• Dwarf Fortress v14 - Clean Socks Save Lives
    4,081 replies, posted
Does toady have any plans to change the way stone is stored? Are quantum stockpiles going to be the only way to find space for them?
Orkel, do you have a link to that 'skull jammed through brain' fix, and does it work with the Genesis mod?
I think quantum stockpiles are "cheating" (and I can't handle imagining things that are completely ridiculous) so I tend to either incinerate my stone or craft it into blocks and store it in bins.
[QUOTE=johnlukeg;32824315]I think quantum stockpiles are "cheating" (and I can't handle imagining things that are completely ridiculous) so I tend to either incinerate my stone or craft it into blocks and store it in bins.[/QUOTE] It's a well-known fact that quantum drawbridges and stockpiles are the pinnacle of dwarven engineering and are thus a characteristic of a fortress. To not include at least ten of each is grounds for immediate hammering.
[QUOTE=johnlukeg;32824315]I think quantum stockpiles are "cheating" (and I can't handle imagining things that are completely ridiculous) so I tend to either incinerate my stone or craft it into blocks and store it in bins.[/QUOTE] I just leave catapults firing 24/7.
Huh. My axedwarf just managed to lodge his axe into the hand of a troll, then promptly got sliced in half because there now is an axe-hand troll cruising around in my fort. Shit.
I don't play Dwarf Fortress often, but I only get two types of games. Either nothing happens at all and it's boring as I continue to just expand pointlessly, or I'm getting raped on day one.
[QUOTE=Fables;32825262]I don't play Dwarf Fortress often, but I only get two types of games. Either nothing happens at all and it's boring as I continue to just expand pointlessly, or I'm getting raped on day one.[/QUOTE] Start off in a semi-neutral area that sends Rhesus monkies, crocodiles, elephants and such at you. Trust me, it's much more exciting. Also, danger rooms are a bad habit that will ALWAYS make the game far too easy.
[QUOTE=eatdembeanz;32823905]Orkel, do you have a link to that 'skull jammed through brain' fix, and does it work with the Genesis mod?[/QUOTE] In the OP, and no it doesn't work with any other major mod, apply it on vanilla [editline]17th October 2011[/editline] [QUOTE=Fables;32825262]I don't play Dwarf Fortress often, but I only get two types of games. Either nothing happens at all and it's boring as I continue to just expand pointlessly, or I'm getting raped on day one.[/QUOTE] Next version adds massive amounts of Fun especially if you embark on an evil area.
[QUOTE=DireAvenger;32825602]Start off in a semi-neutral area that sends Rhesus monkies, crocodiles, elephants and such at you. Trust me, it's much more exciting. Also, danger rooms are a bad habit that will ALWAYS make the game far too easy.[/QUOTE] I use danger rooms because I can't get the military to function at all otherwise :( also cage traps for life
If i put an artifact mechanism weapon trap filled with artifact weapons in an area in my fortress, will my dwarves get happy thoughts from passing by it?
They should do. At least, I think. I never get artifact mechanisms... It's always fucking scepters or goblets.
[QUOTE=extremist18;32828564]If i put an artifact mechanism weapon trap filled with artifact weapons in an area in my fortress, will my dwarves get happy thoughts from passing by it?[/QUOTE] You can build the artifact into a lever or trap and dwarves will admire it as if it were furniture. Depending on the weapon I'd either save it for the military or build a weapon trap with a single artifact in it, so you have more than one "thing" for your dwarves to admire. Put the mechanism in a lever in the dining room and the artifact weapon in a weapon trap by the door or something. [QUOTE=Terminutter;32828678]They should do. At least, I think. I never get artifact mechanisms... It's always fucking scepters or goblets.[/QUOTE] Last fort I played the only artifact I got was a spiked bed made entirely out of raw bituminous coal. I'm pretty sure my mayor got lung cancer. And large spikes driven through his lungs. Which probably caused the cancer, in hindsight.
[QUOTE=Goofa;32825093]I just leave catapults firing 24/7.[/QUOTE]I have a goal to give everyone a "job", which usually ends up with a whole floor dedicated to them either pumping air into empty space, or catapulting stones/cleaning up after the guys catapulting stores.
Pump gyms ftw
As someone new to DF, the fact that I have no fucking clue what you're talking about makes me feel both alienated and interested.
[QUOTE=Dacheet;32835622]As someone new to DF, the fact that I have no fucking clue what you're talking about makes me feel both alienated and interested.[/QUOTE]A "pump gym" was something a lot of people made in an older version, because running a pump made dwarves stronger, so people would use large areas of just disconnected pumps to train dwarves. Now it doesn't make them stronger, but firing a catapult at nothing all day long will make the dwarf better at operating siege engines.
[QUOTE=Neo Kabuto;32835712]A "pump gym" was something a lot of people made in an older version, because running a pump made dwarves stronger, so people would use large areas of just disconnected pumps to train dwarves. Now it doesn't make them stronger, but firing a catapult at nothing all day long will make the dwarf better at operating siege engines.[/QUOTE] This. Countless dwarves pumping for years on end in halls filled with pumps until they became ridiculously muscular and strong.
And how would strength help them? Fighting?
[QUOTE=Dacheet;32836014]And how would strength help them? Fighting?[/QUOTE] The stronger a dwarf is, the more oomph his strikes aquire. Aka. more damage, and slightly better armor penetration (which also results in much deeper stabs and slices etc) Toughess is the defensive version of it, the tougher a dwarf is the less damage he takes. Doesn't help much against sharp weapons though, but it's harder to break his bones etc.
But we all know the single best attribute in the game is Musicality.
So, I've completely wiped my computer to install Ubuntu and save it from the fucked up Windows crashes I was getting, and the only thing I cant do on this god forsaken operating system is build Dwarf Therapist.
Unnnhhhgggg I'm trying to play adventure mode with a peasant and it's impossible. Any advice on how to get a companion and not die in your first encounter? [B]Edit:[/B]I love reading the battle log, it's so detailed and it makes it really exciting imagining all the stuff that happens. ahahaha holy shit, one of my dwarfs first kill was a complete decapitation after some dodging and blocking.
I am happy. I've stated playing fortress mode after a long campaign of adventure modes and have finally seen some results of my handiwork. One of my dwarfs made a stone necklace with an amethyst image of one of my adventurers striking down a dwarf (evil but was apparently part of this civilization) with a mace with said dwarf looking terrified while it happens. I wish he could have captured the fact that I threw it through his head, but I think he got it close enough.
[QUOTE=DireAvenger;32825602]Also, danger rooms are a bad habit that will ALWAYS make the game far too easy.[/QUOTE] I think this is the main reason I haven't been playing DF lately. I don't like how long it takes for the military to gain any sort of skill, but danger rooms felt like cheating to me. My old M.O. was to just riddle my entrance with traps and make really good weapons, but I'd like to have a normal-style military again. I guess someone can't make a balance mod that changes the way training works? Also, even though my military consisted of multiple squads that rotated training schedules throughout the year, my dwarves always complained about long guard duty. Dwarves should be [b]happy[/b] to get enlisted in the military. They're satisfied at any other sort of job.
Next update is coming soon, no?
First goblin siege inbound. 8 crossbowmen and a swordsman, all equipped in various pieces of iron armor and copper weaponry. Here's hoping my iron plated, silver hammerdwarfs can hold the line. [editline]18th October 2011[/editline] spoke too soon, it's about 20 goblins in total. [editline]18th October 2011[/editline] Sweet Victory! The goblin army has retreated! I have two main squads, a squad of 8 hammerdwarfs and 3 crossbowmen. My fortress is protected by two main outer defenses. Firstly, all but one entrance is walled off, effectively funneling invaders into the second outer defense, a two-story fortification. Beyond these defenses stands the main gate to my fortress, which is still protected by a handful of rather outdated stonefall traps. My plan was rather simple, I stationed my hammerdwarfs inside the main gate of the fortress, which kept them cut off from the initial battle of the siege. I sent my 3 crossbowmen on a suicide mission to hold the fortification. The general idea was that they would pepper the invaders and serve as a temporary distraction for the goblin crossbowmen while I rushed my infantry outside to engage them while their backs were turned. I had a bit of confidence in the plan but was outnumbered about 2 to 1, I mainly had to rely on the fact that my infantry was better equipped and also on hopes that the hammerdwarfs would reach the goblin marksmen before being pincushioned. My confidence was misplaced from the start, as I watched the goblin invaders completely disregard what I thought was my only entrance at the east and meander in through the wall at the south. I failed to see that there was a dirt ramp leading right past my southern walls. The second downfall of this defensive malfunction was that my fortifications were only set up to fire east, and my crossbowdwarfs were now unable to effectively combat the invasion force. As the goblins stacked up at my fortress entrance, my crossbowdwarfs took it upon themselves to disregard the fortifications and take as many goblins as possible with them. Eshtan Duralasen, the newest recruit to my crossbowmen was the first to enter combat. He stepped out of the fortification's doorway and fired an iron bolt into the crowd of goblin invaders. The shot tore through a goblin's leather armor and fatally wounded him in the chest. I imagine Eshtan was very happy with himself as every single goblin bolt tore through him. The other two marksdwarves waited inside the fortification as the goblin army closed in on them. The first goblin to burst through the door was, to my rejoice, the goblin swordsman, the leader of their little squad. The first marksdwarf, Rosid Uzalrab, had time to fire one shot as the swordsman burst through the doorway. The shot pierced the goblin in the gut, a fatal wound, but not fatal enough to spare poor Rosid Uzalrab from the wounded goblin's rage. The goblin charged into Rosid and knocked both of them onto the floor, where they grappled amongst goblin vomit and dwarf blood until Rosid died of a sword-related brain injury and the goblin finally succumbed to the crossbow bolt in his belly. The final crossbowman seems to have stood around and done absolutely nothing during this demonstration. After watching their beloved sword-wielding leader meet his fate, the army turned and began their retreat. It was at this point I sallied out my infantry to hunt them down as they turned-tail. War dogs managed to hold some of the retreaters long enough for my dwarfs to close in, where many beatings unfolded. It's worth noting that the third crossbowman also began fighting at this point and managed to score a fatal shot or two. In the end I have 6 goblin corpses to melt, 2 dead heroes to bury, 2 wounded dwarfs to tend to, and a handful of war dogs either dead or wounded. Let the goblins know they'll need more than some copper weapons to take this fortress! [editline]18th October 2011[/editline] The Aftermath: [img]http://img197.imageshack.us/img197/1629/greatvictory.png[/img]
Anyone else frequently abandon forts after a year and a half? I know that it's due to me taking the game too cautiously and slowly, but I seriously can't stick to a fort. Also, I swear that it's impossible to have enough bedrooms for the spring migrant wave whilst trying to smooth, engrave and properly furnish each one - a little dwarven luxury, to make up for the fact that I'll probably trap them in my merchant drowning depots accidently, and pull the flood lever as opposed to the open one.
Anyone has that link to the "multiplayer" Dwarf Fortress mod? The one that one guy plays, the others spectate.
DFTerm? [url]http://www.bay12forums.com/smf/index.php?topic=50643.0[/url] [url]http://www.bay12forums.com/smf/index.php?topic=87683.0[/url] Really gotta try it some time...
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