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I'll take all this tileset chat as an excuse to plug my current favorite. The clean lines and smooth colors of SpaceFox: Military training with pack of war drakes Were-lizards murdering all of those soldiers Desert open-pit fortress ShieldFence
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# ¿ Mar 14, 2014 09:43 |
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# ¿ May 3, 2024 16:34 |
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Tias posted:Is there an (easy, not much of a modder) way to ensure you don't get completely broken megabeasts in a short amount of time, or ever? No you see, having a building destroying fire breathing red dragon colossus gently caress up your stuff IS doing extremely well at dwarf fortress.
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# ¿ Mar 19, 2014 15:39 |
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This. It's this.
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# ¿ Apr 15, 2014 15:18 |
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Dear Toady, Please delay the release until at least may so I can reach NG+++++++++++ in Dark Souls II. Thanks in advance.
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# ¿ May 3, 2014 05:20 |
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AXE COP posted:Normally I'd say turn off Slag except if you are on a map with no sand, there is an option in the Slag Pit to melt slag into sand which is super useful. I wish he'd stop being a balance sperg and let people minecart/stockpile that poo poo.
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# ¿ May 6, 2014 16:58 |
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Angela Christine posted:Table and chair is a bad idea. If a dwarf owns a chair he'll sit in it to eat his meals instead of the lavish public dining hall. I usually give them a chest/coffer and a cabinet. The'll occasionally admire the furniture, it makes the room nicer. And they'll store their old clothes in the cabinet rather than leaving them littering the halls. This is why you can't have nice things, URIST!
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# ¿ May 24, 2014 11:04 |
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Zurai posted:Easily the best line in that. "Welp. Have a nice day. VV"
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# ¿ Jul 9, 2014 03:37 |
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PhantomZero posted:No i mean the dwarf fortresses and elven retreats, they are all adjacent to each other. When embarking they are big squares right next to each other. Is it normal for the civilizations to build towns so close together? The biggest problem is that it happens for goblin fortresses as well. You get this giant sprawl fortress with towers and moats and poo poo which is cool, but since goblin forts are non-travel squares you have to inch through it to find your quest objective and then inch back out for twenty map tiles until you can 'T'ravel again.
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# ¿ Jul 14, 2014 04:36 |
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Holy poo poo! You no longer have to swim across rivers in adventure mode. You can just turn up your 'S'peed to sprint, get a running start (so you're moving at 3.0) dwarf units and then just 'j'ump righ the gently caress across without even getting wet!
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# ¿ Jul 14, 2014 12:55 |
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scamtank posted:Cranking the winch for long vertical distances takes some time, though. It's fine for casual bathing and hospital use, but keep a close eye on your booze reserves. You could always build a small resevoir near the well and have some dwarf bucket brigade it full of water.
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# ¿ Jul 16, 2014 16:43 |
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I just found an interesting bug. When you chop down a tree, if you've built a wall underneath it, it'll destroy the top of the wall without destroying the bottom. So you have a wall tile that's just "empty space" at the top.
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# ¿ Jul 23, 2014 15:38 |
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Met posted:For your typical demigod, this is what I like to run: You can jump over most rivers now, so swimming is not essentail as it used to be.
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# ¿ Jul 26, 2014 14:10 |
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You can do it at the 'o'rders screen as well I believe. Auto collect webs. Then you can make all the ++Dog Wool Burqua++s that you want.
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# ¿ Jul 30, 2014 06:53 |
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Faithless posted:Whats the best tileset? Spacefox.
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# ¿ Jul 31, 2014 10:46 |
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Tyty posted:I've been playing Masterwork while I wait for the break inbetween updates to become a bit longer, and I've been trying out all the races (Except dwarves since they never seem to survive world-gen.) Instead of digging tunnels build terraced quarrying pits instead. Dig squares straight down to the bedrock and stock up on wheelbarrows and maybe make a minecart network.
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# ¿ Aug 4, 2014 07:46 |
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Danny Glands posted:I really wish dwarves get their testicles back soon. I'm itching to start that .40.x LP and I don't think it'll be interesting to write about dwarves just seizing up at the sight of dead vermin. I took your first sentence 100% literally for the longest time.
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# ¿ Aug 13, 2014 12:33 |
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OtspIII posted:Yeah, I'm basically just waiting for this to get fixed to actually start playing again. I have never seen this bug. In fact I had a great experience today where a flock of keas was scared off by all my trained war dogs. The freakouts don't last forever and they build discipline.
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# ¿ Aug 16, 2014 09:32 |
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scamtank posted:Oh hey mifki's true TWBT works with 40.08 now, Windows and OSX. Go hog wild! So if I'm running the starter pack launcher, do I just drop these into the appropriate folders and run with it?
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# ¿ Aug 17, 2014 13:45 |
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Roundboy posted:I -need- dfhack anymore... I hate if i accidentally break into hell and no matter how fast i make a wall, and set a dedicated dwarf to do NOTHING but build that drat wall, they cant make it fast enough. Yeah I'm confused about this, especially now. Carpenter's workshop + a million wood per tree = 10 cages immediately. Mason's workshop + Mechanic's workshop are the next two things you want to build anyway. And you should definitely have "some rocks" by then. You can get cage traps up before the first season change easy.
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# ¿ Aug 26, 2014 17:06 |
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Yeah when you cut down a 2x2 tree it sometimes leaves an open space in the ground so... 2 z-levels for underground farms now.
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# ¿ Aug 27, 2014 05:40 |
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Maarak posted:What's the best way to deal with a were-creature that wanders onto the map? All it takes is one bite to infect, so within 2 moons nearly everyone is dead or a werechinchilla. Were creatures don't attack each other to the best of my knowledge. Once everyone is a were-something you're basically running Fort Innsmouth. "Hail, fellow dwarf. I am a new migrant. How goes life at this fortress." "Things here are... fine... Let me show you... to your... bed... room." Just remember to hose down the hallways once a month or the new migrants might get suspicious.
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# ¿ Aug 29, 2014 07:38 |
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Splode posted:One of these days I'm going to dedicate a dwarf to cleaning. No other labours. Actually, you can use dwarven bathtubs to stop this from happening. code:
Or you could just install doors and have the main hallway eventually drain off the corner of the map somewhere and flush your fortress once a year or so.
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# ¿ Aug 29, 2014 08:24 |
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I just want to point out that if you're super lazy like me the newest version of the starter pack is out with TWBT and DFHack. http://dffd.wimbli.com/file.php?id=7622
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# ¿ Aug 31, 2014 10:26 |
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I settled near the sea in this version but so far just your normal goblin ambushes and the occasional Troll/GCS/Giant Earthwork from the caverns. No wereporpoises. Depicted in this picture is my quantum body chute. Bits of people are stored in the refuse pile as normal, to terrify the kobolds away (note the kobold skeletons artfully propped up near the door. This totally works btw.) However, any corpses placed in the refuse pile will be catapulted down a 40 foot drop to my butcher's shop. So far no sieging enemy has tried to get in through the butcher's chimney.
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# ¿ Sep 3, 2014 09:11 |
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cheesetriangles posted:I just spent 6 hours playing DF and realized it was suddenly day time. Got my most advanced fort ever so far. I went down to the magma sea and set up a bunch of magma buildings but the problem is my dwarves aren't great about getting the ore and stuff down there. Is there a better way to get them to haul it? I am sitting on like 130 dwarves at this point and have like 15 or 20 dedicated to just hauling so I thought they would do a better job. Dig a shaft straight down, set up a stockpile next to it and minecarts that dump into the shaft. Make sure no one is standing directly below the shaft.
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# ¿ Sep 3, 2014 14:56 |
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I don't think the non-lethal stuff is really working as intended. I met a strange guy living alone in a house in the woods, he was a spearman. I pinched him to wake him up and he didn't wake up, so I went to sleep next to him. When he woke up he was SUPER PISSED OFF at me. I tried calming him down with a friendly headlock, but to no avail. After he regained consciousness I asked if he would like to yield. "NEVER!" So I started kicking him in the rear end. Eventually he got freaked out and tried to run away. I chased after him shouting for him to cease this violence (the friendliest option?) He refused. Finally I kicked his legs out from under him and begin to slowly stave in his kidneys with my boot. He refused to yield until my companion returned from murdering a stray buzzard and stuck a spear in his skull, shouting "Ast StormTrumpets has slain Udil SwampWasps! This is great!".
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# ¿ Sep 5, 2014 12:23 |
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Faithless posted:What is the best way to stop a tantrum spiral? The game feels pretty unplayable at the moment since as soon as 3 dwarfs die all 90 of them beat the hell out of eachother until there's just 1 babbling child left and some sane migrants come to clean up the mess. Were your dwarves living in a dirt hole in the ground, sleeping in a giant communal bedroom and frequently encountering hunger, thirst, vermin etc.? Or were they living in a masterfully smoothed and engraved palatial fortress with high-quality statues, tables, traps etc. all over the place? Edit: I ask because I throw unwanted babies into volcanoes for fun and don't get tantrum spirals.
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# ¿ Sep 5, 2014 18:12 |
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tak posted:I built a room to release caged hostiles in so my archers can get some good training in, with a wall of fortifications for them to shoot through and a locked door. (by building cages and linking to a lever not by pitting them). It works fine, but the last time I did it out of nowhere an axedwarf I had standing by in case a troll broke through the door started bashing an elite crossbowman. The combat log doesn't have anything at all to suggest why it happened, just a bunch of shooting at goblins and then he's dead, and the justice screen doesn't show a murder or anything related to the incident. There was a problem way back earlier in the game where attacking some things would cause nearby beings to just go "gently caress it, I want a piece of that guy too. I'll help you, ground squirrel!". Maybe it's something like that.
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# ¿ Sep 6, 2014 18:51 |
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Don't make stonefall traps? Or if you do find some way to control the kind of stone they get loaded with. Otherwise you just showered those goblins with pumice and exfoliated the poo poo out of them on their merry murdering way. Cage traps are preferable because then you get free military training later. The most efficient trap is the 1-tile wide entranceway with pits on either side and x10 wooden training spears weapon trap. code:
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# ¿ Sep 12, 2014 04:49 |
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Dashticle posted:Stonefall traps only seem to be effective right now against Trolls and stuff that can't dodge too quickly. Weapon traps seem to be way less effective than before too - an enemy with enough dodge will trigger the trap and get away, leaving anyone following to get through fine until the trap resets. You're probably not putting enough weapons in your weapon traps. A weapon trap can accept up to 10 weapons. A few copper saw blades and I was shredding trolls and GCS left and right. The severe drop kind of trap relies on enemies dodging to work. So you put 10 wooden training spears in there you get 10 attacks and 10 attempts to dodge. If you can't dig a pit deep enough to just straight up kill whatever is trying to attack you just fill it with water (or magma). Getting knocked out at the bottom of the fall means drowning fun for everyone.
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# ¿ Sep 12, 2014 10:48 |
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I'll add to the graphics vs sperglords debate here for a minute, because the greatest thing about current dwarf fortress is mousewheel zooming. Tilesets (specifically SpaceFox) looks kind of like old school NES graphics when you zoom them in all the way, which I think is neat. (I can totally use ASCII, Rogue/ADAM/Dungeon Crawl 4 lyfe)
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# ¿ Sep 25, 2014 03:43 |
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So I've been noticing that every time my dwarves or dogs or whatever kill something the corpse is automatically forbidden. Is this a DFHack thing? How do I stop this from happening?
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# ¿ Oct 8, 2014 07:43 |
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Gibbo posted:You fix this by reading the last page, because this was just asked. My Orders are set correctly. This is happening even inside the fortress.
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# ¿ Oct 8, 2014 17:24 |
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Apoffys posted:Setting up your military is still a bit of a pain, true. Now training actually works though, so if you set it up properly they'll actually get good at fighting quite fast (especially with a good trainer I think). No need to use danger rooms and other exploits to get soldiers to actually train anymore. The new LP Fogwall had an expert swordsman/fighter/etc. migrate in and he's done wonders for our military preparedness.
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# ¿ Oct 9, 2014 10:39 |
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vibratingsheep posted:I've tried reading about wells and come away with the impression that bringing the water up a well will make sure that it's not muddy anymore, but the wiki is kind of confusing on that point depending on if you're reading the muddy water post or the well post. The mud is below the water. Drill down from above and build the well over any part of the water you want, dwarves will go to the well and lower a bucket down however many z-levels to the water. Just keep in mind that while a well can transport a bucket of water up 50 z-levels if that's convenient, it takes a long-rear end time. What I like to do is this: X= wall _ = channel O = well code:
efficient ways to move water up a large number of z-levels.
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# ¿ Oct 16, 2014 05:28 |
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Not to toot my own horn (I am going to toot my own horn) but you should check out the new dwarf fortress LP Fogwall for a very exciting use of saw blade traps. Thread is here
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# ¿ Oct 16, 2014 07:23 |
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Neurion posted:As much as I'd love to read through the entire thread to get to this point -- I'm impatient, someone care to explain what is happening and how it works? Here's an example of how it works in combat log form.
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# ¿ Oct 16, 2014 19:03 |
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The starter pack has an option to load old saves I'm pretty sure.
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# ¿ Oct 17, 2014 05:40 |
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ungulateman posted:I just had Fun via a werehedgehog attack which only killed one dude. It was great! While six of my dudes laid up in the hospital slowly not-dying, four others who fought the beast in the first place transformed in my dining room and killed just about everyone else. Then over the next few months my new expedition leader, the two hundred and thirty year old Presser with absolutely no valuable skills, proceeds to slowly but surely kill everyone else in werehedgehog form, racking up well over twenty kills... Is this the guy?
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# ¿ Dec 2, 2014 11:24 |
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# ¿ May 3, 2024 16:34 |
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http://dffd.wimbli.com/file.php?id=7622 Dwarf fortress 40.19 r2 starter pack is out now, if anyone else was waiting on it. code:
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# ¿ Dec 9, 2014 15:48 |