additional modifier that allows for/hightens the amount of giant creatures you will find. At the end of the day you can always opt to close off your fort to everything with one or more drawbridges, turn away nobility, and be as safe as you want to pretty much until the FPS death of the universe. But that route is definitely hamstringing the story generating potential of the game.
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# ? Jan 10, 2024 02:29 |
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Hellioning posted:I know what it might mean when a migrant has legendary skills, especially multiple legendary skills. It means it's time to make lots of high-quality trade goods!! gently caress yeah!!
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# ? Jan 10, 2024 02:34 |
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ive managed to dig to almost the lowest elevation i can take the camera to without finding any magma beyond a 1x1x1 pool im using as a garbage disposal
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# ? Jan 10, 2024 02:37 |
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hbag posted:by the way, im assuming caravans no longer asking me if i want anything specific next time has something to do with my monarch getting killed by cavern dwellers and hurting my reputation, or something? If the monarch is at your fortress you are the mountain home. So a representative from the mountain home no longer visits. No more trade agreements.
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# ? Jan 10, 2024 02:41 |
hbag posted:ive managed to dig to almost the lowest elevation i can take the camera to without finding any magma beyond a 1x1x1 pool im using as a garbage disposal Along a single shaft or have you explored around? Have you found semi-molten rock?
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# ? Jan 10, 2024 03:57 |
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One day I will figure out how cave ins work.
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# ? Jan 10, 2024 04:01 |
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Hellioning posted:One day I will figure out how cave ins work. Are you trying to figure out how they happen or how their dust explosions work. hbag posted:ive managed to dig to almost the lowest elevation i can take the camera to without finding any magma beyond a 1x1x1 pool im using as a garbage disposal Did you gently caress with the world generation settings at all? If not just expand the exploratory shaft you have going on, you should hit it. A 1x1x1 pool is odd, is the bottom semi-molten rock?
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# ? Jan 10, 2024 04:13 |
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Telsa Cola posted:Are you trying to figure out how they happen or how their dust explosions work. The dust explosions, though that was really a roundabout way of me to complain about how a cave in mangled the hand of an unrelated miner that was a z-level above and a couple of squares away the collapsing block. I figured what I was doing would cause a cave in I just didn't think it would hurt people that weren't below it.
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# ? Jan 10, 2024 04:22 |
Hellioning posted:I know what it might mean when a migrant has legendary skills, especially multiple legendary skills.
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# ? Jan 10, 2024 04:25 |
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Nessus posted:How's the motherland doing? They were the largest dwarf civ on the map, I think. Lots of sites, lots of people.
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# ? Jan 10, 2024 04:40 |
Hellioning posted:They were the largest dwarf civ on the map, I think. Lots of sites, lots of people.
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# ? Jan 10, 2024 05:22 |
Hellioning posted:The dust explosions, though that was really a roundabout way of me to complain about how a cave in mangled the hand of an unrelated miner that was a z-level above and a couple of squares away the collapsing block. I figured what I was doing would cause a cave in I just didn't think it would hurt people that weren't below it. As a general rule, avoid collapses unless you are deliberately triggering them via a pillar connected to a lever, with an airlock door between the danger zone and your drunken moron population. The pillar can be on top of the thing you are dropping, not just below. So long as it is connecting your area to drop with something stable, it's all good. Also, if you absolutely want whatever you are collapsing on to die, drop a chunk of an entire stone layer. Both floor and wall. A floor alone will just do a dust impact which may merely wound the attacker, and worst case just make it angry. Dropping a piece of an entire Z level on it will atom smash it, only without caring for how large the creature is like a drawbridge does. This is an excellent way to dispose of forgotten beasts or titans made of materials such as Slade.
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# ? Jan 10, 2024 07:37 |
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I miss playing this game but I don’t have the mental energy to actually play it and enjoy it
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# ? Jan 10, 2024 07:44 |
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I don’t know how to explain it other than it requires a ton of focus for me to play and then I’m like pooped lol
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# ? Jan 10, 2024 07:45 |
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thats what i think too until i launch it just because and end up spending the entire day on it
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# ? Jan 10, 2024 07:47 |
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hbag posted:thats what i think too until i launch it just because and end up spending the entire day on it Yes holy poo poo exactly. It’s so easy to hyper focus on and lose all concept of time and space and then you’re like fuckin Christ why are there birds chirping I’m hosed I’m absolutely hosed
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# ? Jan 10, 2024 07:52 |
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Is this what is called self control?
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# ? Jan 10, 2024 07:53 |
What happens if you build a military unit entirely out of necromancers?
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# ? Jan 13, 2024 06:42 |
I'm asking because I realized one of the scrolls I bought for thirty bucks off a caravan is a necromancer scroll and I may or may not have had it sitting in my library for about five seasons now.
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# ? Jan 13, 2024 06:49 |
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Pickled Tink posted:The dust goes where it goes from the collapse and is the way the air pressure and debris shock is modelled. For a dwarf it is basically being hit by a heavy high speed object the weight of which I suspect is determined by the specific collapsed material, and which part of them takes the blow seems to be random chance. Sometimes they'll be fine, other times you'll find their limbs have exploded into gore, or their head has gone spelunking in their chest. Long ago I used to use wooden pillar traps based on that principle. Building destroyers could and would destroy wooden pillars, so if the only thing holding up the roof is a wooden pillar they will bring it down on themselves. The trolls that frequently accompanied goblin invasions at the time could wipe out half their own force.
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# ? Jan 13, 2024 07:16 |
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Nessus posted:What happens if you build a military unit entirely out of necromancers? Fun
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# ? Jan 13, 2024 07:21 |
Oh boy! Those goblins are in trouble!
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# ? Jan 13, 2024 08:03 |
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Nessus posted:What happens if you build a military unit entirely out of necromancers? shenanigans
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# ? Jan 13, 2024 08:40 |
undead are not hostile to necromancers and other undead. But they are to anything else.
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# ? Jan 13, 2024 09:25 |
One day I want to put in the effort to make an all necro/vampire fort
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# ? Jan 13, 2024 09:31 |
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Speaking of undead in dwarf fortress, I remember someone on this forum once tell of a demon of some sort rampaging through their fort, only to be stopped when he attempted to choke out a dwarf that was secretly a vampire(?) Since the vampire did not need oxygen he didnt die. He could not get out of the chokehold however, and the demon refused to quit, so they were looked in a horrible neverending choke. I dont remember but, i like to think the owner of the fort just quietly built some walls around the pair and the fort continued on as normal. GyverMac fucked around with this message at 20:11 on Jan 13, 2024 |
# ? Jan 13, 2024 20:08 |
hbag posted:thats what i think too until i launch it just because and end up spending the entire day on it Absolutely this. I saw it in my Steam list this morning and was like "Oh I should play DF again" but I can't bring myself to open it. If I do though, I'm hosed, I'm gone. See you in a weeks time.
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# ? Jan 13, 2024 22:11 |
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What are the recommended embark profiles for new players these days?
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# ? Jan 19, 2024 05:28 |
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Jinnigan posted:What are the recommended embark profiles for new players these days? My partner likes to give the dwarves full military gear and have them make everything else from scratch while embarking on savage evil places like an absolute lunatic, I'm the opposite and would rather pack more raw materials. You honestly have too much flexibility, even when trying to keep it simple, to have a cookie cutter solution that will fit everyone. What you're really short on early on is dwarf hours, so ration by that. Food, drink and furniture (+trap) production, excavation and construction of rooms and workshops and acquisition of the resources needed for all of this are what will stabilise your first year. Before the first or even second/third migrant wave, some of that will be covered by items you bring rather than dwarf labour, so you get to decide if you bring raw foodstuffs to put off farming or wood to save the trees for a few extra moons etc.
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# ? Jan 19, 2024 12:04 |
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thank u. i am going to crib off this nerd's cheatsheet https://www.reddit.com/user/happiegrub/comments/zh7zyf/df_ref_sheet_updates/ (well, this old version, which has their embark setup at the bottom: https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fx9zt960k8o4a1.png) yes, this is an invitation for you to nitpick and provide commentary on the information presented
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# ? Jan 19, 2024 17:34 |
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If you're doing a 'normal' embark, then all you really need is a pick, an anvil, an axe, some food, some booze, and some seeds. Anything below that is a challenge run and anything above that is quality of life.
cheetah7071 fucked around with this message at 19:59 on Jan 19, 2024 |
# ? Jan 19, 2024 19:37 |
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cheetah7071 posted:If you're doing a 'normal' embark, then all you really need is a pick, and anvil, an axe, some food, some booze, and some seeds. Anything below that is a challenge run and anything above that is quality of life. Honestly food and seed is optional, you can basically forage all the food and seeds you need pretty easily.
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# ? Jan 19, 2024 19:45 |
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My embark loadout always has 7 dogs. 1 male 6 female, then they each get trained as war dogs and each of the first dwarves gets their own war dog. The eventual pack of puppies is housed in a cage near the entrance, linked to a lever. In an emergency the lever opens the cage and releases the hounds, causing chaos among hostile NPCs. Most effective when the cage has war animals in it, but that takes a few seasons
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# ? Jan 19, 2024 22:18 |
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Telsa Cola posted:Honestly food and seed is optional, you can basically forage all the food and seeds you need pretty easily. Yeah, if you're in a biome with vegetation and a safe (i.e., non-evil) surface, you can get away with almost nothing. A true no-items, no-skills embark is more tedious than difficult as long as you're in a decent biome
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# ? Jan 19, 2024 22:24 |
cheetah7071 posted:Yeah, if you're in a biome with vegetation and a safe (i.e., non-evil) surface, you can get away with almost nothing. A true no-items, no-skills embark is more tedious than difficult as long as you're in a decent biome Which you probably can do by collecting plants and fish and such of course. e: Oh man, you'd have to disassemble your wagon to build a trading post. drat. Nessus fucked around with this message at 22:38 on Jan 19, 2024 |
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# ? Jan 19, 2024 22:31 |
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cheetah7071 posted:If you're doing a 'normal' embark, then all you really need is a pick, an anvil, an axe, some food, some booze, and some seeds. Anything below that is a challenge run and anything above that is quality of life. Anvil is optional, I always just buy one from the trader (or request one if it doesn't come with the first one) and it frees up a lot of points for other stuff. You're generally not going to be getting into smithing the first year.
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# ? Jan 19, 2024 22:40 |
A good thing to take on embark are Turkeys. Massively productive in terms of eggs, and can produce more leather, meat and bones than chickens or other domestic fowl. Don't even need to pasture them like larger livestock, just factory farm them in a closet with some nest boxes. If you're willing to be patient and careful, you only need one breeding pair to have a dozen adults within a year or so. Pretty much the only animal that's more economically useful are things like alligators and cave crocodiles and stuff that produce even MORE eggs and meat and leather and such, with the added bonus of being potential war animals! But those you're gonna have to catch and domesticate yourself on-site.
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# ? Jan 19, 2024 22:46 |
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# ? May 27, 2024 08:03 |
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Nessus posted:A no-items run would be quite frustrating because you'd have to wait until Fall to trade for "an axe and a pick" yeah you have to disassemble and reassemble buildings constantly since the three logs you get from the wagon are all you have until the traders arrive. If they don't have a pick, then all you can do is beg for them and wait another year.
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# ? Jan 19, 2024 22:51 |