I'm waiting to see if there's an substantial changes to the raws, and if Toady fixed that annoying lack of [GOOD] or [EVIL] plants.
[QUOTE=Canuhearme?;34437539]The question then is how they are able to go from living animal entering butcher's shop to a collection of prepared organs, meat, nervous tissue and hair in half a second.[/QUOTE]
I think perhaps butchers are so terrifyingly intense that animals just politely submit to their fate and dissolve into their separate organs.
[QUOTE=Canuhearme?;34437539]The question then is how they are able to go from living animal entering butcher's shop to a collection of prepared organs, meat, nervous tissue and hair in half a second.[/QUOTE]
It is a well know fact that dwarven butchers simply angerly glare at the animal and the pure hate and malice he generates from his eyes strip it apart in seconds.
Every time I see this thread I die a little because my inability to learn how to play.
:(
[QUOTE=bionic0n3;34439118]Every time I see this thread I die a little because my inability to learn how to play.
:([/QUOTE]
[URL="http://df.magmawiki.com/index.php/DF2010:Bentgirder"] This tutorial[/URL] is the only tutorial which have [I]really [/I]explained me how to play
It has a pre-made embark site so there is no need to worry about dying from random events
[QUOTE=superstepa;34439160]It has a pre-made embark site so there is no need to worry about dying from random events[/QUOTE]
but that is the point of the game
[QUOTE=Dacheet;34437743]They just use the pressure of the kittensplosion to propel the cats to the butchery.[/QUOTE]
I've heard that in the average fortress the air pressure can raise as high as 1.5 atmospheres with all the cats.
[QUOTE=bionic0n3;34439118]Every time I see this thread I die a little because my inability to learn how to play.
:([/QUOTE]
I really don't think it's as hard as people say it is. Really I learned it in a month playing like an hour a day. It's gotten to the point where I just know what all the keys do in what menu. It's kind of scary watching me play.
Agh, I kept dying to sea monsters as my adventurers, (why are they even sea monsters if I always find them no where near the sea?)
and when I finally gored one to death and made its bone and skin into badass weapons and armor and earrings, a black bear rips my head off.
[I]Fucking Dwarf Fortress[/I]...
Am I the only one who mostly plays adventure mode here?
The most I've done in adventure mode is visit abandoned forts and mess around in human towns.
Killing everyone, gouging out sleeping people's eyes... setting grass on fire, throwing barrels into it, then throwing the flaming barrel at someone...
Masterwork mod is quite nice IMO
[QUOTE=Inzalonus;34441988]Masterwork mod is quite nice IMO[/QUOTE]
Yeah, after you disable half of the new creatures creatures...
Best feature is the better FPS. If there was a mod that just had those features I'd use that instead.
[QUOTE=Sector 7;34440039]but that is the point of the game[/QUOTE]
That's a tutorial, you are not supposed to actually play in there
Finally a decent happy slapping glove for the militia leader.
[img]http://filesmelt.com/dl/Spess.png[/img]
[QUOTE=TheHypnotoad;34442225]Finally a decent happy slapping glove for the militia leader.
[img]http://filesmelt.com/dl/Spess.png[/img][/QUOTE]
A bogeyman! That's not happy at all!
tbh the best way to learn to play is to just fuck about until you work shit out yourself
some of the guides are overly complicated (like that militia guide)
I just worked out how to set up squads and control them through the menus, if you know how to read it's not really too hard.
Just got my first migration wave in my new fortress!
Lets see... A wax worker, a presser and... a fish dissector.
No, wait, I read that wrong - three legendary Dwarven meatshields! Truly a blessed season for Trumpettell!
Just had a Snatcher break into my fort. Organized a ramshackle militia of seven miners to brutally murder him. They broke both of his legs off with their mattocks, cleaved off his right hand, broke most of his ribs, and smashed his skull in.
I really appreciate their enthusiasm, but... damn guys.
[QUOTE=aliendrone123;34441285]Am I the only one who mostly plays adventure mode here?[/QUOTE]
I do. I love both Adventure and Dwarf Modes but I don't have the patience for Dwarf Mode [I]at all[/I].
"Oh my god! Why did I mine here?! Now my fortress is asymmetric! *restarts the game*"
Adventure mode on the other hand, allowing me to shred my enemies in any way I want to.
I actually found out a nice trick in Adventure Mode. Wield a pike in one hand and a shield + dagger in other. Stab someone with pike and lodge it in their body, this will not allow them to dodge and will make it much easier to hit them. Proceed stabbing them in the head.
Only one shield in your hand?
Someone's not passed their Dwarven Quantum Physics lesson :v:
Devlog
[quote]More sponsorship tests -- retracted into my giant tortoise shell and let a tapir kick at me for a while and various other silliness. Fixed another crash bug that Zach found when he was being attacked by his animated refuse stockpile. More generally, he's got an issue list that is growing while I chip away at it. It's a process.[/quote]
Oh boy, attacked by animated refuse
I guess magma disposal just got a whole lot more important
Surely the skeletal hands e.t.c in your refuse stockpile will reanimate themselves and try to choke your bonecrafter, right? :v:
[QUOTE=Terminutter;34445435]Surely the skeletal hands e.t.c in your refuse stockpile will reanimate themselves and try to choke your bonecrafter, right? :v:[/QUOTE]
[media]http://www.youtube.com/watch?v=Awrem5pfhBk[/media]
goblin swordsmen riding giant olms invaded my bedroom via the water supply and killed 80 dwarves
now i have about as many ghosts as i do dwarves themselves
edit: oh god nobody can get to sleep and limbs are everywhere
[b]The Saga of Scorchedsmith[/b]
[url=http://www.facepunch.com/threads/1089363?p=34433122&viewfull=1#post34433122]Part 1 - Trees - As told by Kogsak Rimdivine[/url]
[u]Part 2 - Werewolves - As told by Kogsak Rimdivine[/u]
[quote][img_thumb]http://filesmelt.com/dl/937.png[/img_thumb]
13th Felsite, 211, Late Spring
We experienced a Werewolf attack today. Our dogs alerted us to its presence as it appeared to be attempting to sneak into the camp, and in the ensuing melee one of our dogs was badly injured, losing one of its hinds paws but living to tell the tale, the Werewolf itself allegedly taking a few injuries before being driven off. Had had any idea that Werewolves of all creatures were living nearby then we would have left by now, unfortunately we have chosen to etch out a living here and so we must find a way to weather the coming attacks. I have ordered the construction of a palisade and ordered an underground stockpile be dug out so that we can shelter our food underground in an effort to avoid attracting more of the accursed Lycanthropes.
I hope it is enough, but I fear the beasts know where we are now.
Nadak help us.[/quote]
[quote][img_thumb]http://filesmelt.com/dl/1025.png[/img_thumb]
20th Hematite, 211, Early Summer
Despite the first heady days of summer being upon us I feel little in terms of comfort or warmth when on the surface, the damned trees seem to stifle all sense of vitality and life from the area, and even though it has been weeks since another Werewolf attack we all watch the horizon warily for any more signs of the cursed monstrosities. Today would normally have been unremarkable had it not been for a small group of migrants or possibly refugees, Dwarves from the mountainhome that seek to begin a new life in Scorchedsmith. Of course they were welcomed in with open arms, and I am assured our agricultural facilities are enough to accommodate them. Joining our ranks are Unib Testlances the Herbalist, Eshtan Controllabors the Gem cutter and Zan Fortunetour the Gem setter. They each brought with them their pets, including two feisty little kittens.
I shall keep an eye on the kittens.
When speaking to Unib Testlances I enquired as to any other skills the new arrivals might have. I was told that Zan Fortunetour was an adept liar, and so I did the most logical thing and had her appointed as Scorchedsmith's broker, reasoning that her silver tongue will help us should any trading caravans arrive. Unib himself also professed to have some knowledge of record keeping, and so I have appointed him to the role of Scorchedsmith's record keeper.
[img_thumb]http://filesmelt.com/dl/11136.png[/img_thumb][/quote]
[quote]27th Malachite, 211, Mid-Summer
Work on the great dining hall is progressing smoothly. I was also informed that my Fisherdwarf, when interrupted by a Badger, punched it to death while she screamed incomprehensibly. Apparently it has been likened to my tree-felling technique, although I do not see why.[/quote]
[quote]19th Galena, 211, Late Summer
With our alcohol stocks dangerously low I have personally bewed our first batch of Dwarven Wine. 211 shall be remembered as a vintage year!
Of course assuming that the wine lasts that long.[/quote]
[quote]21st Galena, 211, Late Summer
the wine is gon. i need to make some more. Were did i put my apron[/quote]
[quote]12th Limestone, 211, Early Autumn
Another Werewolf attack has left one of our dogs dead before the beast pursued our Fisherdwarf across the landscape before being lost in the forest. In an effort to keep Scorchedsmith safe I have ordered Eshtan Controllabors to take up the mantle of Scorchedsmith's Militia Commander so that she might make herself useful. She's been told that the next time a Werewolf shows up, it'll be up to her to fight it, despite her having no combat experience or weapons training whatsoever.
She'll be fine.
I think.
I've ordered we have a coffin carved, just in case.[/quote]
[quote]26th Sandstone, 211, Mid-Autumn
Another group of migrants has arrived, allowing us to bolster our militia to five brave Dwarves. I have had them a barracks built in which they can train and steel themselves for the inevitable skirmishes ahead. I have also replaced Zan Fortunetour as the Fortress Broker with Zon Giltrealm the Trader, due to the fact I couldn't pass up appointing someone that actually had some idea as to how to handle money. Zan found a new career as a member of the militia.[/quote]
[quote][img_thumb]http://filesmelt.com/dl/1355.png[/img_thumb]
18th Timer, 211, Late Autumn
Timber – for some reason the month fills me with dread (although I haven't the faintest idea why) and it seems my unease was well founded; today our miners, while digging out a mineshaft to search for precious ores and minerals, uncovered a vast cavern honeycombing the rock beneath us. I have ordered it be sealed off for now, the stories of terrible beasts and unspeakable monstrosities mean that this is one challenge our fledgeling fortress is not yet ready for. [/quote]
[quote][img_thumb]http://filesmelt.com/dl/12103.png[/img_thumb]
10th Moonstone, 211, Early Winter
Today we received our first trading caravan! Zol managed to exchange our stone crafts for some iron greaves and silk thread, both of which should come in handy should the damned Werewolves come again or, even worse, the trees finally make their move.
In an effort to find ore we have extended a mining shaft deeper and deeper into the bowels of the earth, but aside from a few measly veins of Tetrahedrite we have turned up nothing useful.
I'm beginning to worry about the trees. I'm under no illusions that this forest is evil, a malevolent being that will stop at nothing to see this Fortress and everyone in it dead. I cannot allow that to happen. Measures must be taken.
The trees will not have their satisfaction.[/quote]
[quote]18th Moonstone, 211, Early Winter
I am readying myself for the long and laborious trip down our now expansive mine shaft. I have been told by my miners that, while surveying the third cavern we have managed to tunnel into, they have uncovered something wondrous. Of course they were far too excited to tell me exactly what it was, but I suppose it couldn't hurt to take a look.
I'm probably wasting my time, though. What could they have dug up that was worth such a hassle?
[img_thumb]http://filesmelt.com/dl/1418.png[/img_thumb][/quote]
Can anyone tell me how can i make a 'secure area' where (and how) i can unload all those goblins snatchers i trapped in cages, so i can train my military on them.
Or just how can i 'release' stuff in cages so i can murder it.
Well, you could make a room with a floodgate as a door (with the lever operated from outdoors.)
Then build a cage (b->j) and e[b]x[/b]pand the list to select the goblin cage to build it in the room. Link the cage to another lever outside, open the room and bring your squad in. Then close the floodgate and pull the lever linked to the cage. That'll spring the single goblin who will be trapped in a room with a squad of maddened dorfs.
Could easily have a hollowed out ring of fortifications around it, instead of walls to train archers. (think a square of fortifications, with the goblin inside, and the marksdwarfs outside)
I honestly haven't had any success any time I tried disarming a caged goblin, so if someone else could say how, it'd be really useful.
Did a quick MS paint. 1 sec whilst uploading.
[URL=http://imgur.com/edChI][IMG]http://i.imgur.com/edChI.png[/IMG][/URL]
Now, this is horrible, but it basically shows what I meant.
The black walls are to stop civilians from seeing the goblins (which could cause job cancellations) The green is fortifications, to let you shoot the gobin with marksdorfs, if you want.
As goblin's aren't building destroyers, a floodgate is perfect for trapping them.
The only issue with this is that you need to link each individual cage, someone else invariably has a better, more practical design.
Funny thing is, if I'd have tried doing this on my transformer, the drawing would have been even worse. The only advantage I ever got out of being left handed is the ability to write back to front near perfectly :v:
[QUOTE=WarRage333;34446910]Can anyone tell me how can i make a 'secure area' where (and how) i can unload all those goblins snatchers i trapped in cages, so i can train my military on them.
Or just how can i 'release' stuff in cages so i can murder it.[/QUOTE]
i just make a pit that goes either 1 or 2 z levels down, with a channel around it linked by a bridge. when the goblins are dropped in, the bridge gets raised with my military inside and the carnage begins
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