Dwarf Fortress v13 - Orkel looses a roaring laughter, fell and terrible!
3,876 replies, posted
[QUOTE=EcksDee;29064487]Wait since when were Rhesus Macaque dwarves[/QUOTE]
Maybe they are evolutionarily connected? Explains why they keep confusing each other's dwellings.
Any mods (or should I say, fixes/improvement) I should get before generating a new world? Talking more about stuff that fixes strange things (for example, Orkel's head fix) and improves DF, not something that completely changes it.
[editline]9th April 2011[/editline]
[del]Also anyone has a link to Orkel's fix? Went back quite a few pages but can't seem to find it.[/del] Found it.
[QUOTE=ZestyLemons;29063890]Such is life as a dwarf
Get hit by a dead rabbit and die.[/QUOTE]
Wait a moment.
How did a fort die if it lived in a peaceful/good area?
Please check the engravings on the walls. Maybe those Macaques and rabbits cause some sort of apocalypse.
I enjoy the naming feature. My fortress is known as Roderroder Roderroderroderroder Roder, or in English, Baldnessbalds the Bald Bald Baldness-Baldness of Balding.
[QUOTE=Xed;29065943]I enjoy the naming feature. My fortress is known as Roderroder Roderroderroderroder Roder, or in English, Baldnessbalds the Bald Bald Baldness-Baldness of Balding.[/QUOTE]
[img]http://images.wikia.com/cartoonnetwork/images/2/23/Schnitzel.jpg[/img]
Fuck, my next artifact is a golden crutch.
[QUOTE=Unib5;29067828]Fuck, my next artifact is a golden crutch.[/QUOTE]
Fancy!
Damnit, the Dwarven civilization never makes it past Civ generation in my new custom world. I mean sure it's a bit hostile but the world's been rejected 8 times now due to the dorfs going extinct.
[QUOTE=acds;29068055]Damnit, the Dwarven civilization never makes it past Civ generation in my new custom world. I mean sure it's a bit hostile but the world's been rejected 8 times now due to the dorfs going extinct.[/QUOTE]
Talk about bad luck.
Try stopping it at year 300-400 instead.
[QUOTE=Orkel;29068157]Talk about bad luck.
Try stopping it at year 300-400 instead.[/QUOTE]
Doesn't even get to the years, it gets rejected as soon as it starts generating the civilizations. Which makes me believe there is something wrong with the parameters, probably something that the dwarves require to exist.
Just as I was writing this it told me that they need non-evil, non-neutral mountains to live in, which might be a problem considering the mountains are pretty much pure evil in solid form.
There we go, now they are created at least.
My second siege just arrived, and it's a doozy.
around about 30 goblins, all on mounts.
there were 5 trolls but they blundered into my weapon traps so that worked out ok.
they came at the same time as some merchants, so free stuff!
Looks like there is a cave called Ungsmagorzu, which means "The Ultimate Hell".
Also what should I embark in, a desert or a glacier?
Devlog.
[quote]Here are some more city schematics. These are all cities with 3-gated walls and very basic castles, and all but the last have a narrow river with several short bridges. That sort of thing is fairly easy to vary, but in this set I've varied the amount of city instead -- the pictures have higher and higher populations as you go down the list. It's more homesteady and less manorial than the older village pictures. In order to expedite how it works with the rest of the world map/movement/etc., it still respects 48x48 tile sections, though that can soften a bit in the future. It should also be able to handle curved road segments without other adjustments (they are all straight now since that's the fastest type to throw in). The river is blocky since I didn't bother constructing the specifics from the fully realized map, but I'll be messing with that more when we get to real tiles. The next set of pictures should involve the actual in-game tiles if everything works out.
[/quote]
Pics here: [url]http://www.bay12games.com/dwarves/[/url] (refresh page)
[img_thumb]http://www.bay12games.com/dwarves/imgs/city_51.png[/img_thumb]
[img_thumb]http://www.bay12games.com/dwarves/imgs/city_77.png[/img_thumb]
My favorites.
[img]http://dl.dropbox.com/u/8255941/Dwarf%20Fortress/baby%20power.png[/img]
If only the baby had survived, I know what job she have been given. :smug:
Has Toady fixed crutches in the newest version?
[QUOTE=Orkel;29058977]Don't recall making any of these threads, it's always been Thorny :psyduck:[/QUOTE]
Not always, but for a while now :3:
I'm waiting for the next release to get back into DF again, can't wait.
I set the minimum temperature to -50, maximum to 150, let's see where this leads.
[QUOTE=spillbert;29068652]Has Toady fixed crutches in the newest version?[/QUOTE]
Yes. Healthcare works perfectly now.
[editline]9th April 2011[/editline]
Can't wait for the Army Arc.
[quote]One of the things Toady was talking about with the Army Arc was that in Fortress Mode, when you send off an army into the battlefield, the game will suddenly pause at the date where the battle takes place, the game will save, and you'll be transported to the battlefield to order your troops in battle.
After it's done, the game saves the battle, then reloads your fortress.[/quote]
I'm deeply annoyed by the fact that you can't specify if you want trees or not, in the find location thingy.
Oh shit, Army Arc sounds really damn awesome.
Dwarf Fortress: Total War
I need your help, I've run out of interesting Fortress designs and methods of starting :frown:
All of my forts are either Cylindrical or corridors traversing the area, going down a level then back again.
[QUOTE=cyclocius;29069132]I need your help, I've run out of interesting Fortress designs and methods of starting :frown:
All of my forts are either Cylindrical or corridors traversing the area, going down a level then back again.[/QUOTE]
Put your entire fortress on one z-level.
[QUOTE=cyclocius;29069132]I need your help, I've run out of interesting Fortress designs and methods of starting :frown:
All of my forts are either Cylindrical or corridors traversing the area, going down a level then back again.[/QUOTE]
Desert aboveground fort.
[editline]9th April 2011[/editline]
[url]http://df.magmawiki.com/index.php/Challenges[/url]
[QUOTE=IAmAnooB;29069086]I'm deeply annoyed by the fact that you can't specify if you want trees or not, in the find location thingy.[/QUOTE]
Reposting this for new page.
There is no mod or something like that for making searching if the location has trees possible?
[QUOTE=Orkel;29068929]Yes. Healthcare works perfectly now.
[editline]9th April 2011[/editline]
Can't wait for the Army Arc.[/QUOTE]
Sounds awesome. Maybe we'll get better/more commands in battlefield mode?
REAL army shit won't work without massive optimization though, as hardly anyone keeps fortresses of 200+ dwarves
You'll just be sending squads of 15 legendary speardwarves into winning every single war
I hope we can eventually take direct control of a soldier in fortress mode :(
Also I want formations
[editline]9th April 2011[/editline]
[QUOTE=Orkel;29069165]Desert aboveground fort.
[editline]9th April 2011[/editline]
[url]http://df.magmawiki.com/index.php/Challenges[/url][/QUOTE]
My personal favorite (doubt it's listed) is building your whole fortress in the cave system using only wood. No digging except at the start when you need to breach the underground.
Gonna make a new fortress with the only purpose of seeing hell with my own eyes.
Once I finished homework :v:
I need to set up an airlock system to mine some adamantine, so if I meet clowns and can't wall up the place fast enough, the airlock (~20 floodgates connected to a lever) will hold them back while I wall off the corridor and my miners.
[editline]9th April 2011[/editline]
What happens to a dwarf when he is left under a closing floodgate anyway?
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