Bad Munki's Fortress Mode primer // Jothan's Adventure Mode gabbing // Modding & utilities // Mind-melting combat science CURRENT RELEASE: 0.44.04 Are the important bits updated yet for v0.44.04?
What's the good news? Toady One posted:This is another bug fix release to start the new year. A few of the bad five-second freeze/lag problems caused by the new release have been fixed, and large beasts should move off the edge of the map again. Over in adventure mode, inappropriate creatures shouldn't yell 'identify yourself' and companions should participate in conflicts as they used to, and some other issues of reputation should be solved, especially among citizens of the starting town. A real big new update???? What's new what's new what's UP posted:This is the artifact release, featuring the ability to send your dwarves off to cause trouble in the world, improved kobold sites, cover identities, artifact questers, and a bit of artifact diplomacy. What is this thing? A roguelike? A Bullfrog-like? A Tolkien story generator? A nerd vortex? The Let's Play equivalent of morris dancing? Yes. In the beginning there was a keep, a dwarf, and a horde of reanimated meat. Note the pink necromancer warming his hands at a campfire. When you get down to it, Dwarf Fortress is two games. There's the Fortress management simulator bit and then there’s the Adventurer roguelike bit. Both take place in the same weird world that Dwarf Fortress generates from scratch. More than anything, Dwarf Fortress is a triumph of procedural generation - even in its current state. You can operate only one entity in the world at a time; if you want to start a new fortress, you must retire your adventurer and so on. There’s also a third option in the menu, but that's just for ogling the world’s events from a historian's perspective. Is this poo poo seriously all text? My head hurts already. At its core, yes. It’s a top-down perspective, with only one plane on the Z-axis visible at a time. If the ASCII burns your eyes, there’s plenty of options from picking a softer color scheme to altering most of the tileset into custom graphics. The installation is a fairly simple process, but the Lazy Newb Pack streamlines a lot of it. Skip to the Modding section for details. The very busy and very filthy dwarf fortress of Kilrudzat, presented in both basic ASCII and the latest Phoebus tileset. Can you find the silk robe soaking in puke? Fortress mode A band of merry idiots dancing around their swag cart. An astute overseer may note wild highwood trees, hills of sand, granite poking from beneath the grass and a wagon full of buckets, quivers and other useless crap. This is the game's main attraction. Your job is to take an expedition of seven dwarves, prepared and outfitted per your instructions, to a promising location in the world and build a wealthy outpost your Mountainhome can be proud of. More often than not it ends in terrible, majestic tragedy, but that’s life! Adventurer mode The peasant warrior Boki Omsosronum pokes his pike where he shouldn't. Adventuring is kind of basic compared to the rest of roguelike competition, but it receives more and more attention with every release. Wander the world. Barge into the homes of notables. Demand errands. Interrogate children. Get lost in the wilderness. Kick a lynx in the teeth and suplex it into a tree. Run into the bandit lord by accident. Get beaten to death with your own shoes. Legends mode Holy poo poo, these minotaurs have a circular family tree! Legends mode is just for utility purposes, but even still it’s only usable while you’re between fortresses or adventurers. Important men are etched in history, ancient carvings on fortress walls reveal facets about lost cultures, civilizations rise and fall while horrors from beyond dwarven reckoning burst into the world and cleave bloody swathes through the ages. When you generate a world, you can specify whether all of the historical events prior to starting actual gameplay are revealed or not, so anything you discover is added into this database for your perusal. Playing adventurer mode as a demigod vampire anthropologist has never been so immersive! Arena mode Arise, my son! The Arena mode isn’t really a game mode as it doesn’t happen inside a generated world, but in a special sandbox map instead. Depending on who you ask, it’s either a very fast and entertaining way to see some knobs pummel each other dead or a prized testbed of modding science. It speaks for the nuance of the combat system that there is a (rather old) DF Arena Combat thread in the Let’s Play subforum. There’s gambling. How do I get in on this? Dwarf Fortress is free and available for download at Bay 12 Games for Windows, Macintosh and Linux. The main focus of modding and utility development favors the Windows side, but there’s efforts for Macintosh and Linux as well. This game kicks processors in the teeth, so install it on something with a brawny processor. Even then, don't expect a steady framerate throughout. I don’t understand what I should do! Lose horribly, that’s what! There aren’t really any win conditions, just a plateau until everything goes pear-shaped in an interesting manner. To get an idea what buttons to press, what to think about and how to recognize progress, read the Fortress Mode primer written by Bad Munki in the next post. Keep one eye constantly on the wiki and ask, ask questions in the thread! Dwarf Fortress is the kind of game that makes people want to talk about it a lot. Some burnouts sit around yammering about armor layering theory without having played the drat game in years. I'm vaguely dissatisfied with things, where’s the options menu? You must mangle the configuration files yourself. They’re well documented and pretty clear to read, though. They can be found in \Dwarf Fortress\data\init. init.txt has more technical stuff while d_init.txt focuses more on Fortress mode quirks. If in doubt about something, just ask the assholes in the thread. The Lazy Newb Pack has a simple shortcut to edit these if you can’t be arsed to operate a proper text editor. I'm sick of these water tables ruining my sites! How do I get rid of aquifers? You must perform some modding. If you don’t want to go the trouble of getting your hands dirty, the current flavor of Lazy Newb Pack can also automate this little procedure. See the Utilities section for more. If you don’t have the option for some reason or don't want to overwrite your mods, you must tweak a few things by hand. Open up \Dwarf Fortress\raw\objects. These plaintext files define nearly everything in the game, from creature toenails to civilization ethics, plant growth seasons and melting points of minerals in a simple square bracket tag format. These raw world files (raws) are what the game looks at when it’s generating a new world. Each save file keeps its own set of raws for reference, so if you want to affect a running game, you must alter those. What we want to change is only applied during map construction, so our only option is to modify the stem files and then generate a new world with those. You must modify these files that contain the distinguishing information for different rocks and soil types: inorganic_stone_layer.txt inorganic_stone_mineral.txt inorganic_stone_soil.txt Find and remove (Notepad++ is great for this) all [AQUIFER] tags you see from all three files. You could also batch replace them all with something like *AQUIFER* if you want to just comment them out for an easy undo later. Save all changes. The worlds you generate with this set of raws won’t have any aquifers in them. Also, I have fixed the main binary patch that you need for DFHack fix-armory stuff to work: see here. Useful and important links The Game: https://bay12games.com/dwarves The current developer diary, download links, forum shortcut and everything else. Bay12 forums are a fermenting keg of poo poo at the best of times, but they’re still the nexus of all modding efforts. See the Modding section for highlights. The Wiki: https://dwarffortresswiki.org Unlike some other games, DF hasn’t had its vital information scattered over several contradictory wikis. This one has everything important. Read it often. The Bug Tracker: https://bay12games.com/dwarves/mantisbt Is it really a bug? Go see for yourself! Don’t let the enormous mound of unsolved issues bother you, just tell yourself they’re part of the charm. Dwarf Fortress File Depot: https://dffd.wimbli.com The definitive mod warehouse. This is where almost every download link in Bay12 modding forum goes. The file transfer speeds are often rear end, though. The current community fortresses: Stonewealth! Status: ongoing Ever since Boatmurdered blew the bank, the Let's Play forum alone has usually had a community fortress or two or three going. Only spectacular, wonderful and in all ways groundbreaking ones are admitted into the LP Archive these days, so don't expect fame. Steam Version Technical tips! posted:
Previous threads: So big. So archived. Dwarf Fortress v0.31.25: Welcome to hospital California Dwarf Fortress v0.34.11: Vampires, were-asses and minecart colliders
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# ¿ Mar 13, 2014 18:38 |
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# ¿ Apr 28, 2024 02:03 |
Chances are, when someone says “Dwarf Fortress,” they’re talking about this mode. In fortress mode, you start off with a group of seven dwarves and some relatively meager supplies and attempt to create a successful, thriving fortress. There are many things that can hinder your progress, and many ways to deal with those threats. One example would be the typical raiders that attempt to steal your supplies. They can be dealt with in any number of ways, from simply walling yourself in, to maintaining a well-trained and well-equipped military, to automatic magma-cannon land-mines. The only limit is how you decide to work within the system. What follows is, believe it or not, a brief, fairly light-weight introduction to creating a fortress. The following is written somewhat as a guide, somewhat as a tutorial, and somewhat as an LP. It assumes you have little to no knowledge of DF. This is not intended as an all-inclusive walkthrough, but it should get you to the point of at least knowing how to get around in-game and get the basics of your fortress started. If you are new to DF, you will likely find yourself with more questions than when you started out, but that’s part of the goal here: to get you to the point where you can actually formulate questions that will help you progress in the game. The first thing you’ll need to do is generate yourself a nice, fresh world to muck about in, so from the main screen, choose choose the create new world option and you’ll find yourself looking at the following: For the most part, the default settings are fine. If you want a larger or smaller world, more or fewer civilizations, more or less mineral ore, feel free to tweak those settings. Be aware that the larger the world, and the longer the history, the longer it will take to generate, since DF literally simulates and tracks everything from the dawn of time to the moment you begin playing. Go ahead and generate your world, and once it’s done, you should see something like this: Hit ‘enter’ to save the world and DF will do a bunch of arcane stuff and then dump you back to the title screen. However, this time you should see a new option: “Start Playing.” Select that option, and choose “Dwarf Fortress” (that’s fortress mode), and let’s get going! The first thing you need to do is to choose your embark location. Using the arrow keys, you can move around the world and examine various locations. The right-most map shows the most zoomed-out view, the middle map shows the local region, and the left-most map shows the most zoomed-in view. Pressing tab will cycle through showing neighboring civilization, parent civilizations, an elevation map, a steepness map, and then back to the original terrain map. For now, let’s just ignore most of that and pick a spot that seems nice. Move about the world using the arrow keys until you find a spot that has qualities similar to the list on the right in the above screenshot (temperate, at least some trees, surroundings not sinister, haunted, or terrifying, and no aquifer listed in the soil layers.) A river can be nice but is not required. Really, for your first game, choosing the perfect embark site is not all that important, since there will be plenty of other things that cause you to lose. Still, there’s no reason to abuse yourself more than is necessary right off the bat. Once you’ve found your site, hit ‘e’ to continue. If you get a warning about aquifer, salt water, or other obstacles, consider choosing a different embark site. For the purpose of completing this guide, however, we won’t get as far as running into those issues, so if you’re having trouble finding a site, you can ignore those particular warnings. There are ways to deal with these issues, of course, but they’re probably better left for a later fortress. The next screen asks you if you want to prepare for the journey carefully, or if you want to simply play now. For your first fortress, “play now” is fine, and you should end up with the proper supplies. Selecting the other option lets you change your fortress name, your group name, the starting skills your dwarves will have, the exact supplies you begin with, and so on. You can also save starting configurations if you create one you really like, and you can then choose that from the screen you’re currently at. You have arrived. After a journey from the Mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended. Your party of seven is to make an outpost for the glory of all of Monom Thum. There are almost no supplies left, but with stout labor comes sustenance. Whether by bolt, plow, or hook, provide for your dwarves. You are expecting a supply caravan before winter entombs you, but it is Spring now. Enough time to delve secure logings, ere the cougars get hungry. A new chapter of dwarven history begins here at this place, Uremerith, “Fatherlabors”. Strike the earth! Your introductory text will vary slightly depending on your generated world and starting location, but once you’re ready, press any key to continue. Congratulations, you are now playing DF! By default, the game starts unpaused, so the first thing you might want to do is mash the space bar to pause things and then have a look around. Let’s take a look at what we’ve got here: Okay, that’s a lot to take in. On the left is your actual view into the world, on the right is the region map, and in the middle is a bit of menu to help get you started. I don’t really care so much about the overview map, so let’s hit tab a couple times and change what we see. Okay, that’s better, I can see what’s going on now. Bear in mind you can maximize the window at any time and greatly increase your screen real estate. I’ll continue with itty bitty windows for now. So the first thing I notice is my wagon in the middle of the screen, surrounded by my hapless dwarves. It appears everything is white, and there are some mysterious b’s hanging off to the left. The down triangles are all ramps down to the next level, so I know those b’s must somehow be floating in the air over there. To look around and examine particular squares, hit ‘k’ as in loo’k’. Makes perfect sense, right? Better get used to it! Anyhow, I now have a yellow X cursor that I can move around with the arrow keys, and information about the selected square shows up on the right. Using that cursor, I discover that the reason everything is white is because it is covered in snow, that the d and the M next to my wagon are a dog and a mule respectively, and that the mysterious b’s off to the left comprise a wake of buzzards. We’ll just ignore them for now. They may attempt to pester us a bit later on but for the immediate future, they should just charge the wagon and then shy away when they get too close to any dwarves. The first thing to do is to get some mining going on. Since I seem to be on a hill top of some sort, I’ll move down a level (< and > move down and up respectively, but be aware that you have to hold shift when pressing those keys as , and . perform entirely different tasks.) Now that I can see the next level down, I’ll hit ‘d’ for designate, and then ‘d’ again to mine. Using the cursor and the enter key to start and end rectangles, I’ll mark out a small area to be dug out: I then unpause the game and one of my dwarves will immediately run over and being digging out the area requested. I’ll just let him finish, and then we’ll move on. Great, all done! Now, I was fortunate in that the ground I dug in to was all soil of some sort (sand, loam, clay, silt, etc.) instead of stone, so I can plant a farm directly on it. You can farm on stone, but doing so involves irrigation and is better left for later. With my new area ready to go, I’m going to build a small farm plot in one of those 2x2 rooms. We’ll need a bigger one later, but for now, it should do. To build a farm plot, first press ‘b’ for build and then ‘p’ for farm plot. Unlike designations, we set the area to be farmed by setting a size and then placing the rectangle. It starts off as a 1x1 farm, so hit ‘u’ to make it taller and ‘k’ to make it wider. Similarly, ‘m’ makes the area shorter and ‘h’ makes it narrower. Once I have the right size plot, I move the cursor into the room I want to farm and hit enter. Unpausing the game should lead to a dwarf running in and setting the area up for farming. While he does that, let’s get some other work going. One thing we’ll need is a place for our dwarves to meet up. For that, we’ll need a table and some chairs. Normally, we’d make them out of a nice classy stone like microcline or an even classier metal like aluminum, but we haven’t even hit any stone yet, much less metal ore, so we’ll have to chop down a few trees and live like filthy elves. Moving the view back up to the wagon, we can see a few trees just begging to be cut down. Hit ‘d’ for designate and ‘t’ for trees, and then select an area containing a few of those nasty woodland foes. Someone should grab an axe and make logs of them in no time. Of course, we need a way to do something useful with those freshly cut logs, so let’s build a carpenter’s workshop. Similar to the farm, we start off hitting ‘b’ for build, and this time press ‘w’ for workshop and then ‘c’ for carpenter’s workshop. You’ll get a cursor showing the outline of the workshop you’re going to build. Be aware when placing buildings in closed spaces that dark X’s will not be passable, while light X’s will be. It is quite possible to trap dwarves in their own workshops if you’re not careful! In this case, I’m just going to build it out in the open. Once the workshop is where you want it, hit enter, and a materials screen will come up. All we have available is wood, so I’ll just hit enter to use wood, and then hit escape a couple times to back out of the menus. Momentarily, a dwarf runs over and constructs my workshop. Next up, we have to actually order the construction of some furniture. I’m going to start with a table, two chairs, and a couple beds to start things off. To do that, we must first view the building by pressing ‘q’ and moving the cursor close enough to the workshop to highlight it. Once highlighted, press ‘a’ to add a new order. Using the +-/* keys, move about the list of possible orders until “wooden chair” is highlighted and hit enter. Alternately, just hit ‘c’ for chair. Not all orders have shortcuts, but learning the common ones is incredibly handy. “Construct wooden chair” now shows up on the workshop’s orders. Adding the rest of the furniture in a similar fashion, we should have the following: While those orders are being fulfilled, let’s head back downstairs and get that farm running properly. Using the ‘q’ cursor again, highlight the farm (if it’s not built yet, let the game run for a bit until it is, and then continue.) Farm crops are chosen by season. Currently, we’re in spring, so hit ‘a’ to bring up the spring menu, and use the +/- keys to highlight plump helmets, and hit enter. While we’re at it, let’s just choose plump helmets for all the other seasons, too. ‘b’, ‘c’, and ‘d’ will select the summer, fall, and winter seasons respectively. For each of those, choose plump helmets. Hit escape to back out of the menu and let the game run for a while. Moving around the map while the game is running, you should see a dwarf working the fields and another working at the carpenter’s shop. Once the carpenter is done, we need to place the furniture he’s built. To do so, press ‘b’ for build again, and then ‘t’ for table. A cursor will appear showing where you will place the table. I’ll put mine against the wall in the large room at the end of the hall. Press enter, and then enter again to select the table you wish to actually use. Then hit ‘c’ for chair, and repeat the process. Once more for the second chair, and then ‘b’ a couple times for the beds, which I will put in the room between the farm and the dining area. Escape to back out of the menus (and unpause if needed) and your dwarves should jump into action, installing the new furniture right away. Great! We just have a few things left to do before we can call this a proper fortress. The first is to make that meager dining area a proper meeting hall. To do that, use the ‘q’ cursor to select the table we had built a minute ago. Press ‘r’ to make it a dining room, and use the +/- keys to change the size of the area. I want mine to fill the whole room, so I’ll just leave it as-is: Press enter to confirm, and then ‘h’ to set the room as a meeting area. Now when dwarves are eating or have nothing to do, they will come here to hang out, instead of loitering about your shoddy old wagon. Okay, just a couple more things to do: booze and the military. For the first, we need a still. And for that, we’re going to need more building supplies. Chop down a couple more trees, and then, similar to the carpenter’s workshop, ‘b’, ‘w’, and then ‘l’ for “still.” I’ll put my still right outside the entrance. It would be much better to have it inside, but that’ll just have to wait until there’s space. There it is, right outside the cave. Oh, and the snow melted! How nice, we can see the grasses and shrubs that were hiding beneath it. Once the still is constructed, highlight it with the ‘q’ cursor and add a new task (‘a’, remember?) We want to ‘b’rew a drink, so select that. If you get an alert that you need a food storage item, don’t worry: that just means you have no empty barrels or pots. Depending on what you have available, wooden barrels can be made at the carpenter’s shop, and stone pots can be made at a craft workshop (perhaps now would be a good time to take a look at all the workshop options available in the ‘b’, ‘w’ menu?) The last thing we need is a functioning military. To get that started, let’s first make a barracks. We’ll need some sort of focal point to base the barracks off of, so let’s just order up a wooden armor stand at the carpenter’s shop. Remember the ‘q’ cursor? Use it to add an order to “construct wooden ‘a’rmor stand” and once the stand is complete, ‘b’uild the ‘a’rmor stand in the empty room nearest the cave entrance. Use the ‘q’ cursor to highlight the stand, ‘r’ to make it a barracks, and shrink the area down to just fit the available space. With that done, we’re now ready to venture into the military screen. Hit escape to back out of any menus you may be in, and then press ‘m’ to bring up the military window. Okay, this is a little different, but we can handle it. First, ‘c’reate a squad. We’ll pick the default “metal armor” uniform. What this really means is that dwarves will attempt to wear the best armor up to and including metal, such as copper, iron, and steel. Press enter, and you will now have the option to assign specific dwarves to this particular squad. Now, you need to be a little careful in that you don’t want to give your woodcutter or miner 24/7 military duty, or they won’t get anything else done and your fort will grind to a halt. I haven’t bothered to actually check the labor assignments of any particular dwarves yet, so I’m just going to pick a couple that look otherwise useless at this point, in my case, a jeweler and a fisher. Just use the arrow keys to highlight the dwarves you want, and hit enter to move them to the squad. With that out of the way, let’s take a quick look at the schedule. We won’t change anything right now, but it’s good to know that it’s there and how to examine it. Press ‘s’ to change to the schedule view. From this view, we can see all the various squads and what months have which activities assigned to them. It looks like our guys are set to train all year round, and we’ll just leave it at that. They can certainly use the practice. Hit escape until you’re out of the military screen. The last thing we need to do for our little squad is to give them a place to train. We’ve already set up a barracks but we need to tell them that’s where they should be training. Using the ‘q’ cursor again, highlight the armor stand we built earlier. Our new squad should show up in the list there, along with a number of different activities that can be performed at that location. Press ‘t’ to order the selected squad to train there. Once unpaused, your two-dwarf squad should make their way to the barracks and begin training, likely via “individual combat drill.” Later on, once you have more dwarves in the militia and they are more highly skilled, group training activities will occur. With all that accomplished, we are almost done here. While this fortress would technically survive, we need to address one more topic: stockpiles. Let’s just go ahead and set one up to store seeds from the farm. From the main screen, press ‘p’ for pile. A menu appears with a number of pre-defined stockpile settings. Those are, in general, fine for most of what you need to do. We’re going to jump straight into custom stockpiles, however, since it’s immediately useful in this case. With the stockpile menu up, select ‘c’ustom stockpile, then press ‘t’ to change the stockpile’s setting. Initially, nothing should be enabled, but if any categories are, move the cursor to that group and ‘d’isable it. Next, move to the “food” category and ‘e’nable it. We don’t want all that crap, though! So ‘b’lock all to leave the category enabled but nothing specifically allowed. Next, move the cursor to the second column and down to “seeds.” ‘p’ermit seeds. Escape out to the previous window. Now move your cursor to that last empty room, the one across from the bedroom. Press enter in one corner, and then move the cursor to the opposite corner and press enter again to designate the entire room. Congratulations, you now have a seed stockpile! And with that, this fortress is complete! It’s not very impressive, though. And that’s where you come in: it’s your job to take this fortress to the next level and make it thrive. You may feel you are still often at a loss, but hopefully now you at least have the basic idea down and are perhaps formulating some actual questions to ask. ‘u’ shows the unit list, which shows your dwarves, pets, invaders, wild animals, and the deceased, as well as what everyone is doing. ‘z’ will bring up the stocks screen, which allows you to see how much food, drink, and other supplies you have available, as well as a number of other handy functions. You may notice that a lot of values have a ? mark next to them, which brings us to... ‘n’ will display the nobles screen, which allows you to assign dwarves to certain positions such as sheriff, manager, broker, and bookkeeper. That last one is important for maintaining an accurate count of your current supplies. This screen also allows you to see what various nobles require in order to accomplish their jobs. Example: the bookkeeper needs an office (a room designated from a chair and assigned to that dwarf) in order to update the stockpile records. Stone is by far your most plentiful resource. As such, stone pots are incredibly useful for storing food and booze. You make stone pots at a craft workshop. ‘v’ is similar to the ‘q’ cursor except it shows creature info instead of displaying information about buildings. By using this cursor, you can set the labor preferences for specific dwarves, so that you can choose your miner and woodcutter and crafter carefully and specifically. However, this is an incredibly cumbersome way to control dwarf labors, and you should instead be using Dwarf Therapist, which comes with the Lazy Newb Pack, and is also available for OS X. scamtank fucked around with this message at 18:44 on Mar 13, 2014 |
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# ¿ Mar 13, 2014 18:39 |
It's a big, big world full of murder out there. Our very own Jothan has taken it on himself to open this Pandora's Box and explain some. #1 Getting Started: Character creation, interface basics, talking and traveling #2 Things/People/Stuff to Do/Kill/In General: Sneaking, jumping and other movement, UI worries, finding friends and tasks to do, tactical hippo-wrestling, the reason why we don't go near towers #3 Powergaming Strangling birds for scamtank fucked around with this message at 08:43 on May 11, 2015 |
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# ¿ Mar 13, 2014 18:39 |
Modding & Utilities What is this Lazy Newb Pack thing? It’s a very conservative mod compilation. It’s built around a simple launcher GUI that brings most easily automated or finicky tasks like tileset installation, init tweaking and external utility launching only a click or two away. It also comes with a bundle of utilities to ease some of the most popular gripes like labor management. Not so daunting anymore, is it? After the original developer left the source code open and hosed off, a few people have picked up development, most visibly a bloke named Peridexis. Now it comes with a recent version of the essential DFHack suite with additional UI scripts, a custom version of the game executable augmented with community bugfixes, nearly a dozen different tilesets and an even wider array of useful utilities, all kept admirably up to date. It’s a boon even if you find no use for most of the extra toys and whirlygigs. The exact contents of the Windows pack can be found here, in the mod's own Bay12 thread. The other versions have links at http://lazynewbpack.com/. What is Masterwork? People keep mentioning mushroom people and black plagues and warlocks. It’s another mod compilation, but that description doesn’t really do it justice. Look at all this poo poo. It’s an unholy mashup of dozens of different mods from different authors with different priorities, woven together with a nifty selector app that tailors the raws prior to starting up the game. There’s completely new playable races with customized gameplay, new workshops, weapons, creatures, civilizations, concepts, dynamite arrows and so on and so on. The sheer gravity of this thing has coaxed many useful DFHack innovations from the community, including weapon coating and runic enchantments, projectiles that perform interactions like explosions or dragonfire on impact, buildings that do their thing by activating DFHack scripts in the background and others. It’s quickly turned into the most popular total conversion so far despite the schizophrenic game balance, bugs and other difficulties that arise from building something of this scope from something so rickety. See the Masterwork subforum for download links. Notable utilities and their sources All of these come with the Lazy Newb Pack these days. Fancy that. DFHack is a cornerstone of the game these days, be it for cheats or fixes or patching the .exe on the fly. There is no executable component - install it properly so that the necessary .dll files get overwritten and you get a console window when you start Dwarf Fortress. Writing plugins and scripts requires command of actual grown-up coding in C, Ruby or Lua, but they can go much farther than anything the raws can do. Spawn items, liquids or solid rock walls? Check. A workshop that puts venom from a vial onto a weapon and won’t wash off? Check. Actual transformations? Check. New interface screens? Check. Fixed military training and armory behavior? Check and check. The only drawback is that major version changes completely break compatibility until the new memory addresses have been remapped by volunteers, which can take weeks. Falconne’s UI plugins are basically magic. Place them amongst the other DFHack scripts, set them to a keybind and press the combination to call an all-new interface screen in the game. Most of them have been integrated with the basic DFHack suite already, but he constantly comes up with new ones and updates the old. Dwarf Therapist is familiar to many. This is an external program that takes over the terrible labor management interface in the game itself. Load game, start DT, click Connect and marvel at the data flowing in. You can easily see everyone’s assigned labors, skill levels, professional suitability as calculated by their physical and mental attributes and more. SoundSense is a clever program that listens in real time to gamelog.txt and then blarts out noises according to the announcements. Season-appropriate music, too! logarithm posted:SoundSense's music selection gets repetitive after a while, so here's a custom sound pack I made with songs from Gemclod and Bronzestabbed. You can even use it alongside the normal sound pack without any issues, at least going by 30 minutes of testing. There are packs for both of those LPs, but the one for Gemclod probably doesn't work anymore and the one for Bronzestabbed seems to only have the 6 first songs of the LP. What looks to have changed between 0.40 and 0.42 raws b_detail_plan_default The STANDARD_MATERIALS bunch is joined by [ADD_MATERIAL:PARCHMENT:PARCHMENT_TEMPLATE]. No other changes. c_variation_default Add [CV_NEW_TAG:LOCAL_POPS_CONTROLLABLE] and [CV_NEW_TAG:LOCAL_POPS_PRODUCE_HEROES] to beastman variations (ANIMAL_PERSON, ANIMAL_PERSON_LEGLESS). Giant animals are further modified with [CV_REMOVE_TAG:PET_EXOTIC] and [CV_REMOVE_TAG:MOUNT_EXOTIC]. creature_domestic Modify cows to produce a specially named parchment with: code:
Mountain gnomes and dark gnomes need to react to alcohol. Add [SYNDROME_DILUTION_FACTOR:INEBRIATION:500] to both. creature_next_underground Gorlaks and plump helmet men also have the [LOCAL_POPS_CONTROLLABLE] and [LOCAL_POPS_PRODUCE_HEROES] tags. creature_standard Dwarves get new [STRANGE_MOODS] and [SYNDROME_DILUTION_FACTOR:INEBRIATION:150] tags. Humans also get [OUTSIDER_CONTROLLABLE] and beak dogs are now [COMMON_DOMESTIC]. entity_default All instances of [CIV_CONTROLLABLE] are replaced by [SITE_CONTROLLABLE]. [INDIV_CONTROLLABLE] and [ADVENTURE_TIER:x] tags of any kind are replaced by just [ALL_MAIN_POPS_CONTROLLABLE]. All [INSTRUMENT:x] availability tags are removed. Added new cultural value, KNOWLEDGE, to all civilizations. (dwarves +15, goblins -15, others 0) Humans are now much more randomized. The 30+ lines of cultural values are replaced by a single [VARIABLE_VALUE:ALL:-30:30] tag. Scholars are mixed with a [SET_SCHOLARS_ON_VALUES_AND_JOBS] tag. Dwarves produce all kinds of scholars: code:
Dwarves perform all creative arts: code:
The library and temple builders (dwarves, elves, humans, goblins) use the suitable naming conventions: code:
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Earthenware, stoneware and porcelain all get new [IS_CERAMIC] tags. The definitions for quicklime and milk of lime are tacked on to the bottom. inorganic_stone_layer Limestone, chalk and marble (but not dolomite!) belong to the new CALCIUM_CARBONATE reaction class. inorganic_stone_mineral Calcite is also added to the CALCIUM_CARBONATE reaction class. item_instrument GONE. Totally deleted. item_tool Added definitions for the new tools - scroll rollers, book bindings, scrolls, quires and bookcases. language_DWARF/ELF/GOBLIN/HUMAN Added 22 new words to each vocabulary (human excerpt shown): code:
Add two new symbol classes and distribute new words into the old ones: code:
SYMBOL:NATURE gets BIRTH, LEAP, JUMP and DIVE. SYMBOL:EVIL gets BETRAY. SYMBOL:NEGATOR gets CRACK, SHATTER, BETRAY and TREASON. SYMBOL:VIOLENT gets CRACK and SHATTER. SYMBOL:UGLY gets SQUAT. SYMBOL:NEW gets START, BEGIN and BIRTH. SYMBOL:ARTIFICE gets VAULT PLACE and TREASURY. SYMBOL:MYSTERY gets VAULT PLACE. SYMBOL:NEGATIVE gets BETRAY, TREASON and SQUAT. SYMBOL:AQUATIC gets DIVE. SYMBOL:PROTECT gets VAULT PLACE. SYMBOL:THOUGHT gets LEARN, WISDOM, KNOW, KNOWLEDGE and REASON. SYMBOL:WILD gets SHATTER and LEAP. SYMBOL:NAME_CAVE gets CRACK. SYMBOL:DANCE gets FESTIVAL. SYMBOL:FESTIVAL also gets FESTIVAL. SYMBOL:FAMILY gets BIRTH. SYMBOL:GAMES again gets FESTIVAL. SYMBOL:TRUTH gets WISDOM, KNOW, KNOWLEDGE and REASON. SYMBOL:WEALTH gets VAULT PLACE and TREASURY. language_words Define the 22 new words listed above. No other changes. material_template_default SKIN_TEMPLATE is modified with [MATERIAL_REACTION_PRODUCT:PARCHMENT_MAT:LOCAL_CREATURE_MAT:PARCHMENT]. Added the new PARCHMENT_TEMPLATE. PLANT_ALCOHOL_TEMPLATE and CREATURE_ALCOHOL_TEMPLATE are saddled with the new inebriation syndrome: code:
Flax, jute, hemp, cotton, ramie, kenaf and papyrus sedge get the tags required for paper production. Papyrus uniquely gets the straightforward PAPER_PLANT class: code:
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Pig tail and rope reed also get paper slurry production/definition tags like shown above. reaction_other Added new reactions for making quicklime, milk of lime, parchment, scrolls, quires, papyrus, plant slurry, proper paper and binding books. creature_desert_new/large_ocean/large_riverlake/large_temperate/large_tropical/next_underground/other/reptiles/riverlakepool_new/small_ocean/small_riverlake/standard/subterranean/temperate_new/tropical_new Creatures that gain or lose their skin-related stuff with specific exceptions need to account for parchment, too. Tack on [REMOVE_MATERIAL:PARCHMENT] to every instance of leather getting removed: code:
code:
scamtank fucked around with this message at 02:14 on Dec 4, 2015 |
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# ¿ Mar 13, 2014 18:39 |
With no documentation and Toady himself not really remembering what he did ten years ago, it falls on fools and maniacs to disassemble the memory and start looking for patterns on how the game works. The Bay12 savant UristDaVinci is to thank/blame of most of this, largely quoted verbatim.Breaches of physics posted:
The mechanisms of an attack posted:The wounds that creatures get from slashy/stabby/smashy weapons and body part attacks, as well as from ranged projectiles that were thrown/shot/fell/driven (minecarts), and even falling damage are all handled through a few common functions. Here is the best guess for the actual formula. The "factors" bit is the element of chance. That multiplier varies from a minuscule 0...001% and up to 2x depending on all the other things we can imagine having an effect and more that don't. Mood, anger, skill, curses, nausea, personality, whatever you're thinking that might, all of it. scamtank fucked around with this message at 19:20 on Jun 9, 2015 |
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# ¿ Mar 13, 2014 18:40 |
Angela Christine posted:Header graphic thief! IT*S MY FIRST THRE¤AD GET OFF MY CASE Bad Munki posted:Oh hey, I see you used my header graphics. I still have the original PS doc with whatever font that was, if you want me to make matching new ones, let me know. If you could point me towards the font you used, I'd be a happy man. I'm going to tweak everything forever anyway, so I'd rather not have to bother you every time I wanted to do something different. scamtank fucked around with this message at 19:13 on Mar 13, 2014 |
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# ¿ Mar 13, 2014 19:06 |
Baloogan posted:So is the next version out yet? Of course not. Toady's finalizing the succession stuff right now, if memory serves.
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# ¿ Mar 13, 2014 19:21 |
Leperflesh posted:I think a lot of people are going to assume a new thread is because a new version is out, so you might want to headline this in the first post. Yeah, I was going to make some flippant little text animation to answer that, but just a number works too. Baloogan posted:Yeah, why the new thread if there isn't a new version? You guys got me all excited. It's always two months in the making. We're on another pass of tying loose ends up, so I can pretty confidently say that something will happen before Christmas. scamtank fucked around with this message at 19:46 on Mar 13, 2014 |
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# ¿ Mar 13, 2014 19:44 |
OW OW OW OW OW DEVLOGToady One posted:Looks like succession is done. As a final test, instead of just writing about it, I went ahead added a debug button that makes absolutely everybody interesting or otherwise individually tracked keel over. Only abstracted populations remained alive. The world was very quiet for a while, with no patrols or creatures moving around, because they were either dead or the person that would give the orders was dead, but by mid-morning they had reestablished leadership structures and I got to watch several people journey from site to site to place themselves in their new seats of power. We can add some extra confusion later, but I'm happy for this time that it works at all. There are some more conversation responses there as well, and so on.
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# ¿ Mar 13, 2014 23:41 |
Summer '12. It's been a long time coming, but hot drat if it isn't going to be worth it.
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# ¿ Mar 14, 2014 00:05 |
There's so much. Retiring fortresses without abandoning them. Cavern-farming deep dwarves, hobbit-hole hill dwarves and the inbetweener fortress dwarves. 3D trees. I need to make a comprehensive list.
scamtank fucked around with this message at 00:44 on Mar 14, 2014 |
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# ¿ Mar 14, 2014 00:41 |
Combat has different levels of seriousness from horseplay to mortal combat (fistfights might not smash skulls the first thing, siegers could lose their nerve and break after only minor scuffling), combat itself has had a minor overhaul with the separation of movement speed and action speed, multi-weapon attacks and redone reaction moments, the job priority system was rebuilt to some nebulous degree, undead can now be smooshed into pulp to prevent reanimation, new personality stuff and then some. Just the fact that you can expect the birth and death rates of the world to tick away in the background as you do your fortress thing means a lot for the historical continuity.
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# ¿ Mar 14, 2014 01:36 |
Internet Kraken posted:That reminds me, did Toady ever tweak the resurrection rates in evil biomes? I remember trying to do anything in an evil biome was impossible because body parts reanimated so quickly and interrupted what your dwarves were doing. You kill an elephant, the dwwarves freak out. Then the elephant's corpse gets up and the dwarves freak out again. You kill the undead elephant, but then the legs you chopped off start hopping around and the dwarves still freak out. Also the rest of the elephant gets back up while you were killing the legs. Haha, oh no. There's exactly one setting for the intermittent interactions, WEEKLY. The fix in the coming version is tissue pulping - once something takes enough mangling, it's too damaged to reanimate anymore.
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# ¿ Mar 14, 2014 05:06 |
Graphics could potentially be better than pure ASCII someday, but the support is incomplete as it is. How are you going to reconcile the line break symbol representing a mug, a tree, a cloud and a city into a single image? Some important screens don't support TrueType at all, how are you going to read those? Until you can make sure that normal text and other abstract pictographs don't turn into confusing mush, tilesets like that are just gimmicks among the rest. I'm also with Kraken in that I learned to play with the roguelike squiggles and now using something like Phoebus is a struggle. If I can't see the punctuation marks that mark the tile grid, my eyes just glaze over. The intricate tiles for different creatures are pretty in previews, but they are difficult to distinguish from each other unless you blow up the tilesheet to something ridiculous like 40x40. Everybody's used to something different. The OP is patently lacking with graphical tweaking info, though. I must get on that. e: ps taffer's stuff is the best at everything scamtank fucked around with this message at 13:48 on Mar 14, 2014 |
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# ¿ Mar 14, 2014 13:27 |
They're super duper neat for outdoor wells and flood control, but that's about it.
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# ¿ Mar 14, 2014 15:37 |
Hey, people. I've been delving into Urist Da Vinci's momentum equations and I came up with something interesting. Try reducing the MAX_EDGE of all terrestrial metals from 10,000 to 2500. Sharpness as an inorganic material attribute is nothing but a multiplier that determines how much momentum it takes to cut through poo poo. From my very short experiments with iron and bronze blades, it makes combat much less black-and-white and immediately decisive. Instead of every stab and swing either boinking off a superior metal or instantly cleaving through to the core unhindered, there's a variety of slashes cutting into the torso but stopping before the liver, chain mail turning lethal hits into bruises and swings to the head actually performing decapitations instead of the first hit immediately destroying the brain.
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# ¿ Mar 15, 2014 00:23 |
Metal clothes only work by kind of accident right now. The ELASTICITY_WOVEN_THREAD tag that all ordinary clothes have caps the garment material's shear strength values to 20,000 yield and 30,000 break, only marginally stronger than bare skin. The only defense they give is an unusual amount of momentum reduction after the layer gets defeated, thanks to the titanic IMPACT_YIELD they have. It's a weird quirk in the momentum system that I'd have to explain with a wall of text.
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# ¿ Mar 15, 2014 15:25 |
I couldn't come up with a funny joke when I was posting this. We can bother a moderator about it. The skinny of it is that cutting hits need momentum to first dent things (compare shear yields, then use momentum to make the dent), then start a cut (compare shear fractures, then use momentum to make the nick) and then actually saw through the layer, be it armor or meat (same as the previous, but multiplied by layer thickness). If at any point the weapon's yield or fracture strength loses to the defending material or doesn't have enough steam to see it through, it must try again with the starting amount of momentum, but using blunt force instead. Blunt hits first need to pass what I call the "punching a wall" check. If the armor layer's weight (this only applies to worn pieces of armor!) is more than [weapon's volume * weapon's impact yield / 100 * 500], it just bounces off without further ado. If that's passed, the attack must then dent the layer (determined only by layer's thickness and impact yield - the weapon's impact properties do nothing!), then start a crack (determined by layer's thickness and impact fracture minus impact yield) and then have enough force to shatter the layer (same amount of force as cracking). If the attack doesn't have enough momentum to defeat the layer's blunt defense at any point, it stops there and transmits muffled blunt force to the next layer. It's reduced by the ratio of the layer's impact elasticity and 50,000. [IMPACT_STRAIN_AT_YIELD:25000] reduces the momentum to 50%, for example. More than 50000 impact elasticity, as we all know, makes the material give way easily. Supple materials like this only need to pay the very first denting cost before the layer is defeated. The weird part is this: when a hit with a specific amount of momentum defeats a layer somehow, it doesn't lose the amount of momentum it needed to cleave and crush through the thing. Instead, the next layer must face the original amount of strike momentum, minus only a tenth of either the edged or blunt layer denting cost, whichever was higher. In the case of adamantine clothes, the sword may cut through the cloak just fine thanks to the weird "but it's clothes!" force cap, but the amount of force needed the "dent" the adamantine (despite the garments being completely supple and elastic!) drags the hit down enormously with every silk-thin hood, cloak and sock it needs to defeat until it gets to the skin completely exhausted of force. scamtank fucked around with this message at 16:46 on Mar 15, 2014 |
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# ¿ Mar 15, 2014 16:43 |
Met posted:That's a lot to process. Does that mean I would be better off with metal clothing than armor in some cases? If the shirts and cloaks and other clothes had ELASTICITY_CHAIN_ALL (strain at yield set to 50000, but other material strengths maintained), they'd all pull the weight of chain mail and then some. As it stands? If you pile on the theoretical maximum compared to a standard chain & plate mail combo, possibly. I haven't tested it at all personally.
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# ¿ Mar 15, 2014 19:31 |
The red line is for unreconciliable differences, I think. Babysnatching and the like come before you can even start arguing about ethics. If they're at war for normal people reasons, it reads there plainly. In any case, towers aren't really civilizations and don't subscribe to normal diplomacy. Imports: Zombies. Exports: Exorcism. scamtank fucked around with this message at 22:14 on Mar 15, 2014 |
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# ¿ Mar 15, 2014 22:11 |
DDDEEEVVVLLLOOOGGGToady One posted:I went ahead and loosened up the artificial restrictions I had in place in terms of which types of civilizations could attack which sites, in that they are gone. It is all based on ethics now, so that humans and goblins are much more likely to fight their own same-culture sites, whereas the dwarves don't march off and attack anybody without cause (but they'll proactively defend themselves once they are at war). We'll see if that explodes in some way. I also finalized abstract tribute/homage agreements, which don't do much of anything but stop certain fights from happening at this point, but that's okay.
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# ¿ Mar 16, 2014 14:39 |
Shibawanko posted:But using adamantine for cloaks seems so wasteful if it's just going to wear down and become useless after a while. And there's no way to prevent wear right? Yeah, it's an enormous waste. You'd have to be drunk and mad to do so. Nobody asked if it was a sane thing to do, though! As far as I know, wear is controlled by the ARMORLEVEL tag. It doesn't contribute to actual protective level anymore, but it dictates what the AI will do with it. Level 0 is civilian crap that wears out with use, 1-3 are varying grades of martial gear. The tag [METAL_ARMOR_LEVELS] gives the garment +1 to its armor level if it's made from metal instead of leather or cloth. Now, the million dollar question is whether it applies to armor level zero or if adamantine cloth is some kind of a weird kludged exception that doesn't count or not.
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# ¿ Mar 16, 2014 19:51 |
Okay, I took it on myself to do some experiments. I made two extra cloaks. One with CHAIN_ALL elasticity, the other with CHAIN_METAL, otherwise identical to the ordinary one with WOVEN_THREAD. I adjusted the plant thread and leather to be as absolutely rigid and resistant as adamantine - 5 million yield and fracture strengths, zero elasticity. Take two expert swordsdwarves to the Arena with steel longswords, give each one a cloak and see what happens. Results: it looks like I listened to the wrong man. Urist seems to have been wrong. STRUCTURAL_ELASTICITY_WOVEN_THREAD caps shear strengths to a very low value (20000 yield, 30000 fracture) and sets strain on yield to 50000, but only applies if the garment is made from plant fiber or wool. STRUCTURAL_ELASTICITY_CHAIN_METAL sets strain on yield to 50000, but only applies if the garment is made from metal. STRUCTURAL_ELASTICITY_CHAIN_ALL sets strain on yield to 50000 no matter what it's made from. If the elasticity tag doesn't apply, the garment is as strong and rigid as the material can be. It doesn't mean much with leather's vanilla values, but hey.
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# ¿ Mar 16, 2014 22:15 |
Every single dirt tile exposed to underground air is also subject to moss growth calculations. Clothes and harvested plants also go through "is it rotting?" checks. e: My advice? No socks for the proletariat.
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# ¿ Mar 17, 2014 22:14 |
Lower body, upper body and feet in that order, I think. Dwarves are miffed to go without shoes, but going barechested or pantsless is an embarrassment. A robe and some shoes should suffice.
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# ¿ Mar 17, 2014 22:23 |
Oh my god how did I never notice this The [R]ooms listing lets you see who designed and built all the architecture-intensive things. I thought it was all just placeholders and pointless twaddling with the useless minimap.
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# ¿ Mar 19, 2014 05:30 |
The megabeast invasion criteria are determined on a per-creature basis, though. Changing those would require wading into the sticky mess that's MW raws.
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# ¿ Mar 19, 2014 17:29 |
Two paragraph devlogs are usually good news.Toady One posted:Site riling now includes little groups that try to track you down after the rumor has gotten around that you've done something bad. As part of finishing that up, I also handled some older promises I had written down regarding smell and low-light vision. The wind is involved, and creatures with a keen sense of smell, including elven adventurers, can detect creatures nearby in the proper windy direction. There's no blood-houndy types of scent trails yet (though there are the other kinds of trails). Animated corpses can be smelled even by humans if the wind is right, though there's a whole set of ambient smells that are not in the game yet and won't be this time. And so it was!
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# ¿ Mar 20, 2014 01:44 |
The water level right at the edge of the fall constantly teeters around the depth where dwarves think it'll be safe to cross. The fix is to make a bridge, preferably right around where the idiots would try crossing anyway.
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# ¿ Mar 20, 2014 02:59 |
Makaris posted:I have fortifications overlooking the entrance of my base, but when I station my units on the inside near them they don't shoot out from it. I thought to put the station marker right flush with the wall, but then some of my units go outside, which isn't the point. You do need to be right next to an arrow slit to shoot through it. The station orders being a bit vague don't help at all, I know. Is it chain mail? All chain really does is blunt animal bites and turn dismemberment into broken bones instead. Unless you screw with the metals themselves, "padding" doesn't really exist as a concept. All you can do is forge plate mail with superior metallurgy and cross your fingers. You've set your archers to [T]rain at the archery range. Did remember to set them to train in a normal barracks, too?
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# ¿ Mar 21, 2014 01:34 |
Makaris posted:And yeah I've tried various combinations of where they're training, swapping around the direction they should be shooting from, making sure I've got like a thousand+ bolts. If they are set to train in a barracks they end up doing that mostly, if it's just the archery range then i got the 'going to archery training' thing. Don't think their is much more I can do to get them to just train D: Give it time. When they've bullshitted about armor and punching enough, they should focus on range drills.
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# ¿ Mar 21, 2014 01:45 |
What I usually do is I use DFHack's deramp to whisk away all the ramps leading to the low water area. Simple and elegant.
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# ¿ Mar 21, 2014 13:35 |
I knew elite skills let you take out guys cowering behind fortifications, but I guess it makes perfect sense that it works in reverse as well.
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# ¿ Mar 21, 2014 18:41 |
Internet Kraken posted:Dwarf artifacts are great because they cover literally everything in spikes. Even clothing. Hey this turban looks neat but you know what it would be even better with massive marble spikes covering it. Dwarves are biased towards spikes and bands. They both have a 1.5x the chance weight compared to the other types of decorations. They hate hanging rings and images of plants and trees, having only 0.25x of the default weight. They are master jewelers and have developed sophisticated cuts and shapes to show off their gems. Elves never depict evil creatures and are biased towards good creatures and themselves, at 1.5x and 2x weight respectively. They like depicting plants and trees (1.5x, 2x), but don't like items or tools (0.125x) and never put spikes on their things. If they get it in their heads to decorate their stuff with precious stones, they're just polished round buttons. Humans like depicting themselves and fanciful creatures of myth over anything else (2x, 2.5x) but don't feel one way or another about the rest. They like cutting gems and glass, but only have discovered a fraction of the cuts dwarves possess. Goblins never depict good things and are 2x as likely to depict evil things. They only know how to polish stones into rectangular plates and octahedrons (point cut).
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# ¿ Mar 21, 2014 19:04 |
What? No I cannot type words about graphics in the OP, I'm too busy remaking the online help
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# ¿ Mar 22, 2014 00:09 |
Who gave the neo-YCS dumplets permission to use my name in their weird pony fortress? Oh, well, here's a devlog.Toady One posted:Tunnel trade runs haven't been going smoothly, but I found an old buried error in the 3D map code that was causing all the cave dragons and water to sneak into the central fortress up-down column, and various other problems besides, so that's good, anyway. I also had to play with world gen a bit to get brokers to show up at all since it wasn't doing unimportant positions for sites (as it makes too many functionary historical figures throughout history that way). Map bugs are always time-consuming (more-so because there are giant mushrooms now that seem to work their way into everything), but we should be getting away from them as we move past this item, since none of the other issues involve maps. I have to have a successful depot run first though. Back to it!
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# ¿ Mar 23, 2014 00:18 |
Latching and tearing bites also completely ignore armor. The only way to avoid it is to completely deflect the initial bite with rigid plate mail.
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# ¿ Mar 23, 2014 16:58 |
Hooray!
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# ¿ Mar 23, 2014 20:18 |
Devlogs are also spooky.Toady One posted:The liaison and other diplomats provide information about what's going on in the world. It just happens in one of those conversational pop-ups as the meeting is going on, using more or less the same stuff as adventure mode to provide the information, so they'll sometimes refer to their own relatives by relationship and so on. I also continued along with the information screen and did more work on the plant list, though I haven't checked those off yet. The weird *.wtf format of fort mode diplomacy hasn't been touched in ages. I can only hope he doesn't change the format so much that the current decryption scripts stop working.
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# ¿ Mar 27, 2014 03:24 |
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# ¿ Apr 28, 2024 02:03 |
duralict posted:Is there a way to set up stockpiles for specific ores? I can't find listings for realgar, kimberlite, etc. in the stockpile settings. They aren't ores. They're just stones.
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# ¿ Mar 27, 2014 21:56 |