• Dwarf Fortress - The New Version Thread!
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A cage containing a ratman was placed at the end of the newly constructed siege engine training range as a live target. Just before the order to open fire was give the service bridges where retracted and the doors locked but when the cage release lever was pulled, the ratman instantly went stark raving mad and was a gibbering wreck that was now in the line of fire of a low quality catapult! Edit: After having a few rocks fly past his head he jumped into the magma moat surrounding the target platform when the siege operator went for a drink. Now I need to catch another one.
Hey anybody seen a Merperson yet? Their bones are ridiculously valuable and are really rare.
[QUOTE=eXperion;20661280]I bet you can make it alot further with a good guide. One thing I got to ask, did you plant those plump helmet spawns, and in every season?[/QUOTE] Nah I didn't. I usually made food my last concern. I focused on the settlement with crops being the last thing in my mind. Usually it would be too late before I actually tried doing something.
[QUOTE=rapperkid04;20672465]Nah I didn't. I usually made food my last concern. I focused on the settlement with crops being the last thing in my mind. Usually it would be too late before I actually tried doing something.[/QUOTE] Food is no problem its when they get bored of drinking the same ale and eating plump helmets all the time. Thats when everybody starts to get testy. Also I don't see how you could lack food? Just build an 11x11 plot set every seasons to plump helmets and you are set for a while. You can support a lot of dwarves with one farm plot actually.If you have a hunter or a fisherman processing fish then you should have no problem.
[QUOTE=loco;20672540]Food is no problem its when they get bored of drinking the same ale and eating plump helmets all the time. Thats when everybody starts to get testy. Also I don't see how you could lack food? Just build an 11x11 plot set every seasons to plump helmets and you are set for a while. You can support a lot of dwarves with one farm plot actually.If you have a hunter or a fisherman processing fish then you should have no problem.[/QUOTE] One can make greenhouses with stone roofs as well. Food is easy. You can also trade narrow clothing for food. I have almost ten thousand food units now.
I have tons of food but no alcohol because I don't have enough wood to make enough barrels to store everything.
Here are the nobles in the next version: [url]http://df.magmawiki.com/index.php/Nobles_%28DF2010%29[/url]
I really hate managing dwarfs, so I always end up starting over once my population gets around 25.
[b]Large new devlog[/b] [quote]As usual with recent combat revisions, the results swing back and forth wildly until the result is better than the starting point -- at today's worst, a human scratched another human in half with his fingernails, but I also had a human hack off a couple hydra heads with an adamantine short sword, and the monster kept coming, which was fun. Using the instant-butcher command from the arena, we had a skull from each severed head and five skulls from the eventual corpse. In general, I rebalanced bleeding and handled some other combat problems as well. It would be cool to have the hydra heads get knocked out one by one if you box them right, but there were some annoyances with that so I'll handle it when I do brain-death later on (after this release). For now, hydras get the NOSTUN tag so they don't get KO'd by a single head's traumatic experiences. I gave them NOPAIN and rapid healing as well, for more fun. I also fixed a bug where the arena slowly heated up to just above the boiling point of water slowly over time if you were controlling an individual creature -- it came from initializing a weather variable wrong in the fake 1x1 world that the arena inhabits.[/quote] [editline]12:50PM[/editline] Hydra test is now greened out in the final to-do list.
[QUOTE=atomicthumbs;20660647]Yeah I like to keep my fortress simple and logical too[/QUOTE] Dude, make some bins, Jesus.
[QUOTE=Orkel;20681082][b]Large new devlog[/b] [editline]12:50PM[/editline] Hydra test is now greened out in the final to-do list.[/QUOTE] Damn that Hydra sounds like it could really mess up fortress easily ,also arena mode sounds more and more interesting everyday.
[QUOTE=Orkel;20681082] Hydra test is now greened out in the final to-do list.[/QUOTE] It's Close, it's soooo close i can almost feel it.
What is Arena mode anyway? I hadn't heard of it until now and I've been following the new version for years. Like a mini adventure mode fighting creatures or something?
[QUOTE=cheesedelux;20681265]What is Arena mode anyway? I hadn't heard of it until now and I've been following the new version for years. Like a mini adventure mode fighting creatures or something?[/QUOTE] From here: [url]http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&hl=en&pli=1[/url] [quote]-> Arena Arenas are now in the game, accessed via a special mode that has to be turned on it in the init file You can make as many creatures of any type a you want, equip them with any items you want, etc. Items can be made out of any of the current logical materials You can also assign them to teams or have them go at it solo The arena itself contains a flat fighting place as well as a pool of magma and water[/quote] Basically a mode where you can pit creatures against eachother in any way you want, it shows up in the main menu when you turn it on in the init file.
Basically creature modders's paradise.
Can't wait to pit a few of my own modded creatures against each other. Also I get to see elves get eaten.
With the modable breaths I'm going to remake all the dragons from D&D into Dwarf Fortress, fun will ensue.
Thermonuclear cat vs. Goblin Squad.
I really wanna see a fight between a Giant Cave Spider and a Giant Desert Scorpion.
Will there be other races available in the new version for fortress mod?
What does it matter? you can use them as it is by modding.
[QUOTE=KestasLT;20681814]Will there be other races available in the new version for fortress mod?[/QUOTE] No, Toady said that he'll just have 4 races in vanila game.
Time for the dogats to rise and shine.
[QUOTE=BlueSaint;20682659]Time for the dogats to rise and shine.[/QUOTE] Riiisseee and shiiine miissterrr fluffles. Riise and shinneee. <insert dogat related pun Gman speech here.
[QUOTE=cheesedelux;20681265]What is Arena mode anyway? I hadn't heard of it until now and I've been following the new version for years. Like a mini adventure mode fighting creatures or something?[/QUOTE] Check the OP. I didn't spend hours re-making it just for people to ignore it ;)
[QUOTE=Vandl92;20681104]Dude, make some bins, Jesus.[/QUOTE] bins are for elves
[QUOTE=atomicthumbs;20686946]bins are for elves[/QUOTE] Bins are for the organized :eng101:
Bins for people who are too poor to dig out more space.
Space is dirt cheap. Bins eat expensive metals and rare wood. So spam bins as a sign of your forts vast wealth! They also increase the efficiency of the haulers taking crafts to the depot for (hopefully) obvious reasons. Oh and elf bins are little more then baskets made from the twigs that fall from the trees, use human or better yet genuine dwarven bins as a tree will have given its life to the creation of such a masterpiece which made of planks of wood.
I try to not use bins because it's easier to see how much stuff you have left with a quick glance to stockpile #X, rather than invidually check each bin. z->Stocks works too.
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