• Dwarf Fortress v13 - Orkel looses a roaring laughter, fell and terrible!
    3,876 replies, posted
Downloaded this a few hours ago! I have no idea at all whats going on, yet i can't seem to stop playing I've followed a few tutorials and im enjoying though i think im doing most of it wrong...
[QUOTE=Orkel;29663972]Basically. There are now curses in addition to the already existing diseases. They are also procedurally generated. Undead are now around because of an undead curse, same with skellies and whatnot. There will also be vampire curses and werewolf curses and so on. Everything can be spread to other beings, cursing them too. This leads to Fun stuff like getting actual sieges by zombie armies, and the world you generate somehow being in a zombie apocalypse where there are very little living and thousands upon thousands of undead inhabit the lands (if lucky, or unlucky depending how you view it) Also megacities, with catacombs, sewers and dungeons beneath them to explore and loot, and ancient ruins in the wilderness. Ruins and cities only affect adventure mode, curses are also in fortress mode [editline]7th May 2011[/editline] Oh. And areas can be cursed too. So if you inhabit in a cursed area, and get many deaths, later on there might be a sudden zombie uprising in your tombs, all your dead coming alive and attacking your dwarves. Also ninja ghost possessions, where the ghosts of your dead dwarves secretly slip into your living and then they all go nuts at the same time, you have no idea who they get into though before all hell breaks loose [editline]7th May 2011[/editline] all of the above comes in the next release afaik [editline]7th May 2011[/editline] in a few weeks I guess[/QUOTE] Well that's fucking radical. Just reinstalled, i'm liking these new worldgen options!
How can I get my dwarves to wear mail shirts and breastplates at the same time? My dwarves just keep swapping out one for the other.
Devlog [quote]Continuing along with all of the undead updates. More creature tags are available for addition (or removal) in syndromes, and syndromes can now either flash an arbitrary tile or change the underlying tile of the creature for the duration of the syndrome effect (for instance, the walking dead alternate slowly between their creature symbol and a dark cyan night creature symbol). Tonight should see the first evil region corpse raisings in dwarf and adv mode, then I'm going to go back and make it happen in world gen for anybody that happens to die there. That'll conclude the recreation of the pre-existing evil region dead, at which point we'll move on to using the interaction/curse framework for new things.[/quote]
GOD DAMN IT, I had a good thing going merchant comes in I kill him take everything. Why did my Military commander go nuts and kill everyone, this is what I get for only having one super dwarf as defense. It didn't even say he was nuts, he is just like LOL [i]I will kill my family[/i].
[QUOTE=Chevron;29671872]GOD DAMN IT, I had a good thing going merchant comes in I kill him take everything. Why did my Military commander go nuts and kill everyone, this is what I get for only having one super dwarf as defense. It didn't even say he was nuts, he is just like LOL [i]I will kill my family[/i].[/QUOTE] Killing dwarf merchants means that the killer becomes an enemy of your civilization. Eventually causing a chain reaction and a civil war where everyone fights eachother because the ones who start fighting the original killer(s) also become enemies of your civilization due to attacking a dwarf and so on.
Holy shit I must do that with my fortress when the new version comes out, since I'll have to start a new one to get all the cool added stuff anyway
[QUOTE=Orkel;29672054]Killing dwarf merchants means that the killer becomes an enemy of your civilization. Eventually causing a chain reaction and a civil war where everyone fights eachother because the ones who start fighting the original killer(s) also become enemies of your civilization due to attacking a dwarf and so on.[/QUOTE] Well that is shit. So next time, elf kill, dwarf leave alone.
Fun way to end a fortress I Guess, or lock up around 5 of them and let the rest murder eachother.
I like doing the "tunnel under your entire map and support it on one pillar, then collapse it" thing. Bonus if you flood the world with magma first
*spends ages setting up a cool name + skills for an above-ground wooden village, embarks, realises I am actually on a hill with no wood* :argh:
Leave one legendary pump operator in a room with food and booze, and let him pump the fortress full of magma
[QUOTE=DuncanFrost;29672671]*spends ages setting up a cool name + skills for an above-ground wooden village, embarks, realises I am actually on a hill with no wood* :argh:[/QUOTE] Thats why I always save a solid embark crew. [editline]7th May 2011[/editline] Man, I love killing elves. But the only opportunity I can is when they come to trade. And if I kill elven traders they leave their useless trinkets all over the place. Even in death they're annoying as fuck.
I'm so picky. Its weird but I like to have a traditional fortress. As in females do the gathering and farming, all able body males are in the military lol.
I'm tempted to start a new fortress, but I don't want to restart it in a week or so when the update arrives. Also I hope he implements that "battlefield" mode for combat soon, right now it's pretty nightmarish to command the troops (or that he at least adds a key to manually position each soldier).
My legendary farmer who I named Farmer blue became my mayor :D The thing is I had him working with like 6 other farmers in a 20x20 piece of land (divided into 6 plots) and in the process I guess he became a talented comedian which got him elected mayor :v:
[QUOTE=acds;29674008]I'm tempted to start a new fortress, but I don't want to restart it in a week or so when the update arrives. Also I hope he implements that "battlefield" mode for combat soon, right now it's pretty nightmarish to command the troops [B](or that he at least adds a key to manually position each soldier)[/B].[/QUOTE] You can already do that in the squad command window.
[QUOTE=Parakon;29677031]You can already do that in the squad command window.[/QUOTE] Well I learned something today. Will they remain in place? Because the problem is usually that they decide to run out and meet the Goblins in melee with their crossbows.
[QUOTE=acds;29677062]Well I learned something today. Will they remain in place? Because the problem is usually that they decide to run out and meet the Goblins in melee with their crossbows.[/QUOTE] Well i'm pretty sure they go into Rambo-mode if they see an enemy. But I'm pretty sure they break-off the attack if you station them somewhere else. [editline]7th May 2011[/editline] It sounds more like you have an issue with bolts though, if they're trying to melee with crossbows.
[QUOTE=Parakon;29677256]Well i'm pretty sure they go into Rambo-mode if they see an enemy. But I'm pretty sure they break-off the attack if you station them somewhere else.[/QUOTE] No. Once a soldier has seen an enemy he will not stop until it's dead.
Time to start my sea dome. one quick question, how should I create the entrance? I was thinking some kind of air lock system around the trade depot, with water flowing up through the floor. also, possible inspiration for the bronze colossus: [media]http://www.youtube.com/watch?v=UuIttxTUt00[/media]
Yeah, I was thinking of the kill command for animals.
[QUOTE=Pokey McFork;29677387]Time to start my sea dome. one quick question, how should I create the entrance? I was thinking some kind of air lock system around the trade depot, with water flowing up through the floor. also, possible inspiration for the bronze colossus: [media]http://www.youtube.com/watch?v=UuIttxTUt00[/media][/QUOTE] That's how I've always pictured colossi to be, just without the sword.
[QUOTE=Parakon;29677256]Well i'm pretty sure they go into Rambo-mode if they see an enemy. But I'm pretty sure they break-off the attack if you station them somewhere else. [editline]7th May 2011[/editline] It sounds more like you have an issue with bolts though, if they're trying to melee with crossbows.[/QUOTE] Well they don't really try to melee, but they run down the tower into the fortress, through the entire fortress, out of the main gate, up the mountain back to the outside of the tower then start firing bolts at the Goblins from about 10-15 blocks distance. They don't melee, but it takes only a few seconds for the Goblins to run up to them so it doesn't change much. I know I could place some doors and close them, but it's a pain in the ass and doors stop everyone, not only the retarded marksdwarfs. That and they need to be placed pretty precisely to maximise their efficiency (so all of them fire, not only 2 or 3).
While playing as a creature that can breathe fire, can you use it in adventure mode?
Adventure mode is so much better, there's more things to kill me now. My greatest adventurer, Wetwind, has slain many creatures of the night and ended the lives of some of the worst of outlaws. He saved towns from murderous trolls and some dangerous horses roaming the countryside. Too bad I forgot he couldn't swim and, at my command, he jumped straight into a river where he immediately decided the adventuring life wasn't for him and retired as a peasant.
Can someone tell me why this dwarf wont go collect a web that easily accessible [img]http://img200.imageshack.us/img200/4256/aaapiss.png[/img] ITS RIGHT THERE
So I made a water trap to drown attackers in my hallway to my base. Except I rigged it wrong so the flood gate with the water won't open :< Except theres like 4 elves and 4 camels stuck in there with 1 dead dwarf and the dead dwarf is created miasma. Anyone know if elves can die from miasma? If not then I guess they'll just die of thirst. I'm scared the dead warrior dwarf will come back as a berserk ghost :$ [IMG]http://img823.imageshack.us/img823/4927/35ac15a6f62dc9ca3669096.png[/IMG] Edit: yeah they're not dying from miasma. Anyone got ideas what I should do? I'm thinking of digging two channels on the side so they get drowned anyway but I'll lose that part of the hallway forever ): [editline]7th May 2011[/editline] [QUOTE=Boomersocks;29684415]Can someone tell me why this dwarf wont go collect a web that easily accessible [img_thumb]http://img200.imageshack.us/img200/4256/aaapiss.png[/img_thumb] ITS RIGHT THERE[/QUOTE] Perhaps you have forbid it?
Devlog [quote]I starved a dwarf and it came back (as a friendly undead peasant...). To avoid crossing various streams, animated corpses now keep track of the historical figure that was the source of the raised body, even though the historical figure's soul is detached from it (and available for ghostage). So relatives can still be properly horrified by a raised body without it actually being the person in question, and they might be haunted at the same time, oddly enough, provided that evil region animation continues to have nothing to do with the soul stuff. This'll also let it animate multiple severed body parts separately, though it'll also need to understand not having a central body part before that'll work. It would be cool to have arms crawling around though.[/quote]
do peasants still arive in migrant waves? I want to turn them into soldiers, and they're good for hauling.
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