I made another character. his name is Monom creamyballs the angry ageless anus-beast of leprosy.
Can bags be used as containers for my dwarves bedrooms? I know how they all enjoy storing their owned items. I have a surplus of bags and they don't seem to be pushing out coffers and chests quick enough.
[QUOTE=LunchboxOfDoom;34421125]The new scorching hot world I generated, Thoti Drunog, is unplayable and quite hilarious.
Basically, the second you spawn, everything is burning. Your dwarves, the wagon, any animals you brought with you, and all objects that can burn... everything. Surprisingly, there's lots of "serene" and "joyous wilds" areas.
The ground is smothered under a thick layer of ash, the air is choked with smoke, and fires ravage what trees and other combustible bits of vegetation they can find.
[IMG]http://i44.tinypic.com/5mzw5x.jpg[/IMG]
And to top it all off, all sources of water (rivers, ponds, brooks) boil away in seconds and produce massive quantities of scalding steam.
[IMG]http://i39.tinypic.com/2dsn0qd.jpg[/IMG]
You know, it's strange: I've played DF for years, but this is the first time I've ever played around with regions to generate some really bizarre and strange environments like this.[/QUOTE]
I did that once.
Boiling oceans. :v:
[QUOTE=LunchboxOfDoom;34421125]The new scorching hot world I generated, Thoti Drunog, is unplayable and quite hilarious.
Basically, the second you spawn, everything is burning. Your dwarves, the wagon, any animals you brought with you, and all objects that can burn... everything. Surprisingly, there's lots of "serene" and "joyous wilds" areas.
The ground is smothered under a thick layer of ash, the air is choked with smoke, and fires ravage what trees and other combustible bits of vegetation they can find.
[IMG]http://i44.tinypic.com/5mzw5x.jpg[/IMG]
And to top it all off, all sources of water (rivers, ponds, brooks) boil away in seconds and produce massive quantities of scalding steam.
[IMG]http://i39.tinypic.com/2dsn0qd.jpg[/IMG]
You know, it's strange: I've played DF for years, but this is the first time I've ever played around with regions to generate some really bizarre and strange environments like this.[/QUOTE]
Scorching world, little trees/metal and:
[img]http://www.wizards.com/dnd/images/dark_sun_cg_b1y.jpg[/img]
Bam
Trying to mod in a good "primary grown food" replacement for Wild Strawberries, anyone have ideas? Tempted to go potatoes, but there's definitely room for more fantasy equivalents.
god damn I love this game
just lost another fortress to a trantrum spiral last night around 12:30, figured i'd start another one up for the hell of it, ended up staying up till 4 when I was intending to have been asleep by 1...
any good mods I should check out?
Oh another wave, I hope it's not too big, I still only dug out 12 bedroo-
[IMG]http://i42.tinypic.com/29p2npk.jpg[/IMG]
I accidentaly flooded a cave I made, trying to make a ramp. Is there any way to get rid of the water inside? I just started the world.
[QUOTE=Cousland;34425330]I accidentaly flooded a cave I made, trying to make a ramp. Is there any way to get rid of the water inside? I just started the world.[/QUOTE]
Screw pump.
Whats some good music to listen to while reading boatmurdered/playing DF?
[QUOTE=Kevinsevenalt;34425644]Whats some good music to listen to while reading boatmurdered/playing DF?[/QUOTE]
[media]http://www.youtube.com/watch?v=3OkFLdPaoZQ[/media]
does anyone else always build across rivers?
[QUOTE=Cousland;34425330]I accidentaly flooded a cave I made, trying to make a ramp. Is there any way to get rid of the water inside? I just started the world.[/QUOTE]
Drain it by digging a bigger cave under it, and connecting them.
[QUOTE=Kevinsevenalt;34425644]Whats some good music to listen to while reading boatmurdered/playing DF?[/QUOTE]
Playing DF, try the soundtrack to Kingdom of Heaven:
[media]http://www.youtube.com/watch?v=v6Loyx-BJ70[/media]
As for Boatmurdered... really depends what part you're on.
I finally make a bed for my 40th dwarf, and 11 more show up. I need to remember to set the population cap way lower next time.
Didn't notice that DF is on Desura
Does it update at the same time as the official page? Because autoupdates of LNP sounds sweet
[QUOTE=LunchboxOfDoom;34421125]The new scorching hot world I generated, Thoti Drunog, is unplayable and quite hilarious.
Basically, the second you spawn, everything is burning. Your dwarves, the wagon, any animals you brought with you, and all objects that can burn... everything. Surprisingly, there's lots of "serene" and "joyous wilds" areas.
The ground is smothered under a thick layer of ash, the air is choked with smoke, and fires ravage what trees and other combustible bits of vegetation they can find.
[IMG]http://i44.tinypic.com/5mzw5x.jpg[/IMG]
And to top it all off, all sources of water (rivers, ponds, brooks) boil away in seconds and produce massive quantities of scalding steam.
[IMG]http://i39.tinypic.com/2dsn0qd.jpg[/IMG]
You know, it's strange: I've played DF for years, but this is the first time I've ever played around with regions to generate some really bizarre and strange environments like this.[/QUOTE]
how in the world did you get playable civs
also, do a haunted mountain-only world with the mod that lets you embark anywhere
[QUOTE=Canuhearme?;34423648]Trying to mod in a good "primary grown food" replacement for Wild Strawberries, anyone have ideas? Tempted to go potatoes, but there's definitely room for more fantasy equivalents.[/QUOTE]
I dunno, I was always kind of pissed at the lack of real foodstuffs in DF.
If you're modding for the human civs, add in a ton of staple vegetables like carrots/cabbage/etc, then add more exotic plants to the elves/dwarves
Going for my own ridiculous world now - No erosion, huge number of caves, minimum cave size 20x normal, max size 25x normal
[QUOTE=Sector 7;34427117]
[B]If you're modding for the human civs, add in a ton of staple vegetables like carrots/cabbage/etc,[/B] then add more exotic plants to the elves/dwarves[/QUOTE]
Already got cotton, sugar cane and an aboveground source for dark blue dye (otherwise only found in the caves or the non-existent Dwarven traders) modded in, same with silkworms (one hive can produce two units of silk thread per 3 months.) Currently they are somewhat accurate to their native biomes and have their own quirks, most notably they all take somewhat longer to grow then their Dwarven analogues.
Tried to mod in some unique "good" and "evil" plants (Gildengrain and wormroot, which give golden malt and absinthe respectively) but the game's apparently bugged (for me at least) and it refuses to recognize any unique plants as existing.
I'll probably start modding in the more mundane foodstuffs tomorrow (carrots, potatoes etc.)
[QUOTE=Canuhearme?;34427201]Already got cotton, sugar cane and an aboveground source for dark blue dye (otherwise only found in the caves or the non-existent Dwarven traders) modded in, same with silkworms (one hive can produce two units of silk thread per 3 months.)
Tried to mod in some unique "good" and "evil" plants (Gildengrain and wormroot, which give golden malt and absinthe respectively) but the game's apparently bugged (for me at least) and it refuses to recognize any unique plants as existing.[/QUOTE]
Better idea!
Add in a bunch of mundane fantasy herbs (maybe just random shit from the Elder Scrolls?,) then add reactions to a workshop to allow you to combine them in different ways to make salves/potions/whathaveyou.
It'd be cool if you could have a couple of 2x2/1x5 herb garden plots and be able to use them to poison arrows/darts.
For added difficulty, re-enable alchemy and the alchemy lab for this purpose.
Also, if you're feeling particularly ambitious, you could create a custom race of exotic traders who would sell their own set of weird plants and equipment, would add some flair to the trade system
[QUOTE=Sector 7;34427235]Better idea!
Add in a bunch of mundane fantasy herbs (maybe just random shit from the Elder Scrolls?,) then add reactions to a workshop to allow you to combine them in different ways to make salves/potions/whathaveyou.
It'd be cool if you could have a couple of 2x2/1x5 herb garden plots and be able to use them to poison arrows/darts.
For added difficulty, re-enable alchemy and the alchemy lab for this purpose.
[B]
Also, if you're feeling particularly ambitious, you could create a custom race of exotic traders who would sell their own set of weird plants and equipment, would add some flair to the trade system[/B][/QUOTE]
That makes me think of adding purely trade plants that are only native to very specific regions (and thus only truly available to a player fortress.)
Imagine a Dwarf fortress in the desert which makes it's living off of selling incense and spices.
[QUOTE=Sector 7;34427117]Going for my own ridiculous world now - No erosion, huge number of caves, minimum cave size 20x normal, max size 25x normal[/QUOTE]
the troglodytes
jesus christ
the troglodytes, they are everywhere
what have I done
[t]http://i.imgur.com/BtZR8.jpg[/t]
my current fort's main level, have bedrooms fully smoothed/engraved at lower levels where there's stone, the layout is pretty clusterfuck but damn it's starting to get big
[editline]28th January 2012[/editline]
[t]http://i.imgur.com/jUYjE.jpg[/t]
the aftermath of goblin ambushes, pretty sure most of the blood is from the 30 odd dwarfs I lost, but that long trail of blood is from a goblin that was running away while bleeding out, sheesh
[editline]28th January 2012[/editline]
might download genesis mod and start a new fortress, this one is barely surviving and I keep getting attacked and losing about 10 dwarfs per ambush
Devlog.
[quote]ThreeToe here. While Toady One is busy putting on the final touches for the next release, I thought I'd give you some details and impressions I've had while testing it.
Adventure mode is about 100,000x as fun. Huge cities with dungeons filled with loot and ancient pyramids crawling with undead. The new city maps are just awesome, and the fact that you have to eat and drink now really adds to the feeling of going on long journeys.
Dwarf mode is enriched as well. Most of the migrants you get now are historical figures, meaning they have their own skills and family lineage that goes back to the dawn of time. One thing I like doing is turning all the new rangers into marks-dwarves because they are already good at it. Another thing I noticed, but I hesitate to promise anything, is that the game runs way faster than before.
I caught a vampire too. A fisher-dwarf accused the expedition leader, who I knew was innocent of course. So I had my sheriff drag the fisher-dwarf to the dungeon. I had no hammer, so he had to wait to be executed while we forged one. After 50 hammer strikes I knew I was right, because he lived.
I think this release will be numbered among the mighty. And it's coming right around the corner.[/quote]
I just lost an entire fort to zombie and skeletal reindeer that came up from the haunted lands to the south of us.
Fuck.
So do the soap makers workshops do anything else apart from making soap?
For some reason whatever I do my dwarfs refuse to construct it, and I think this was the only workshop that uses alchemy.
I really hope that they add advanced alchemy or something one day, combining all kinds of stuff and plants to make potential makeshift bombs or potions, heck it would be awesome to rain down napalm on goblins in case magma is not available.
[QUOTE=Mrfantasticool;34428225]So do the soap makers workshops do anything else apart from making soap?
For some reason whatever I do my dwarfs refuse to construct it, and I think this was the only workshop that uses alchemy.
I really hope that they add advanced alchemy or something one day, combining all kinds of stuff and plants to make potential makeshift bombs or potions, heck it would be awesome to rain down napalm on goblins in case magma is not available.[/QUOTE]
Magic is planned so I believe that one day there will be shit like this too.
[quote]I had my sheriff drag the fisher-dwarf to the dungeon. I had no hammer, so he had to wait to be executed while we forged one.[/quote]
I found that bit hilarious. I don't know why, I think it's just the lack of emotion regarding the lack of hammers.
[QUOTE=Mrfantasticool;34428225]So do the soap makers workshops do anything else apart from making soap?[/QUOTE]
It makes a very nice building material. :v:
I've never actually bothered making soap, my dorfs get the finest medical treatment bar the soap, as I'm too lazy to sort out the whole lye/water buckets atm.
What's up with the wiki? When I click on pages like "index" it downloads a file called Index
Oh lord a copper-skinned minotaur showed up today. Too bad I didn't bother to read its description about him being copper before I sent my full military after him ( all armoured and armed with copper, not that far yet) so now they are all dead, as is half of my livestock and a unlucky spinner.
The good part is that I caught the fucker in a wooden cage, now what to do with him?
I was thinkingo f creating a arena where gobs face his might.
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