• Dwarf Fortress V10 - DF2010 Release Edition - OH GOD THE SCREAMS
    2,002 replies, posted
[QUOTE=Xera;21234051]Define a burrow. Open military screen, alerts, arrow across to your burrow and hit enter.[/QUOTE] Better to make a new alert altogether and name it "wild animal" or something.
Crisis over. [img]http://localhostr.com/files/642505/Dwarf%20Fortress.png[/img] Boy, this localhostr uploadr is swanky.
[QUOTE=Orkel;21228146]FIRST BUGFIX RELEASE IS UP!!!! [url]http://bay12games.com/dwarves/df_31_02.zip[/url][/QUOTE] No fix for invincible zombies/skeletons? :saddowns:
No meat raw fix?
[img]http://dl.dropbox.com/u/795329/Pictures/me/screnshot/2cat/1270753624818.png[/img]
Just found some Adamantine for the first time. [editline]03:59PM[/editline] And there are some hungry heads with bat wings. [editline]04:01PM[/editline] Holy shit those things are fast. At least their standing ground. [editline]04:15PM[/editline] How do you make Adamantine wafers?
[url]http://www.bay12games.com/forum/index.php?topic=53100.0[/url] community combat balance mod
[QUOTE=Xera;21234051]It should make a text file called something like "Tradefolded-param-region1-1051-12271.txt" [/QUOTE] Got it, here you go. [code] [WORLD_GEN] [TITLE:MEDIUM ISLAND] [SEED:1723772829] [HISTORY_SEED:202692067] [NAME_SEED:4133174253] [CREATURE_SEED:4154670594] [DIM:129:129] [EMBARK_POINTS:1274] [END_YEAR:1050] [BEAST_END_YEAR:200:80] [REVEAL_ALL_HISTORY:1] [CULL_HISTORICAL_FIGURES:0] [ELEVATION:1:400:1600:1600] [RAINFALL:0:100:200:200] [TEMPERATURE:25:75:200:200] [DRAINAGE:0:100:200:200] [VOLCANISM:0:100:200:200] [SAVAGERY:0:100:200:200] [ELEVATION_FREQUENCY:4:2:0:1:0:1] [RAIN_FREQUENCY:1:1:1:1:1:1] [DRAINAGE_FREQUENCY:1:1:1:1:1:1] [TEMPERATURE_FREQUENCY:1:1:1:1:1:1] [SAVAGERY_FREQUENCY:1:1:1:1:1:1] [VOLCANISM_FREQUENCY:1:1:1:1:1:1] [TITAN_NUMBER:9] [TITAN_ATTACK_TRIGGER:80:0:100000] [DEMON_NUMBER:28] [GOOD_SQ_COUNTS:6:63:0] [EVIL_SQ_COUNTS:6:63:0] [PEAK_NUMBER_MIN:3] [PARTIAL_OCEAN_EDGE_MIN:0] [COMPLETE_OCEAN_EDGE_MIN:4] [VOLCANO_MIN:1] [REGION_COUNTS:SWAMP:66:0:0] [REGION_COUNTS:DESERT:66:0:0] [REGION_COUNTS:FOREST:264:0:0] [REGION_COUNTS:MOUNTAINS:528:0:0] [REGION_COUNTS:OCEAN:528:0:0] [REGION_COUNTS:GLACIER:16:0:0] [REGION_COUNTS:TUNDRA:33:0:0] [REGION_COUNTS:GRASSLAND:528:0:0] [REGION_COUNTS:HILLS:528:0:0] [EROSION_CYCLE_COUNT:250] [RIVER_MINS:25:25] [PERIODICALLY_ERODE_EXTREMES:1] [OROGRAPHIC_PRECIPITATION:1] [SUBREGION_MAX:2750] [CAVERN_LAYER_COUNT:3] [CAVERN_LAYER_OPENNESS_MIN:0] [CAVERN_LAYER_OPENNESS_MAX:100] [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0] [CAVERN_LAYER_PASSAGE_DENSITY_MAX:100] [CAVERN_LAYER_WATER_MIN:0] [CAVERN_LAYER_WATER_MAX:100] [HAVE_BOTTOM_LAYER_1:1] [HAVE_BOTTOM_LAYER_2:1] [LEVELS_ABOVE_GROUND:15] [LEVELS_ABOVE_LAYER_1:5] [LEVELS_ABOVE_LAYER_2:1] [LEVELS_ABOVE_LAYER_3:1] [LEVELS_ABOVE_LAYER_4:1] [LEVELS_ABOVE_LAYER_5:2] [LEVELS_AT_BOTTOM:1] [CAVE_MIN_SIZE:5] [CAVE_MIN_SIZE:5] [CAVE_MAX_SIZE:25] [MOUNTAIN_CAVE_MIN:5] [NON_MOUNTAIN_CAVE_MIN:10] [ALL_CAVES_VISIBLE:0] [SHOW_EMBARK_TUNNEL:2] [TOTAL_CIV_NUMBER:10] [TOTAL_CIV_POPULATION:20000] [PLAYABLE_CIVILIZATION_REQUIRED:1] [ELEVATION_RANGES:8000:1056:528] [RAIN_RANGES:528:1056:528] [DRAINAGE_RANGES:528:1056:528] [SAVAGERY_RANGES:528:1056:528] [VOLCANISM_RANGES:528:1056:528] [/code]
[QUOTE=Adbor;21233945]I just got attacked by a wolf. Attempt to gather all of my dwarves inside so they don't get hurt turned out to be complicated enough to crash my game where the fuck is 'dwarves stay indoors'[/QUOTE] Here's what you do. Press 'w', designate all the safe, areas of your fort that you want your civilians to work in during a siege to a burrow. Then press 'm', 'a' to go to alerts. Create a new alert, called siege or something, and press enter on it, and then press right arrow to go to your new burrow, and press enter on that. Civs should now stay in that burrow.
Just tested another area for height, I can't get off the mountain because, quite frankly, there [I]aren't any natural ramps to the ground.[/I] [editline]07:58PM[/editline] Something is seriously going on with mountain heights in this version, Toady made mountains far more... Mountainous. I've consistently found the highest mountains to be inactive/active volcanoes.
I finally found out why all the traders became ecstatic when we traded. Turns out I've given away huge quantities of stuff as "gifts". Fookin elves n' there shady salesmanship.
A little question, how do I set soldiers to train and generally be, well, soldiers. I just had a kobold thief show up and my mighty militia leader ran for the hills. I'm fiddling with some stuff in alerts, but it doesn't seem to make any difference.
My DNS hates bay12games.com This is the third time it can't find the site.
How do I get my woodcutter to drop his copper battle axe to switch with an Adamantine one?
[QUOTE=TheServer;21239156]How do I get my woodcutter to drop his copper battle axe to switch with an Adamantine one?[/QUOTE] Giving a woodcutter an Adamantine battle axe won't make him chop wood faster. [editline]09:13PM[/editline] I found the fortress I shall focus on for my main DF 2010 fortress. It's located in a temperate region, and is, at it's highest, +125, it contains marble, coal, wood, bauxite, and iron ore (no sign of gold, though.) The best part was it's randomly generated name (I shit you not.) It's generated name was Battlefortress.
Agh, snow spreads like blood does. It's making my glacier fortress all messy. :saddowns:
Who else sets the end of their name in adventure to "the balls of steel"
Anyone figure out how you would make a material like a metal have a poison damage inject upon attacking something?
Urist MC Gem-crafter goes into a mood and takes over the jeweler's workshop then grabs a single rough gem. What on earth will he make?!
gem butt plug
Some how I actually found that funny.
[QUOTE=Nitrowing;21238092]I finally found out why all the traders became ecstatic when we traded. Turns out I've given away huge quantities of stuff as "gifts". Fookin elves n' there shady salesmanship.[/QUOTE] I always find the mental image of traders orgasming and being generally in ecstasy pretty funny when you trade them one diamond studded sock for all their items.
I usually just trade for more booze/food and to get more migrants (exported wealth) fuck their harps
[QUOTE=Zezibesh;21236236] Picture of impassable mountain [/QUOTE] I almost didn't catch the reference to "The Enigma of Amigara Fault". Kudos to you, sir. Kudos.
well DF twists everyone into quivering monstrosities DRR DRR DRR Anyway, since I have copious amounts of cave spider silk, I've been thinking of dressing my fortress guard in blue when it comes the time to get them. Shit, two troglodytes. [editline]09:54AM[/editline] Woah, troglodytes are dangerous now. One left before causing any damage, but my fish cleaner got attacked by the other one while collecting some webs. All intestines bruised, yellow wounds to spine and neck and head, a few broken ribs and toes. Dunno if he'll make it, I guess I better learn the hospital system now too.
God damnit. I really hate the new "can't find path" bug. I really get it often on this new fort and have some issues with starting up because of it, and I really likes this new place :frown:
Saving and reloading helps.
Surgery has been initiated on the fish cleaner, blood is flying everywhere. This is hilarious.
Anyone else think this new tissue layer/organ system is a bit too much? Whenever I see a creature that's been a combat they tend to display an entire page of injuries, most of which are irrelevant. I really could care less if his the monster's left testicle is slightly scratched or not. To make matters worse all these organs are just rife with glitches and likely always will be. I feel the same about having all these different doctoring professions. I really wish a little less effort went into this and instead went to one of the top ten ideas on the eternal suggestion list.
Now the fuck is dehydrated, no one seems to be giving him water jesus christ [editline]10:42AM[/editline] The fish cleaner died from thirst :( [editline]10:46AM[/editline] Right, time to gen a new world and go adventuring.
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