Pound_Coin posted:What will & won't building destroyers go through? trying to design defences with a drowning chamber.
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# ¿ Mar 14, 2014 04:44 |
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# ¿ May 4, 2024 04:17 |
Okimin posted:Has anyone made like some screenshot guide for dealing with aquafiers? I was trying to follow the wiki but they had some sideways view and I couldn't wrap my head around it, and I felt my pumping was less than efficient. Aquifers are great to have around, and people who turn them off are elf-sympathisers with no vision for the malevolent magnificence that is the Inland Tsunami Generator, plus an aquifer is a great thing to have to make infinite indoor power batteries with waterwheels. Anyway, here's your fifteen minute guide to breaching an aquifer: When embarking on an aquifer, I bring 5 stone with me. This is because I hate using pumps for this. Too much time and effort, so I use a collapse. You only really need 3, but if there's a second aquifer layer (I haven't seen it in 0.31.xx but it happened in 40d fairly frequently) Here we are with my exploratory shaft, and branching off from that is my initial designation for my drop. Here we are with everything dug out, and the support installed. Since I didn't have much room to work with to get my nice solid plug of earth, I built a scaffold to hang the plug off by a support. And here we are, with me punching through to the hematite and dolomite below. You see how I have stayed away from the edge of where the plug was dropped in my digging so that I do not open space next to aquifer ground. Also, now you know why I used a plug that size: So I could get a wagon down through it. The corner channels are where I dug drains to remove the excess water. Building and performing this took me 20 game days.
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# ¿ Mar 14, 2014 17:06 |
Just shave it off layer by layer with dig upward ramp designations. These cut off the ceiling too, so your dwarves don't have to climb the deconstruction site to do their digging. Lone ramps that get left by this method thanks to bugs can be stripped with the remove stairs/ramps designation. Also, if you collapse a large enough chunk of terrain, you get weird splitting along cell boundaries which can mess up your precious collapses. Is a real pain when doing drops to block off parts of cavern.
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# ¿ May 1, 2014 06:50 |
I do a 3x3 stairwell but I also carve out the middle to just be a hole. I install retractable bridges over the middle at the various stockpile levels and have them hooked up to a master control room (Also known as the dining room). I have items from the merchants dumped down the hole and arrive on the correct level for stockpiling. It is, of course, not the only stairwell. I have four 2x2 stairwells off to the sides as well, and each of the various stairwells can be sealed by doubled doors at every level so losing a stairwell to invaders is not the end of the world. I am just sad that collapses don't chew through stairwells like they do unsupported floors. That would make for the best fortress shaft defence ever.
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# ¿ May 9, 2014 04:43 |
You bulk up as your strength and toughness stats increase. You end up being a mountain of muscle that shoves over every stray goblin you encounter. It is fantastic It also makes it easy to play my favourite adventurer game: Goblin stacking. You get to the edge of a cliff while in super-sneak and charge multiple goblins off it one at a time so they land on top of each other.
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# ¿ May 27, 2014 07:01 |
Jazzimus Prime posted:This is correct about roads. Not sure about floors, but I know you can't build walls at the map's edge.
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# ¿ Jun 20, 2014 01:30 |
Excelzior posted:Toady really needs to implement toilets, sewers and other waste disposal. The truth, however, is that dwarves expel waste in the form of vermin, which cats then kill. The vermin then rots away, generating the miasma upon which plants feed. This previously undiscovered aspect of Cat/Dwarf symbiosis demonstrates the need for more research and studies in the area.
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# ¿ Jul 4, 2014 04:43 |
Gods are going to get snitty when people keep profaning their temples. It is enough to drive anyone mad and want to unleash a demon or two. I have to say, I am enjoying the new version and the lack of automatic enemy of site/civilisation when you go around killing people. I was able to go door to door in a human hamlet collecting skulls (That is basically all I know about hamlet) and all the people in the next house knew was "A battle? What is happening?!" Sadly, I met a goblin gang on the way up the road and they decided to steal my idea and apply it to me.
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# ¿ Jul 19, 2014 03:11 |
Solvency posted:I started a new fortress, and out of the blue, one of my original members became a King but he still mines and does other work like a normal dwarf. Also, apparently none of our trading partners ever bring an outpost liason, so I think something is up with my world.
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# ¿ Jul 21, 2014 02:12 |
DwarvenZombie posted:drat dwarf cut a tree full of dwarfs now halve of them are drowning in the river. Gonna restart.
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# ¿ Aug 3, 2014 04:17 |
scamtank posted:- An all-new kind of wound: partially butchered. Has an entry both in the health screen and creature description wound listings. Don't ask me. Toady One on the 31st of July posted:Reactions will also trim away pieces of bodies properly. All jobs that affect body components (anything that uses bone, for example) will now carve away pieces of the body component, which'll leave a "partially butchered" wound type on the limbs etc. that were used in jobs if the skeleton is animated. It makes sense in context!
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# ¿ Aug 5, 2014 08:05 |
Construct the cage and link it to a lever, then pull the lever.
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# ¿ Aug 22, 2014 13:33 |
You could check your orders menu to see if you have accidentally messed up your garbage settings.
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# ¿ Oct 20, 2014 11:39 |
The new prioritised designations system is really good to use. I can sit back and know my miners aren't making a hash of things and I don't need to do so much on the spot micromanagement in the opening stages of a fort (Which is where I usually lose interest). I had a bunch of miners cut the entrance, then mine out each stockpile in sequence and complete the hallway when they were done. Of course, if I had paid more attention to the embark screen, I would have known my embark had no trees and that I should bring some bloody wood. I now have 24 dwarves hot bunking with three beds and my dogs have been kicked to death by angry Yaks. Need to get to the caverns soon.
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# ¿ Dec 19, 2014 10:15 |
Am I the only person having moods breaking? I've had two moods now in two different fortresses where the dwarf is unable to move on to collect their second component for the project. In this case he wants leather and blocks. I have tons of leather and twelve bins full of blocks of all stripes including wooden ones, but when he takes the leather to the workshop he just stands there with it in his inventory hauled, or if he does add it to the workshop, he still just stands there behaving the same way.
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# ¿ Dec 20, 2014 09:41 |
Lowen posted:I've had one mood work but it only needed a few items. You can sort of get around this for moods by forbidding the stuff in the workshop once he brings it so he fetches more, then reallowing them all (I also had to forbid/unforbid the workshop). I saved two dwarfs that way.
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# ¿ Dec 21, 2014 12:04 |
It keeps improving. A few versions ago in adventure mode I got an elf up to legendary +50 swordsman and was regularly poking peoples eyes out, knocking out teeth, etc despite it always showing as an "impossible" shot.
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# ¿ Jan 28, 2015 12:31 |
Prop Wash posted:Granted I love DFHack for some of its other functions as well - I blatantly cheat if a goblin siege shows up year one and I have no remorse over it at all, I like that other people play this game as an ironman restarting sim but personally I'm not interested in that. Personally, I just use them as ballista target practice and ignore them otherwise. My dwarves are usually FAR too busy building a home between second and third cavern layers to care about surfacers, and the longer the siege hangs around, the longer I get between migrant waves. Given I typically only need a workforce of 20-30 dwarves to be both self sustaining and capable of digging/smoothing/constructing poo poo fast, having more time between migrant waves is absolutely fine by me.
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# ¿ Feb 10, 2015 12:02 |
It really isn't. I usually get it all inside before the end of the first month. And this is without using quantum stockpiles, or setting up a drop shaft next to the wagon and throwing it all down the hole (Though this is my preferred method when I decide that I want to start building really deep). Just use the hallways for temporary stockpiles while expanding the digs. I usually use the first ten months of game to clearfell a bunch of forest, do some pre-emptive river rerouting and digging out stuff that needs dug. by the time the first caravan arrives, I usually have enough mechanisms and crafts to buy out whatever I damned well please to make up for any resource shortfalls. I spend the next few years digging a proper fortress deep down and when the time is right I have my dwarves dismantle the upper fort and migrate down into the deep one, then fill the first one with interesting traps while leaving a pathway for a wagon to go right through it and down into the deep fort proper because I really can't be stuffed operating a depot so far from my fort.
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# ¿ Feb 10, 2015 12:27 |
Leal posted:I wish terrifying biomes wouldn't have the rain or reanimation stuff, just lots of dangerous monsters like ogres and harpies. Sometimes I want wildlife more threatening then a giant hamster, but I don't want to deal with reanimation or not getting caravans because the acid rain melted them all down. Just be sure to run everyone through a mister on the way in, because they can track in murder rain substances. Please adhere to strict quarantine protocols for new arrivals (Possibly including having them toss their shoes down a shaft into magma). The funniest thing for me was that if I kept the doors properly locked, entire siege forces would just die in the rain.
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# ¿ Feb 12, 2015 01:58 |
I can't stomach tilesets. Trying to figure out what everything was in bronzestabbed was a pain and it felt awkward as hell. I'm default ASCII all the way, now and forever. And without any of that squaring everything off crap either Seriously though, it isn't hard. Even after months or even years away from the game I still recognise everything, and quickly figure out all the new stuff. It can seem overwhelming at first, but I like it. It has character.
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# ¿ Feb 14, 2015 13:38 |
Solid Poopsnake posted:Just reading this makes me want to eat a bullet. Personally, I just can't bring myself to apply this level of planning and micromanagement. Everyone sleeps in the sprawling housing complex on the residential level and if they don't like it they can sleep in the dorms or on the loving floor for all I care. My usual solution to inefficiencies and slow production is to throw more dwarves at the problem. Dwarves are cheap. I also tend to slap a lot of different labours on my dwarves, and only pare them down when they become highly skilled in one or more jobs. That being said, it is much easier to use the workshop profile to just lock the unskilled dwarves out of the workshops than go through each individual units labours and disable poo poo. This way you can sort of divide labour. You have one or two mason workshops turning out high quality poo poo for decorating your fort while another few, operated by whoever wanders by, churn out stuff like blocks.
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# ¿ Feb 15, 2015 05:39 |
scamtank posted:No, but that's why goblins like bringing trolls. They have a tag named [BUILDINGDESTROYER], ponder on its meaning for a second. Mind you, this does absolutely nothing for building destroyer random wandering which operates differently and I have witnessed smashing down four layers of doors (Fortunately I was being careful in that case and the next was a wall construction).
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# ¿ Feb 17, 2015 05:40 |
I find minecarts are really useful for hauling large numbers of serrated steel discs to goblin sieges. Personally though, I generally just set up a chain of two stop routes though my primary mining areas so stuff gets shuffled along from section to section towards my migratory workshop shaft. I don't mind the high dwarf overhead so much because I generally have a stupidly large number of idlers due to my insistence on highly efficient fortress design.
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# ¿ Mar 20, 2015 21:59 |
VerdantSquire posted:So what does this have to do with adding taverns to the game? Hell if I know. But regardless, it's still pretty awesome. It is just an example of low hanging fruit that came into reach while doing something else and he thought (correctly) it was cool. I personally can't wait to steal a book on mathematics from the local library and use it to educate bandits manually.
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# ¿ Mar 21, 2015 10:52 |
Tuxedo Catfish posted:The effects of evil biomes have been randomized (or something like that) for a bunch of versions now. It's hard to tell if you're going to get a relatively normal biome with beak dogs and sometimes it rains gross but harmless blood, or if you're going to get some kind horrific nightmare world with staring eyeball grass, the dead rising from their graves, death plagues falling from the sky, and skeletal whales dragging themselves from the ocean to crush the living.
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# ¿ Apr 9, 2015 02:54 |
Node posted:Well, I have a lot more dwarves than that. My dwarves are specialized as far as jobs go, and my pancake fortress design means you don't need to walk a long distance to do your normal activities. My farm and pasture take a bit longer to get to, but it isn't terrible. I've stopped creating anything but the necessities like food and booze I'm still pretty much gridlocked. I make every corridor 3 tiles wide to make traffic a non issue, and then I have many connections between different Z levels, with workshops working above and below stockpile space. I have the mechanics workshop near the trade depot and just move all the mechanisms to the depot each time a caravan comes by (They are my primary trade goods). Farming is done in a dirt layer above the stockpiles and workshops. Once I hit my cap of 40 adult dwarves I tend to have more than I need, and just let them make babies enough to trigger goblin siege activity. I do not bother with furniture stockpiles. I make what I need as I need them and keep them in the workshop until I'm ready to use them. Workshops are easy to build, and 3 tile wide corridors means I can just slap a masons shop down in my mining areas to make blocks and deconstruct it when I'm done. The trick is to decide which stockpiles you are going to be using more and have them closer to your target industry. For example you aren't going to get much work in gem works so you can stick that pile off to one side near the access to the mining delves. Stone is more important so use wheelbarrows and/or mine carts to fill a stockpile near the middle of your work area. Most of the stone in it will start off in the area you just dug out for your fortress, and even three wheelbarrows works pretty well to keep it supplied unless you go crazy with crafts (This is dumb, mechanisms are useful and more valuable, and making them skills up an engineer so you can have good traps). Do separate piles for fresh food objects like plump helmets and processed food objects like prepared meals and drink. Set up a pig tail stockpile near your farmer/weaver/clothesmaking node. Cloth stockpiles are useful, but disallow thread from it. It weighs next to nothing and doesn't clutter the loom so leave it there. Your blocks and your bars should be kept separate. Toss coke and charcoal in with the metals. Store flux separate to regular stone, and near the metals. I generally do flux and ores together. I keep blocks closer to the surface in case I want to build something up there, and a second pile down near the entrance to the mines if I want to wall something off. Livestock are annoying. Unless you have a pressing need for milk or yarn simply butcher them and turn them into more useful bone, leather, and meat. And most importantly of all: remember the Z axis is a thing. If your fort isn't spread over at least 5 floors, you are doing it wrong.
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# ¿ Apr 14, 2015 10:33 |
I love me some aquifer. Great for infinite power in a nice safe indoor area. Also great for drowning traps. Not like it takes long to breach one anyway (A game month you can use to have the rest of your dwarves do some logging). Try making an inland tsunami generator sometime
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# ¿ Apr 14, 2015 12:26 |
To those unfamiliar with your terminology (me) the term "pancake" implies a spread out flat design. I don't bother giving dwarven bedrooms corridors any more. They sleep in a 3x3x1 box, with a bed in the middle, a cabinet or coffer in each corner, and a door and doors on each wall leading to the next bedroom set up the same. A 3x3 central shaft with 8 up/down stairs arranged around the side and a hollow core (I like throwing things down the middle with a dump to get supplies to deep expansions), stick 24 rooms around it each floor and you are set. Also provides a bit of exploratory mining on each floor so you can tell what minerals are there if you decide to go digging for anything there.
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# ¿ Apr 14, 2015 17:16 |
Jothan posted:<adventure mode stuff> This is simple, really. A better weapon will remove limbs and exsanguinate your enemy, thus depriving you of a training dummy. As a result, with an edged weapon you'll eventually start winning combat in a few attacks, which makes a mess of your hopes to get your skill up to Legendary and beyond. As a result I suggest wooden weapons for training and, if you are bold enough, actually engaging in deadly combat with your mighty foes. A wooden sword can easily deliver a knock-out blow, but leave your victim alive for ease of stabbing and clubbing. Just be careful because wooden swords can cause severs of the hands and feet if you aren't careful. Skill is important because different attacks have difficulty ratings on the attack selection screen. A higher skill lets you make progressively more difficult attacks successfully more reliably. At Legendary+50, you can reliably engage in combat dentistry against difficulty "Impossible". It also means you can knock out dragons with your wooden sword and strangle them (This is hilarious). FYI: A dragon does not appear to be killable with a wooden short sword. I gave up after about four in game days of beating it around the head.
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# ¿ May 4, 2015 10:46 |
alphabrawl posted:
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# ¿ May 10, 2015 07:00 |
Agent Kool-Aid posted:when the gently caress is the update with all this happening From this months report: Toady One posted:It's technically possible that we could get a Dwarf Fortress release by the end of the month, and I've written everything out on a theoretical daily schedule that would make it, but I suspect bugs, non-DF hassles and other issues will drag it out by a bit. We're doing well though, in terms of not having another giant multi-year wait.
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# ¿ May 12, 2015 07:03 |
axelsoar posted:I am the dumb, that is a great idea.
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# ¿ May 13, 2015 05:59 |
How many docks do you see built at water level? They are raised precisely for the wave reason, and also because boats extend up out of the water a ways. Build your pathways at Z+1 and if you absolutely must put access to Z=0, add stairwells to the sides that you can build down off it.
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# ¿ May 14, 2015 01:32 |
The Moon Monster posted:This actually ended up coming in handy
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# ¿ Aug 11, 2015 02:31 |
necrotic posted:Use increasing priorities as you go down. Layer-1 is h at the highest priority, Layer-2 is h at 2, etc... zero cave ins. I do it a lot.
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# ¿ Sep 8, 2015 21:36 |
I just cap my population and embark on a 3x3. It is more than enough space for me to do whatever the hell I like. Butcher/cage all the animals, make some sweet digs. A well designed fortress can run a lot of industry with 40 adult dwarves.
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# ¿ Oct 20, 2015 06:12 |
If I'm being fancy I just dig a spiral ramp. Back before Toady fixed up the soil not being farmable terrain bug, I simply would dig down to the third cavern layer and set up shop between it and the magma sea right off the bat, and dig a really long ramp set so the wagons could reach me down there.
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# ¿ Oct 21, 2015 07:39 |
Met posted:Does anyone else donate and go for the ASCII/Story rewards? The wiki pages aren't updated as much as I'd expect from the money they're pulling in. Edit: Ah what the hell. I've done a little to help the formatting of the stories in order to make them a bit more understandable when sending them over chat clients. Story request was "Fell Mood". Opens with perhaps the best line ever. quote:|%+++@+| No story request for this one: quote:,.,|u@@e|gBB.,., Pickled Tink fucked around with this message at 05:32 on Oct 25, 2015 |
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# ¿ Oct 25, 2015 05:24 |
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# ¿ May 4, 2024 04:17 |
Kennel posted:I don't think alcohol had any effect on anyone before the upcoming version.
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# ¿ Oct 29, 2015 13:11 |