Dwarf Fortress v13 - Orkel looses a roaring laughter, fell and terrible!
3,876 replies, posted
[QUOTE=Keyblockor;28571807]Don't bum-rush a forgotten monster, It will fuck up everything that's untrained.
What you do is wait for a year or two, training your axedorfs and speardorfs, in which you dig a tunnel far away and situate your military dorfs in the tunnel, wall up the tunnel with a wall (If you don't say goodbye to your poor fort.) and have a miner dwarf on the other side dig it out, then try to get your men out into the open as fast as possible, trying to choke the monster in where 1 dwarf can fight it will end up in calamity because with these things you usually need to have 3+ dwarfs attacking it simultaneously for it to die.
There, you killed mister bad guy.[/QUOTE]
Uh in a year or two half of my fort will have starved due to being essentially immobilized by fear
I just started a new fort. It took me around 30 minutes to realize I'm fucked. No water around that I can find to initiate farming. I'm digging frantically in the hope I'll come across some. Any quick way for me to tell if I have the wet stuff, or do I Swiss-cheese this fucking mountain?
You can always farm on the outside, just put some walls around it.
iirc thieves etc. can climb over walls less than 5 z levels tall so make it pretty high or put down some defenses after it unless you want possible annoyance.
[QUOTE=Falchion;28579254]iirc thieves etc. can climb over walls less than 5 z levels tall so make it pretty high or put down some defenses after it unless you want possible annoyance.[/QUOTE]
They can do that now? Oh man.
I built my newest fortress into the side of a sheer cliff overlooking a large freshwater lake.
thanks to the cliff being rather craggy, I am able to completely seal off my fortress with ease.
and thanks to being mostly self-sufficient (bar certain goods like metals) I am completely safe for now.
and I could always flood the caverns.
Also playing as a custom race that doesn't need to drink, so that's good.
[QUOTE=Pokey McFork;28583161]
Also playing as a custom race that doesn't need to drink, so that's good.[/QUOTE]
Doesn't that make it a bit too easy? I mean sure, I'm no advocate for size <0.5 races with automatically rotting off limbs and no tools at all, but I think the default dwarves are a pretty perfect level of difficulty.
Healthcare just got some major bugs fixed. Here's the current changelog for the next version:
[quote]
- 0002627: [Dwarf Mode -- Jobs, Healthcare] Dwarves cannot collect water for "Apply cast" job (Toady One) - resolved.
- 0000194: [Dwarf Mode -- Jobs, Healthcare] Hospital does not stock plaster powder, and doctors won't use stockpiled plaster to set bones (Toady One) - resolved.
- 0003939: [Dwarf Mode -- Interface, General] Blank Health History (Toady One) - resolved.
- 0000681: [Dwarf Mode -- Jobs, Healthcare] Legless/footless dwarfs are ignored by healthcare (Toady One) - resolved.
- 0002935: [Dwarf Mode -- Jobs, Healthcare] Immobile injured dwarf left to rest on floor (Toady One) - resolved.
- 0000459: [Dwarf Mode -- Interface, Announcements: Message Spam] Webbed injured dwarf unable to rest and thus cannot be diagnosed/hospitalised (Toady One) - resolved.
- 0000730: [Dwarf Mode -- Military] Injured dwarf never carried to hospital (Toady One) - resolved.
- 0000668: [Dwarf Mode -- Interface, Announcements] Unbreached underground areas still generate certain announcements (Toady One) - resolved.
- 0000147: [Dwarf Mode -- Interface, Civilization List] The Civilziation screen can spoil certain underground features (Toady One) - resolved.
- 0000321: [Dwarf Mode -- Interface, Civilization List] Unnamed civilizations displayed badly on civ detail screen: , "", <race> (Toady One) - resolved.
- 0000005: [Legends Mode -- Display] Underground regions have no names in Legends (Toady One) - resolved.
- 0002737: [Dwarf Mode -- Interface, Stockpiles] Cloth stockpile settings lack option for metal clothing (Toady One) - resolved.
- 0001704: [Dwarf Mode -- Stockpiles] Toggle for "fresh raw hides" in refuse stockpile doesn't work (Toady One) - resolved.
- 0001464: [Dwarf Mode -- Stockpiles] Dwarves fail to store ballista bolts in siege ammo stockpile. (Toady One) - resolved.
- 0000439: [Dwarf Mode -- Stockpiles] Wood Blocks cannot be stockpiled (Toady One) - resolved.
- 0000583: [Dwarf Mode -- Stockpiles] Cannot Use Stockpile Settings to isolate Rock Blocks (Toady One) - resolved.
- 0001989: [Dwarf Mode -- Stockpiles] In stockpile settings, forbidding subcategories leaves some items highlighted (Toady One) - resolved.
- 0000960: [Dwarf Mode -- Interface, Stockpiles] in food-stockpile menu, sub-item of 'leaves' is rock nuts - should be quarry bush leaves (Toady One) - resolved.
- 0000464: [Combat -- Target Selection] Dwarf killed 10z levels away (Toady One) - resolved.
- 0000285: [Dwarf Mode -- Moods] Moody dwarves won't use magma forges (or magma glass furnaces), insist on non-magma ones (Toady One) - resolved.
- 0001428: [Technical -- General] Backup raws files (*.txt~, *.txt.bak) get parsed, causing mismatched IDs and crashes (Toady One) - resolved.
- 0001173: [Dwarf Mode -- Jobs, Designations] Dwarves refuse to haul accessible items until they've hauled ones that are currently inaccessible (Toady One) - resolved.
- 0000419: [Combat -- General] Can attack creatures in melee across several Z levels (Toady One) - resolved.
- 0003071: [Material Properties] All hardcoded materials (glass etc) have uninitialized MAX_EDGE and ABSORPTION and crappy yield/fracture/strain values (Toady One) - resolved.
- 0000157: [Dwarf Mode -- Stockpiles] Stockpile settings "metal" category includes stones, gems, soil and other inorganics (Toady One) - resolved.
- 0002840: [Dwarf Mode -- Military] Marksdwarves use wrong bolts when training (Toady One) - resolved.
- 0000737: [Dwarf Mode -- Immigration] Migrant hunters (with hunting labor enabled) haul their quiver to a stockpile and then pick up another one (Toady One) - resolved.
- 0004099: [Dwarf Mode -- Interface, Military Screen] Missing dwarfs in squad screen (Toady One) - resolved.
- 0004134: [Typos/Grammar] New sound abilities have typo (Toady One) - resolved.
- 0000254: [Dwarf Mode -- Stockpiles] Food stockpiles accept trees/wood (Toady One) - resolved.
- 0000475: [Dwarf Mode -- Stockpiles] Custom Food -> Plants stockpile has invisible item, because "plump helmet man tissue" uses creature name instead of plant name (Toady One) - resolved.
- 0000015: [Dwarf Mode -- Stockpiles] "Wood" section in stockpile settings includes all plants (Toady One) - resolved.
- 0001806: [Dwarf Mode -- Military] Non-cancelled kill orders persist into newly generated world and fortress. (Toady One) - resolved.
- 0003285: [Dwarf Mode -- Interface, Military Screen] Different Squad showing up (Toady One) - resolved.
- 0001056: [Dwarf Mode -- Embark/Setup] Activities Carry Over From One World to the Next (Toady One) - resolved.
- 0002972: [Dwarf Mode -- Interface, Military Screen] Can't select wooden/bone crossbows in uniform screen (Toady One) - resolved.
- 0002813: [Dwarf Mode -- Combat] Glass weapons (in traps) are comically ineffective (Toady One) - resolved.
- 0000693: [Adventure Mode -- Combat] Multiple simultaneous bugs. (Toady One) - resolved.
- 0001165: [Adventure Mode -- General] Shift A menu shows targets that are not anywhere within view, and are attackable. Save included. (Toady One) - resolved.
- 0001519: [Dwarf Mode -- Jobs, Hauling] Bars not being stockpiled because haulers are waiting to haul inaccessible items outside the fortress (Toady One) - resolved.[/quote]
[editline]13th March 2011[/editline]
Also
[quote=Toady]The current state now with fixes applied is that dwarves with one leg or a broken leg will use a crutch, and dwarves without legs or that can't use either leg but are otherwise treated and healthy will just move around slowly on the ground. There could be more for legless dwarves later, but it is out of bug territory now.[/quote]
Hooray for no more eternally bedridden legless dwarves!
[QUOTE=Zezibesh;28583334]Doesn't that make it a bit too easy? I mean sure, I'm no advocate for size <0.5 races with automatically rotting off limbs and no tools at all, but I think the default dwarves are a pretty perfect level of difficulty.[/QUOTE]
they do have a venom that they aren't immune to (i think, not too sure at the moment) , so that kind of balances it out.
tantrum spirals are very... interesting. also, the fact that they are carnivorous makes finding food harder.
I've also added more dangerous mining stuff, mostly syndrome causing, along with some really nasty savage area stuff, like animals with necrosis-inducing meat.
Ew, fuck. I hate it when you just finished setting up a nice trap system and a wild animal wanders into the five serrated discs you set up. Suddenly, flies everywhere and the walls are coated with bloody gristle. I can just imagine the sound. :ohdear:
Yes, the flies everywhere is stand-alone. I literally just saw a troglodyte get vivisected and there were about 2 swarms of flies appearing right there.
Oh dear, I seem to be a bit stuck. Having located a hidden cache of delicious cave fish, I decided to mine towards it. Unfortunately, the fish was guarded fiercely by an ant-man civilization. Cue tens of ones of ravening dorfs swarming the ant-men just for one taste of succulent lobster. So far, only the ant-men are being killed.
Yes! Best bugfix ever! Time to get me some df!
God, every time when I visit this thread out of boredom I read these fantastic tales and stories of fortress sieges, underground floods, causing cave-ins on forgotten beasts, and have an instant urge to play this game again.
But every time I try to do that, I lose interest somewhat quickly, and never get to anything awesome like that happening. It's not even the common complain of the graphics putting me off, I just seem to lose interest too quickly.
It's a shame. Am I doing anything wrong? :/
[QUOTE=frznbxy;28591570]God, every time when I visit this thread out of boredom I read these fantastic tales and stories of fortress sieges, underground floods, causing cave-ins on forgotten beasts, and have an instant urge to play this game again.
But every time I try to do that, I lose interest somewhat quickly, and never get to anything awesome like that happening. It's not even the common complain of the graphics putting me off, I just seem to lose interest too quickly.
It's a shame. Am I doing anything wrong? :/[/QUOTE]
You could try a number of different things:
Different kind of fortress
More challenging environment
More challenging rules (No cutting down trees, start with unskilled dorfs)
[QUOTE=Falchion;28579254]iirc thieves etc. can climb over walls less than 5 z levels tall so make it pretty high or put down some defenses after it unless you want possible annoyance.[/QUOTE]
Wat. Since when?
Hallelujah the hospital bug fixes are coming!
[QUOTE=Kylel999;28592827]Wat. Since when?[/QUOTE]
I believe it's quite old. I read it from a game guide or post somewhere. I might be totally wrong though.
I'll build a couple of shitty walls around my farm, which is already in a pit. Will see how it works, I just have to hope it rains (to make mud).
Does anyone know how to get a smelter to detect coal for making fuel?
[QUOTE=Unib5;28604455]Does anyone know how to get a smelter to detect coal for making fuel?[/QUOTE]
Are you playing as any race besides Dwarves? If so, you need to add the Reaction under Entity_Default in the raws folder.
Devlog btw.
[quote]I guess we're about halfway to the next bugfix release. Here's the list from the last few days:
made dwarves get crutches properly
allowed dwarves that can't stand even with a crutch to move around instead of never moving again
stopped webs from cancelling rest job
made "apply cast" job use water properly
made hospital stock plaster properly
a few fixes for hospital zone/health interface
stopped invisible underground creature camps from counting towards wealth
stopped invisible underground creature camps from popping up in civ list
stopped theft announcements from invisible underground creature camps
fixed some empty name display issues from legends/civs
fixed more stockpile category etc. issues[/quote]
[QUOTE=Canuhearme?;28604543]Are you playing as any race besides Dwarves? If so, you need to add the Reaction under Entity_Default in the raws folder.[/QUOTE]
I'm using standard Dwarves, I go on the tasks for the smelter, I find no option to create bituminous coal into anything useful.
[QUOTE=Unib5;28605014]I'm using standard Dwarves, I go on the tasks for the smelter, I find no option to create bituminous coal into anything useful.[/QUOTE]
Well that's odd, the only thing I can think of is either a bug, or you can't get to the coal/it's not mined.
[QUOTE=Canuhearme?;28605100]Well that's odd, the only thing I can think of is either a bug, or you can't get to the coal/it's not mined.[/QUOTE]
Never mind, I basically got it in a infinite cycle as I kickstarted it with some charcoal.
So I feel like getting into this again. Open up my DF folder, start up the game, generate a world, look around and find the best spot to settle.... "Continent of Virgins", "The Ivory Finger mountain"...
I think it's time to try out my Female-only fortress again...
[editline]15th March 2011[/editline]
So I feel like getting into this again. Open up my DF folder, start up the game, generate a world, look around and find the best spot to settle.... "Continent of Virgins", "The Ivory Finger mountain"...
I think it's time to try out my Female-only fortress again...
I have a fun idea for a challange. keep a single male dwarf cage, slaughter any male children, and have a completely female civilization. This. Shall. Be. Interesting.
[QUOTE=Modest Moose;28624752]I have a fun idea for a challange. keep a single male dwarf cage, slaughter any male children, and have a completely female civilization. This. Shall. Be. Interesting.[/QUOTE]
Then release him at 100 population. Who ever he marries becomes queen. Everyone else is slaughtered.
I have tried being reasonable with the goblins, giving them the gifts of warmth and shiny, pointy things but they have begun to try my patience, as have the humans, elfs and my own race.
luckily I have built a flooding trap in my easily seal-able trade depot.
My new exports are water and enraged carp.
Does anyone know where my autobackups end up? I enabled it in d_init.txt, but can't find where it actually saves the backup to.
Oh, and also, is it normal that once I started a fortress in a region, I can't use this region to start a new game, in any mode? I thought it's possible to use one generated world for two or more fortresses at the same time, since it only functions as a template for the terrain, anyways...
EDIT: Can I somehow make a new fortress if my old one failed, and everyone died, or something? Or is there really no way to ever use a world again? :O
[QUOTE=frznbxy;28650139]Does anyone know where my autobackups end up? I enabled it in d_init.txt, but can't find where it actually saves the backup to.
Oh, and also, is it normal that once I started a fortress in a region, I can't use this region to start a new game, in any mode? I thought it's possible to use one generated world for two or more fortresses at the same time, since it only functions as a template for the terrain, anyways...[/QUOTE]
Nope, especially since things like migrants come from the world map now, and aren't just generated out of thin air.
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