Being chased by Bogey men in adventurer mode, managing to outrun them with a bruised heart was pretty cool. However I got cornered by one and I knew I couldn't stand up to it in a fight, but out of fucking NOWHERE comes this pissed off honey badger that bites down on the bogey man's neck and shakes it around until it actually tears its throat out.
Needless to say I got the fuck out of there.
[QUOTE=RearAdmiral;34337806]Being chased by Bogey men in adventurer mode, managing to outrun them with a bruised heart was pretty cool. However I got cornered by one and I knew I couldn't stand up to it in a fight, but out of fucking NOWHERE comes this pissed off honey badger that bites down on the bogey man's throat and shakes it around until it actually tears its throat out.
Needless to say I got the fuck out of there.[/QUOTE]
Some people check underneath their beds for the bogeyman before going to bed at night.
The bogeyman checks underneath his for badgers.
[QUOTE=Sector 7;34337947]Some people check underneath their beds for the bogeyman before going to bed at night.
The bogeyman checks underneath his for badgers.[/QUOTE]
I would continue this chain, but badgers never sleep.
[QUOTE=Mrfantasticool;34322965]Just survived my first Siege, no losses or anything and I think I got away with it in a really lucky manner.
Though my array of menacing spike traps had proven ineffective at wounding the spearmen, the captain (I think) crossbowgob riding on a giant toad had some real trouble dodging them and got raped by the first crossbow trap he stood on, killing the toad and heavily wounding the captain.
That's the point where the rest of the group started fleeing, except for that one unlucky speargob who was first to pass my door to the hall where my military was positioned. She got torn apart without being able to do any damage and later I found the struggling captain crawling over the hill and properly executed him with 20 bolts.
In other news my cook keeps creating masterpiece omelets and my fisherdwarf just made a 52,8 k artifact door.[/QUOTE]
Well looks like the goblins are back, with a vengeance.
I had a serious leak in my fort which I had to close before getting in all my civvies, turns out I was too late and the goblins rushed through my traps before I could set up properly.
[img]http://filesmelt.com/dl/GOD_HELP_ME.png[/img]
Right now I'm just conscripting every person available and sending them into the battle, even if I do manage to win this I probably will endure a tantrum spiral.
Won the battle, lost a hundred dwarfs. On the positive side the only person tantrumming is a child who was annoyed by flies, and my fey mood guy finally meets his demand for body parts since they're all over.
Edit2:
Well the child mentioned above went insane and murdered my the other half of my livestock before assaulting his fellow children, after which my axedwarf hacked him to 4 pieces.
I suppose this post describes the Fun of DF
[QUOTE=Mrfantasticool;34338208]Well looks like the goblins are back, with a vengeance.
I had a serious leak in my fort which I had to close before getting in all my civvies, turns out I was too late and the goblins rushed through my traps before I could set up properly.
[img]http://filesmelt.com/dl/GOD_HELP_ME.png[/img]
Right now I'm just conscripting every person available and sending them into the battle, even if I do manage to win this I probably will endure a tantrum spiral.
Won the battle, lost a hundred dwarfs. On the positive side the only person tantrumming is a child who was annoyed by flies, and my fey mood guy finally meets his demand for body parts since they're all over.[/QUOTE]
What kind of tileset is this?
It's Phoebus.
Where's that list of features for the next update? I think it was made by Something Awful.
[url]https://docs.google.com/document/pub?id=1u8jibE1TV7BAwAI2b4TzRkWFlBboLiXMrVBhYmDYPhI&pli=1[/url]
1.2 changelist
[editline]22nd January 2012[/editline]
Also: Genesis mod is so complicated.
considering getting genesis mod but I still havn't played a huge amount of the vanilla game
just had my first tantrum spiral.. a queen spider showed up and broke a bunch of my dwarves legs (I delt with it with my military though) then while my military was recovering goblins ambushed and killed a bunch of the pets... all the dwarves got pissed off and started bashing eachother. Some guy bit another guy on the mouth and managed to latch on, being "shaken off" by the other dwarf...
shit can get pretty ridiculous eh
[QUOTE=Frozen;34339175][url]https://docs.google.com/document/pub?id=1u8jibE1TV7BAwAI2b4TzRkWFlBboLiXMrVBhYmDYPhI&pli=1[/url]
1.2 changelist
[editline]22nd January 2012[/editline]
Also: Genesis mod is so complicated.[/QUOTE]
[quote]No more material-based mandates![/quote]
YES!
Before:
[thumb]http://i.imgur.com/qzkwS.png[/thumb]
Pretty good so far
After:
[thumb]http://i.imgur.com/uSKBd.png[/thumb]
Fuck.
Results in:
[thumb]http://i.imgur.com/h2LSu.png[/thumb]
Fun!
[QUOTE=Frozen;34340595]Before:
[thumb]http://i.imgur.com/qzkwS.png[/thumb]
Pretty good so far
After:
[thumb]http://i.imgur.com/uSKBd.png[/thumb]
Fuck.
Results in:
[thumb]http://i.imgur.com/h2LSu.png[/thumb]
Fun![/QUOTE]
You sir need a gate.
I was constructing a basic bridge for my fortress, which goes over my wall. I had soundsense off, and didn't realise that I had a dwarf trapped on the wall for the best part of the year. Poor guy starved to death and decomposed halfway before I realised. Oh well, the fort's going amazing, I have a 5 tile wide, massive moat, thriving steelworks and just made the water cistern (2 tiles deep so no dirty water) and it's only a year and a half in.
I might actually manage to keep this fortress and kick my new-fort-compulsive-disorder :v:
[digs down two levels for first time in a new fort]
You have struck native platinum!
:biggrin:
so, some goblins ambushed me, and my military was not ready, so I brought up the drawbridge and built traps. Then I opened the bridge again, to let the goblins get trapped. Apparently every dwarf in the fortress decided this would be a great time for a mass exodus right into a crowd of goblins.
They were trying to drink from the brook outside, despite the fact that the fort currently has an overabundance of booze.
[url=http://www.bay12forums.com/smf/index.php?topic=84398.msg2922258#msg2922258]Future of the Fortress[/url]
[QUOTE=Dacheet;34347345][url=http://www.bay12forums.com/smf/index.php?topic=84398.msg2922258#msg2922258]Future of the Fortress[/url][/QUOTE]
Notable question/answers.
[quote=toady] Q. Will titans, forgotten beasts and mega beasts automatically rise from the dead in regions were normal creatures would? Also would this only apply above ground, or all the way down to the circus?
A. (...) The regional animation effect targets critters that are in the GENERAL_POISON class, and among randomly generated creatures, I think that's all of the ones with blood. So those corpses will rise (or be generated as zombies if they start in a bad place in world gen).
Q. How do werebeasts determine to ignore similar werebeasts?
A. Creatures that have "CRAZED" will attack anybody that isn't their race, and all of the werebeasts are generated with it.
Q. Regarding rivers and ramps, what happens if a river is lower than the surrounding terrain? Are the ramps just on the top level or do the banks extend further out?
A. There are fewer of those canyon style rivers now, and when river canyons do happen, it generally doesn't last long, so you'll usually have no trouble finding a crossing. When we officially get into cliffs and canyons (and climbing), I'll likely revisit this.
Q. Will drinking someone's blood instantly declare you hostile toward their civilization, or do they have to catch you in the act for it to be flagged?
A. Somebody has to spot you for it to count against you, even if the target is killed. That doesn't apply to regular attacks yet.
Q. Will companions follow adventures into the water, or can we still lose them by hopping into a river and swimming a little down stream?
A. They give it an honest shot.
Q. In what situation would we encounter these mists? Spreading from a creature? Just sprawled about underground?
A. The mists move around the environment, entering from the edge (or rarely springing up), and they move like a cloud say 40 tiles across. They can be outrun by a healthy individual. (Mists right now cause only bad effects, e.g., eyes melting, flesh rending, zombie-making, poisoning, etc...)
Q. Toady do the sponsorship animals means that soon we will have giant and person versions of all the animals currently in the game? Are we that far from a Monarch Butterflyman?
A. I haven't done it yet, but now that I have these animals in, I think I'm not going to add in many new types of animals until we've done some justice to what we already have. That justice might include a monarch butterflyman and giant monarch butterflies. It might count as an unhealthy obsession, but it is part of the game.
[/quote]
He should add a variable to world generation that randomly cuts out half of the game's more mythical creatures (antmen, giant badgers, etc.) Would go farther toward making each world unique.
[QUOTE=Mr. N;34342992]You sir need a gate.[/QUOTE]
It was winter of year 1, wasn't really too concerned over sieges, then I realised I embarked on the same tile as a evil fortress
what the fuck is it with my dwarves and biting
[quote]The Furnace Operator bites The Animal Caretaker in the right eyelid, Bruising the skin through the (llama wool cloak)!
The furnace operator latches on firmly!
The animal caretaker breaks the grip of The Furnace Operator's upper front tooth on the animal caretaker's right eyelid
[/quote]
the animal caretaker has gone beserk, trying to get my militia to deal with him...
[QUOTE=Inzalonus;34351690]what the fuck is it with my dwarves and biting
the animal caretaker has gone beserk, trying to get my militia to deal with him...[/QUOTE]
I give you satanic head bitey?
1-armed retired combat veteran just made a thing, [i]"Joyscorched, the Hills of Love"[/i]
The images tell a different story however, this poor women must be suffering PTSD or something.
[t]http://i.imgur.com/z0mjr.png[/t]
[QUOTE=Dacheet;34347345][url=http://www.bay12forums.com/smf/index.php?topic=84398.msg2922258#msg2922258]Future of the Fortress[/url][/QUOTE]
I like that idea people had about giving good mists and rains.
Just lost a fort that was crammed with gold, plat and coal. The new one however has a good omen.
[img]http://filesmelt.com/dl/Hehe.png[/img]
Does anyone know how to assign enemies in cages to be dropped into a pit zone? I have it all properly set up according to this [url]http://df.magmawiki.com/index.php/Mass_pitting[/url], but I just can't figure out how to actually assign them to the pit itself.
Select the pitting zone, press the button you use to designate a Pit/Pond (capital) and then assign the creatures to the pit, like a pasture.
A dorf will then run along and lob 'em in.
Be warned, creatures with trapavoid (thieves e.t.c) may escape, as may flying creatures. Also, if a creature isn't adjacent to the pit, they might escape into the fort, so exercise "caution" (magma pump to flood the room with the lifeblood of the earth?)
And even if they are, they'll probably escape anyway.
I think you can avoid having them escape if you keep the pit within 1 distance of the animal stockpile so they instanly get thrown into the pit.
Iirc thieves can climb walls that are even multiple z-levels high so I don't think the issue is them escaping when being tossed into the pit but rather escaping afterwards.
I didn't think that they could climb, but I thought that the thieves would escape as soon as they're out of the cage, even if within 1 distance of the hole.
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