I've gotten through a good part of the quickstart guide, and I have a little 2 level hole in the wall for my dwarves to call their home. I have however, encountered a problem. Mining, digging, and chopping down trees are all within my grasp, but I seem to be unable to [i]pick anything up.[/i]
I have rocks and shit all over my fortress and I'll be damned if I go on without knowing how to tell my dwarves to pick up a godamn rock and carry it to the stockpile.
They have hauling enabled, but they just sit in the general meeting area sitting around.
[editline]21st January 2013[/editline]
Also, I really need to move this to my SSD.
[editline]meh[/editline]
Wait, shit, I figured it out. I don't have anywhere for them to move the stuff too, my general stockpile excludes stone.
[QUOTE=Hyzo;39302284]Dropped mine down a deep shaft.
[IMG]http://i.imgur.com/dGYUTHE.png[/IMG]
[sp]sorry for the lack of magma[/sp][/QUOTE]
Needs more spikes.
Magma safe-spikes, and then a slight dribbling of magma. Like, a good 3/7 all across.
And then edit your RAWs for alligators and make them magma safe, and put them in there too.
So just rummaging around in legends mode and I found a dwarf civilization that elected a necromancer as general and a vampire as queen.
[QUOTE=LoSt PrOpHeT213;39304105]So just rummaging around in legends mode and I found a dwarf civilization that elected a necromancer as general and a vampire as queen.[/QUOTE]
Those dwarfs are clearly fuckin' metal.
[QUOTE=LoSt PrOpHeT213;39304105]So just rummaging around in legends mode and I found a dwarf civilization that elected a necromancer as general and a vampire as queen.[/QUOTE]
The fortress I'm using, I looked up the civilizations. Turns out the dwarf civilization is being ruled by a goblin and the goblin master is a human pump operator.
[QUOTE=Trainbike;39304168]Those dwarfs are clearly fuckin' metal.[/QUOTE]
Also they established "The Corridors of Ransacking" so yea extremely metal.
[B]Edit[/B]
Oh and they are known as The Muscular Seal.
Oh shit, my only water source has frozen over for winter, and about half of my dwarves are thirsty. Halp.
I'm just starting out, and of course I'm probably going to die of thirst unless I can start brewing real fast.
Also, the expedition leader threw a tantrum. Not enough ale I guess.
[QUOTE=joshjet;39304280]Oh shit, my only water source has frozen over for winter, and about half of my dwarves are thirsty. Halp.
I'm just starting out, and of course I'm probably going to die of thirst unless I can start brewing real fast.
Also, the expedition leader threw a tantrum. Not enough ale I guess.[/QUOTE]
if they are drinking water then there is a problem anyway :v:
[QUOTE=joshjet;39304280]Oh shit, my only water source has frozen over for winter, and about half of my dwarves are thirsty. Halp.
I'm just starting out, and of course I'm probably going to die of thirst unless I can start brewing real fast.
Also, the expedition leader threw a tantrum. Not enough ale I guess.[/QUOTE]
Dwarves run on alcohol, anything else and they get all depressed and slow and shit.
Best I can say is dig dig dig, find an underground water source.
Have Fun while you're there.
[QUOTE=S31-Syntax;39304781]Dwarves run on alcohol, anything else and they get all depressed and slow and shit.[/QUOTE]
I noticed. The fortress is pretty much dead now, everyone is either dead or insane, and the insane ones just took off. I guess I sort of jinxed myself when I said I hoped I wouldn't die of thirst.
[editline]21st January 2013[/editline]
Time to start again. This time, alcohol has the highest priority.
[editline]21st January 2013[/editline]
Also, fuck winter.
Potential freezing fortress defence.
Waterpump leading to the surface entrance.
Bridge covering the entire entrance tunnel
When Necro's Witnesses show up, start shooting water down the tunnel, and then flip the bridge to expose it to winter air. Should freeze solid in like, 5 seconds.
Zombiepops
According to the wiki, a mayor will automatically be created with a fortress population of 50. I currently have 67, yet nothing.
Is there some other criteria I have to meet? I've had this happen before, not being able to advance up to mayor, and then other more useless nobles like dukes not arriving.
Some migrants came, and one of their pet rabbits is helping move boulders. That is one badass rabbit.
[IMG]http://i.imgur.com/2nmvoxI.png?1[/IMG]
Holy shit that's metal as fuck
So, i discovered my first vampire today. He blamed the murder on a cat so the populace beat the ever loving shit out of it and then left.
I appointed him as my broker with a silver tongue like that.
Trying to play fortress mode (I usually play adventure mode because I am lazy) and every time I think I found a good spot to embark it pops up saying I've selected an area with salt water. How do I find an area with not salt water??
[QUOTE=Agent 47;39306911][IMG]http://i.imgur.com/2nmvoxI.png?1[/IMG]
Holy shit that's metal as fuck[/QUOTE]
Sounds like a quote from an H.P. Lovecraft story
[QUOTE=Agent 47;39306911][IMG]http://i.imgur.com/2nmvoxI.png?1[/IMG]
Holy shit that's metal as fuck[/QUOTE]
Dwarf Fortress - band name generator edition.
[QUOTE=Skwee;39307224]Trying to play fortress mode (I usually play adventure mode because I am lazy) and every time I think I found a good spot to embark it pops up saying I've selected an area with salt water. How do I find an area with not salt water??[/QUOTE]
yeah it's called grow a fucking beard and embark anyway
[QUOTE=IdiotStorm;39307781]yeah it's called grow a fucking beard and embark anyway[/QUOTE]
Also maybe bring some components for a screw pump
[QUOTE=Skwee;39307224]Trying to play fortress mode (I usually play adventure mode because I am lazy) and every time I think I found a good spot to embark it pops up saying I've selected an area with salt water. How do I find an area with not salt water??[/QUOTE]
While salt water is not a death sentence, you can find a river using the [B]f[/B]ind desired location feature on the embark screen. Rivers make an embark location a fair amount easier. Alternatively, a [url=http://dwarffortresswiki.org/index.php/Screw_pump]screw pump[/url] can be used to make salt water drinkable.
My fort was in the midst of a tantrum spiral (I don't even know how it started) , so I figured I'd release the circus to cheer them up.
100 clowns, jesus christ.
Everyone is going to have fun :v:
Edit:
Everything is on fire, this is glorious
[QUOTE=IdiotStorm;39307781]yeah it's called grow a fucking beard and embark anyway[/QUOTE]
hey i have a beard
[QUOTE=Skwee;39308580]hey i have a beard[/QUOTE]
Then embark already.
So here I am, managing my little 16 dwarf fort. Things are going well, pretty good for a second fort, if I do say so myself. Now I flip back up to the main level, and see all these dwarves standing around doing nothing. I alt tab into Dwarf Therapist to fix that, and HOLY SHIT 30 MORE DWARVES.
I'm gonna need a lot more bedrooms.
And now one of my miners has started a "mysterious construction"
[editline]22nd January 2013[/editline]
Fucking immigrants.
[QUOTE=joshjet;39309520]So here I am, managing my little 16 dwarf fort. Things are going well, pretty good for a second fort, if I do say so myself. Now I flip back up to the main level, and see all these dwarves standing around doing nothing. I alt tab into Dwarf Therapist to fix that, and HOLY SHIT 30 MORE DWARVES.
I'm gonna need a lot more bedrooms.
And now one of my miners has started a "mysterious construction"
[editline]22nd January 2013[/editline]
Fucking immigrants.[/QUOTE]
make a dorm after you're done with the bedrooms, makes it easier to temporarily accomidate immigrants.
[QUOTE=Derposaurus;39309777]make a dorm after you're done with the bedrooms, makes it easier to temporarily accomidate immigrants.[/QUOTE]
Thanks. Will they leave eventually, or are they just a part of the fortress now?
[editline]1[/editline]
Dwarf fortress: warning, may cause puns:
[quote]
6:33 PM - Joshjet: I AM AWARE OF THIS SITUATION.
6:33 PM - Joshjet: FUCKING. DWARF. FORTRESS.
6:33 PM - Joshjet: None of these lazy fucks are grabbing the axe and chopping any wood.
6:33 PM - owlman: give them the axe
6:34 PM - owlman: PUN
6:34 PM - Joshjet: No, I should just axe them nicely.
6:34 PM - Joshjet: Because I need that wood chop-chop
6:34 PM - owlman: Axactly
6:35 PM - Joshjet: I haven't had any in a log time.
6:35 PM - Joshjet: It's driving me barking mad.
6:35 PM - Joshjet: My carpenters are stiff as a board from inactivity
6:35 PM - Joshjet: And most of the woodsmen are sleeping like logs.
6:36 PM - owlman: too bad they aren
6:36 PM - owlman: 't sawing logs
6:36 PM - Joshjet: None of them are even getting ready to leaf.
6:36 PM - Joshjet: Perhaps I should branch out, and make more woodsmen.
6:37 PM - Joshjet: You know, spread my roots.
6:37 PM - Joshjet: Oh god what have I done.
6:37 PM - owlman: you axed for advice
6:38 PM - Joshjet: I'm gonna cut you off right there.
6:38 PM - owlman: that's the axe's job
6:38 PM - owlman: dumbaxe
[/quote]
So does anyone know if the fact that some enemies can't break a hatch cover from below also applies to the circus?
[QUOTE=wallyroberto_2;39310026]So does anyone know if the fact that some enemies can't break a hatch cover from below also applies to the circus?[/QUOTE]
No enemies are able to break a forbidden hatch cover from below.
I have made the first squad for the my dwarven fort, and I loved the randomly generated name so much I decided to let them keep it.
Now any thieves or petty attackers will tremble before the [b][i]Colorless Nets of Air![/b][/i]
[editline]22nd January 2013[/editline]
I guess it makes sense, the squad does consist almost entirely of fishermen.
Sorry, you need to Log In to post a reply to this thread.