7c Nickel posted: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. If you play around with erosion settings you can make a world where the rivers are nine or ten levels down from the surface.
|
|
![]() |
|
![]()
|
# ? Jun 10, 2024 14:43 |
|
Drakenel posted:Hell is actually super loving boring. Who knew? I also wish we still had the underground towers because those were cool as hell. Something I dislike about this game is how toady will arbitrarily code stuff out and then just never put it back in even though it was cool as hell because he forgets or something. Like I haven't seen a demon ruler of a human civ in forever
|
![]() |
|
Lpzie posted:im getting jealous that the game is becoming accessible now to normies. I like to think of it as me paying my dues. I played the poo poo out of it before and after the 3d changeover with original ascii graphics. I deserve dad mode.
|
![]() |
|
Zurai posted: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. The one thing I miss was the annual flooding of the underground river.
|
![]() |
|
Lpzie posted:im getting jealous that the game is becoming accessible now to normies. Wait it isn't going to have the old UI?
|
![]() |
|
frogge posted:Wait it isn't going to have the old UI?
|
![]() |
|
As a normie who didn't get far into dorf fort many years ago, I look forward to seeing what the last couple decades of updates with a UI and graphics will look like. All the dwarf fortress clones that came out always lacked that little something special that dwarf fortress has that they removed in the process of streamlining and adding graphics.
|
![]() |
|
So many of those DF inspired games are annoying because instead of going hard in procedural generation and systems driven interactions like “cats clean themselves so if they walk through alcohol they get drunk”, they usually just cheat and have a bunch of pre-made “random!” events that it draws from like “Event 420: A Cat in Your Fort Got Drunk!”
|
![]() |
|
I'm sure job management still won't be remotely as usable as Therapist though.
|
![]() |
|
Capntastic posted:So many of those DF inspired games are annoying because instead of going hard in procedural generation and systems driven interactions like “cats clean themselves so if they walk through alcohol they get drunk”, they usually just cheat and have a bunch of pre-made “random!” events that it draws from like “Event 420: A Cat in Your Fort Got Drunk!” Another thing is those clones usually just end up playing like a top-down RTS minecraft with worker units.
|
![]() |
|
Ra Ra Rasputin posted:As a normie who didn't get far into dorf fort many years ago, I look forward to seeing what the last couple decades of updates with a UI and graphics will look like. They had competent cosers who used Notepad+
|
![]() |
Danaru posted:I really miss chasms, it was nice having somewhere to biff your garbage or divert water without atomsmashing it.
|
|
![]() |
|
better to dump your stuff into the magma sea over semi-molten rock where it will be disintegrated and removed from consideration
|
![]() |
|
I feel like he should give in and put a formal grinder/incinerator workshop in the game that churns objects out of existence. But then that's just one of a billion things he should give in on.
MikeJF fucked around with this message at 13:46 on Aug 31, 2020 |
![]() |
|
MikeJF posted:I feel like he should give in and put a formal grinder/incinerator workshop in the game that churns objects out of existence. But then that's just one of a billion things he should give in on. But if he did that then we'd have less incidents of accidental Atom Smashing ![]() Seriously though some sort of Grinder/Recycler would be great
|
![]() |
|
Angry_Ed posted:But if he did that then we'd have less incidents of accidental Atom Smashing It won't happen just because conceptually we're meant to have refuse dumps and manage trash and let items degrade over time it's just so inadequately balanced that it's useless and the only way to manage is exploiting ways to delete items.
|
![]() |
|
Ra Ra Rasputin posted:Another thing is those clones usually just end up playing like a top-down RTS minecraft with worker units. To be fair, when I first played minecraft I thought, "oh, this is just a first person dwarf fortress."
|
![]() |
|
Schwarzwald posted:To be fair, when I first played minecraft I thought, "oh, this is just a first person dwarf fortress." So did Notch, roughly.
|
![]() |
|
MikeJF posted:It won't happen just because conceptually we're meant to have refuse dumps and manage trash and let items degrade over time it's just so inadequately balanced that it's useless and the only way to manage is exploiting ways to delete items. The core problem is that DF just isn't balanced for long-term play. There's a lot ideas that should play out in the long term, but the Adamses rarely test a fort for more than a couple of years.
|
![]() |
|
I've taken over the current LP. Today's episode discusses the difficulties of making beer from inside a glacier. LP starts here. Latest post here.
|
![]() |
|
Schwarzwald posted:The one thing I miss was the annual flooding of the underground river. Toady will expand on toy boats in an update and casually throw in procedural seasonal flooding and better ice temperature tracking.
|
![]() |
|
reignofevil posted:Toady will expand on toy boats in an update and casually throw in procedural seasonal flooding and better ice temperature tracking. The new optimal siege strategy: embark in a glacier biome, use carefully placed radiant-heating magma pipes to create pockets of water around your fort, and simply wait for the invaders to fall through the thin ice. e: for undead and amphibious invaders, simply shut off the pipes and entomb them in solid ice
|
![]() |
|
I've been playing my most successful fort in awhile after taking a several year break from the game and I'm still finding new things. So I've designated a few spots as temples and when I go into the location it says they want instruments. Do I just set up an instrument stockpile in the temple or do the dwarves just go out and grab 'em once there's some made? Similarly for when I make a tavern, do I need to set a booze stockpile in the tavern?
|
![]() |
|
Large stationary instruments need to be placed as world objects, while small handheld instruments can be stored inside a container in the tavern or temple. For taverns, you want there to be food and drink stockpiles within the boundaries of the tavern itself. If those are available, people will come to eat and drink there.
|
![]() |
|
Playing my first real game of this ever. I'm about 18 months in, and a Cyclops decides to show up. Talking with a friend, and we both think I'm hosed -- I have no traps, very few weapons (my starting metal was gold), and almost all of my animals and half my dwarves (including a motherless baby) are outside. So, I set up burrow mode to get everyone inside, set a kennel up inside and see if I can get the animals in. Well, I think one made it in before the Cyclops (Holy Road) met my first dwarf -- and pulped his head in one punch. Then he took on a war dog who got punted away, then suffered a head squish also. Then my necromancer mayor got in the way. We know the mayor is dead -- but we can't figure out how. Guessing blood loss. About this time, I give the order to lock both of the doors, and start putting up walls behind them, praying for a miracle. Then Holy Road found the baby, as well as one of my hunters and a few animals. Then....this happened: The holy road misses the dwarven baby! The holy road attacks the dwarven baby but He scrambles away! The holy road attacks the dwarven baby but He rolls away! The holy road attacks the dwarven baby but He scrambles away! The holy road attacks the dwarven baby but He rolls away! The holy road attacks the dwarven baby but He scrambles away! The holy road attacks the dwarven baby but He scrambles away! The holy road misses the dwarven baby! The holy road attacks the dwarven baby but He rolls away! The holy road attacks the dwarven baby but He scrambles away! The holy road misses the dwarven baby! The holy road attacks the dwarven baby but He scrambles away! The holy road attacks the dwarven baby but He rolls away! The holy road misses the dwarven baby! The holy road attacks the dwarven baby but He scrambles away! Now, the cyclops did tear up the baby's shoulder, at which point the hunter and a woodcutter showed up....and the cyclops started passing out. Because he was tired. Because he kept missing the baby (and the hunter, and the woodcutter). Then: The flying {*kumquat wood bolt*} strikes the holy road in the upper body, tearing the fat and bruising the muscle and bruising the right lung! The holy road is having trouble breathing! He then passed out again, at which point I sent my 20 member militia (mostly without weapons)....whereupon they ended up both choking out and crushing the cyclops' skull. The fact that I only lost two dwarves and a war dog to a cyclops. It was insane.
|
![]() |
|
Most giants are surmountable (lol) with a squad or two of trained dwarves. As long as you set a burrow and alert, you shouldn't lose civilians and pets on it either. I'm more surprised you took it down with a wooden bolt, honestly ![]()
|
![]() |
|
Weembles posted:Also pick up a pack like PeridexisErrant's starter pack if you haven't already. This: I'm using Dwarf Therapist and SoundSense liberally.
|
![]() |
|
Tias posted:Most giants are surmountable (lol) with a squad or two of trained dwarves. As long as you set a burrow and alert, you shouldn't lose civilians and pets on it either. I'm more surprised you took it down with a wooden bolt, honestly I'm personally hoping for a Mastercraft Engraving of the ninja-baby.
|
![]() |
|
Generic megabeasts in general are fairly anti-climatic once you are more familiar with the game. Especially with spears. The only thing that remains difficult tends to be anything that shoots webs and anything that breathes fire, because those can just be instant gently caress yous.
|
![]() |
|
Dwarf Fortress is a practical example of the adage, "YOU ARE HUGE. THAT MEANS YOU HAVE HUGE GUTS." Fortunately, or unfortunately depending on your perspective, this is not to the advantage of the guts-havers.
|
![]() |
|
Modded giant/large civs with weapons and armor though will ruin you.
|
![]() |
|
It's been a while - is stonesense still a thing? There are other visualisers, but I thought the isometric style fit the game perfectly, and I loved the live view. It seemed very much like it was on life support, though.
|
![]() |
|
Thanks for the advice on instruments/taverns! Still so much with relearning this game. I didn't notice it until I started raiding for the first time and took a closer look at the world map, but I set my embark right next to a goblin city. They're just SW of my fortress with 100 gobs. My military has 30 melee and 10 ranged dwarves. If I didn't fall behind on farming upkeep I'd probably make another militia or two out of the last migrant wave then let them train up for a few seasons before giving it a shot. It's been pretty fun plinking away at their smaller hillocks and forts nearby. Getting so much loot, too.
|
![]() |
reignofevil posted:Toady will expand on toy boats in an update and casually throw in procedural seasonal flooding and better ice temperature tracking.
|
|
![]() |
|
Opening up the smooth floor menu and setting the angle appropriately so all water flows down a specific hallway for the semi yearly cleaning
|
![]() |
|
MikeJF posted:It's been a while - is stonesense still a thing? There are other visualisers, but I thought the isometric style fit the game perfectly, and I loved the live view. It seemed very much like it was on life support, though. Last time I tried it, it had some bug that killed it on startup when it tried to load "greiger_items.xml" because it tried to do something incorrectly. The github page had some discussion on it and I believe by now there may be some tips on how to fix it. That's about all I know, though! Never got it working myself.
|
![]() |
|
I think Stonesense got folded into DFhack. I'm not sure if that version is still be actively developed though.
|
![]() |
|
Zurai posted: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. I thought the fundamental fortress layout puzzle was more interesting in the 2D game. 3D feels like infinite space. It replaced the challenge of managing rooms with the challenge of visualizing your 3D fort in 2D interface.
|
![]() |
|
PerniciousKnid posted:I thought the fundamental fortress layout puzzle was more interesting in the 2D game. 3D feels like infinite space. It replaced the challenge of managing rooms with the challenge of visualizing your 3D fort in 2D interface. When I play rimworld I often miss the ability to have a basement or second floor in my buildings. Honestly I rarely have a fort of more than 5 or 6 z-levels.
|
![]() |
|
![]()
|
# ? Jun 10, 2024 14:43 |
|
Yeah, proper topography in Rimworld would own, but I'm not a more then 4-5 z level guy either.
|
![]() |