• Dwarf Fortress v14 - Clean Socks Save Lives
    4,081 replies, posted
[QUOTE=extremist18;33481304]Protip: As soon as the game pauses itself and says something like: "Urist McStrangemood has entered a fey mood!" mass forbid (d, b) any materials you defiantly want them to not use. That way, they'll make swords out of adamantine and dragon leather, rather than lead and sheepskin.[/QUOTE] I think if you have adamantine they will always use adamantine.
Wouldn't it still be the same quality? Or is being an artifact just multiply its effects?
[QUOTE=Naelstrom;33485838]Wouldn't it still be the same quality? Or is being an artifact just multiply its effects?[/QUOTE] It'd be more valuable, and in the case of armour and weapons, addy or steel is usually better. (exc blunt) artifacr addy mail vests would be amazing to have.
Everything's connected. [img]http://filesmelt.com/dl/square8.png[/img] I've also started a fortress with a frozen arctic ocean embark, I expect it to die horribly soon enough.
[quote]The Great Dworacle intones, "You must build, for all dwarvenkind..." A grand lighthouse made of green glass in a mirthful tropical saltwater marsh!" Also, it would be great if you could please observe the following additional requirements: accessory: [b]defeat hell[/b] megabeasts: none restriction: [b]no clothing[/b][/quote] :tinfoil:
Holy shit, one of the dwarfs who fell off the bridge and died while constructing a floor is a ghost haunting the bottom of the river now. [editline]29th November 2011[/editline] He just hangs there.
Orkel, can you add me to people who play?
I think I might start a new fort sometime soon. I've had the itch lately. Also, oddly enough I dreamed about DF a couple weeks ago. I was playing the game and my dorfs dug into a random room that was full of lava and clowns. I think I'd need to try something new to get into it again, like once again attempting an above-ground fort, or experimenting with new fort layouts, or embarking on some megaproject. I don't know what. If I don't have something new to try, I just get bored of my fort once everything is up and running smoothly.
[img]http://i43.tinypic.com/3583py1.png[/img] This is my challenge. I am making this happen bros Assuming aluminum is available, and that I can find that environment. Also the founders might NEED to work until migrants arrive. Soon as that happens, they are retired. [img]http://i40.tinypic.com/30cy9g4.png[/img] i HAVE the environment
[QUOTE=IAmAnooB;33487999]Orkel, can you add me to people who play?[/QUOTE] added [editline]29th November 2011[/editline] Devlog [quote]I've done the first few zoomed out map pictures (after fiddling a lot with broken village doorways...) and have a few more to do (the legends export and mini adventure map). Here's one of the towns I was talking about yesterday. The first picture is the overall map with the zoomed-in area highlighted, and the second picture is that zoomed-in area. In terms of fortress embark sizes, the zoomed-in part is a 7x7. This part has pigs, turkeys, cats and dogs in the town and waste areas, and it has donkeys and an alpaca down in the pastures. No animals or people use the streets yet, and the mud blends too much with the dirt roads here because the local soil is also brown. You can see the sewer grates, which is good, and you can also see the bridge ramps get trashed where the sewer exits into the river at unfortunate spots, which is bad. There's a ramp down into the sewer walkways between some buildings in the lower right of the town part (so the lower right of the upper right). There are some pigs and turkeys among the market stalls... I'm not sure why yet! In fields that have a sharp angle, the cottages can end up a little too surrounded by crops rows for it to seem sensible (there's one on the middle left side). The bridges are a z-level too low, although aside from the ramp issue they still work to get you from place to place. A few empty shops. You can really see the unused river areas in the zoomed-in picture, and they'll need to work on being more productive in the future. But despite all that, I think it is becoming okay. [/quote] [thumb]http://www.bay12games.com/dwarves/imgs/pig_town_map.png[/thumb] [thumb]http://www.bay12games.com/dwarves/imgs/pig_town.png[/thumb]
It would be amazing in later versions to dig some kind of an evil base in the sewers under some large city and lead an army of evil henchmen to do your bidding from there. Edit: I should just totally abandon this game for a few years and then come back and see what amazing things have been developed.
[QUOTE=Falchion;33493709]It would be amazing in later versions to dig some kind of an evil base in the sewers under some large city and lead an army of evil henchmen to do your bidding from there.[/QUOTE] Sends spearlords through the sewers to assassinate the human king. While he is on shitter. From bellow.
Send evil henchmen at the exact same time all around the world to spring out of every latrine and take over the world by surprise.
theres fucking giant badgers everywhere several dwarves in my fortress are missing entire arms from dealing with these bastards
Could I please be put on the players list, too? My older request was swallowed up by a Giant Cave Spider.
I need to stop spamming rock crafts early. It just leads to massive influxes of migrants MUCH too quickly.
Fuuuuck. I picked out my site right before heading to class yesterday, and didn't really examine it at all... It's [b]full of rhinos[/b]. I mean... [b]ALL THE RHINOS[/b]. There are 11 rhinos present right now. I am terrified. And man... When you set ores to be "everywhere" it literally means EVERYWHERE. I don't think I've found a single ordinary stone yet. It's kind of worrisome. Oh good, I found microcline... Never thought I'd be [b]happy[/b] to see microcline, but there it is. Also, the "female dwarves must do all the work" restriction is being a real pain. I have 21 dwarves and only 5 of them are female. What the fuck man DAMMIT. One of those 5 female dwarves was taken by a fey mood and I don't have the kind of workshop she wants. Fukken dorfs >:L THANK GOD. A craftsdwarf's workshop was the first thing I built to try and appease her, and it worked.
[QUOTE=Terminutter;33495013]Could I please be put on the players list, too? My older request was swallowed up by a Giant Cave Spider.[/QUOTE] Added [editline]30th November 2011[/editline] Devlog [quote]I fixed three problems with bridges, stopped pigs from thinking that they are selling things at the market, made towns that overlap lakes and oceans not screw up rivers and made them not screw up river sources in general, and also finished the graphical map export. Tonight I'm going to fix various issues with temples and whatever else I can get to after that. Tomorrow is crayon art day.[/quote]
I was just informed by a friend that aluminum won't be showing up anywhere in my site... So I need to build my hospital out of some other material. TO THE DWORACLE
What should I do next after establishing a self-sustaining farm and brewery?
Bedrooms, defences, crafts, a trade depot and maybe start up a military once you get migrants.
Hardly into the second year of my fortress and it's already turning into a bloody mess of Troglodytes and very angry badgers. They wont leave me alone. [IMG]http://i24.photobucket.com/albums/c29/kalamari13/emot-psyduck.gif[/IMG] [editline]30th November 2011[/editline] Fuck yeah, crusading hunting dog massacring them all!
Oh god this is horrible. I made my farmland too small, didn't expand it as migrants arrived, can't brew drinks, and now my dwarves are dropping like flies due to thirst. I think I'm gonna have to reclaim this fort. [editline]30th November 2011[/editline] This is my fort right now: [media]http://www.youtube.com/watch?v=M16zasqydUE[/media] But replace the dinosaurs with dwarves [editline]30th November 2011[/editline] And just when I think all is lost... Fucking migrants show up. Never thought I'd be so happy to get 25 migrants
I think in the upcoming version, my first fort is going to attempt to be self sustaining with the starting 7, try to see how big I can get the fort without outside help.
[QUOTE=Orkel;33505570]Bedrooms, defences, crafts, a trade depot and maybe start up a military once you get migrants.[/QUOTE] I map out my bedrooms and general fortress structure basically on embark
Okay this is strange. I got a migration wave of about 15 fresh dwarves, one of which was a Siege Operator. A month after they migrated this Siege Operator randomly begins starting violent fist fights and throwing furniture around, he killed a one of my woodcutters and punched my Expedition Leader with a single bop on his head (tearing his skull through his brain). What I'm confused with is why did this happen? My entire fortress is completely filled with ecstatically happy dwarves, and this one comes out of the blue to cause some serious 'fun'. I read his description and the forts history-log thing but the only thing worth noting was the "Suffered the travesty of art defacement." and the "A Masterwork of Urist McPissedoff has been lost!" message. The only skill he had above dabbling was Siege Operating and he was only in the fort for less than a month, he hardly had time to even reach my Dining Room. Is it possible that he migrated with this "masterful item" that somehow went missing?
In what order do you build your guys' forts? I always dig into a cliff to make the trade depot entrance, then have the barracks right behind that. Then I go down a z-level then dig until I find soil and make my farm/still/kitchen plus the stockpiles for them. Then on my original level I make my workshops, and below them the stockpiles for each. Once everything's running smoothly I build my bedrooms a z-level up and expand from there.
I generally go for making a basic farm plot in the soil, then a communal bedroom and dining room in the soil, too and move my wood industry inside. Then, I start to dig down, carving out proper stockpiles and making a farm in the lower soil (sometimes doing a quick mechanics workshop and flooding a bit of the stone layer) After I have got a farm and basic industry in the soil, I just start up on proper stone stuff. It really changes every time though, I once tried starting on a volcano and the first thing that I did was set up a glass industry. That was fun. (in both senses)
[QUOTE=FKop_Dragon;33508544]In what order do you build your guys' forts? I always dig into a cliff to make the trade depot entrance, then have the barracks right behind that. Then I go down a z-level then dig until I find soil and make my farm/still/kitchen plus the stockpiles for them. Then on my original level I make my workshops, and below them the stockpiles for each. Once everything's running smoothly I build my bedrooms a z-level up and expand from there.[/QUOTE] Farmland first, then a large bedroom, then a dining area. The rooms are usually dug out long before all the furniture is built, so by then I just have the miners digging out random rooms that I make plans for later.
[QUOTE=RearAdmiral;33476374]So we can make pigs extinct? Think of the possibilities![/QUOTE] This is something that should be possible for all living creatures in the game. Civilizations in the world could make animals go extinct or nearly extinct through poaching and mass hunting, much like the circumstances regarding the near extermination of the American Bison.
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