i swear to god these giant badgers are going to be the death of my fortress
[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]
I dig into the side of a cliff and remove all of the ramps along the cliff-side. The only ground-level structures I make ASAP are a trade depot by the entrance, and my farm plots a little bit deeper into the cliff-side tunnel, I usually just 'Shift-ArrowKey' twice for the tunnels distance before going straight down. After my population begins building up I build my barracks and burial area on the ground-level as well, and possibly a few traps and additional defenses.
[i]I always have the tendency to build my 'main' fortress levels like the image below:[/i]
[IMG]http://i.imgur.com/0nGS8.png[/IMG]
I usually build this around 5-10 z-levels below the surface where rocks begin to show up (I love my engravers). The main stairwell in the center leads straight to the surface level tunnel to the outdoors.
If there isn't any caverns below the main-fortress' depth then I build my living areas, a room for every dwarf (a room with a container, cabinet, and bed. Usually 2x3 tiles.) The rest of the stockpiles, such as wood and blocks, are in higher z-levels where there's just soil.
After (if) my fortress gets passed 100 dwarves then I end up freeballing the rest of the way. I enjoy expanding my fortress above-ground after this point, since built structures can quickly use up all that ugly stone laying about your fort.
Anyone know why crossbow dwarfs don't carry around full ammo all the time?
Devlog
[quote]This month's Bay 12 Report. I finished the temple issues (and broken shop signs). Once a temple is built in world gen, they can build the catacombs underneath it, and if the temple is destroyed and another is built, the catacombs are still hooked to the first temple's basement, so you can go see the ruined pillars and then go down into the pit in those cases. You'd imagine they'd often build the new temple over the old site and attach the catacombs up that way, but they don't do it that way right now.[/quote]
[quote]The Bay 12 Games Report, December 1st, 2011
Mission Status
Another righteous month, and the long awaited release is right around the corner. Fight insidious vampires and rampaging mummies rousted from their tombs. Cities and towns now come alive in three dimensions opening them up for new adventures. All these features just a few short months away!
Happy Holidays!
Fun with Numbers
So let's see... 10 or 11 town building issues, 18 market/shop issues, roughly 50 dungeon issues, 6 travel/ambush issues, a few issues with quests and map maintenance, a couple dozen miscellaneous bugs, optimization, and sponsorship animals.. That's what's left in my notes. It's still quite a bit of work, but I'm chipping away at it.
Donations
November: $3199.46
October: $2503.28
September: $2793.95
August: $4818.25
July: $6615.67[/quote]
Sponsorship animals?
[QUOTE=IAmAnooB;33519738]Sponsorship animals?[/QUOTE]
There was a competition a long time ago where when you donated money you could "assign" the money to an animal of your choice, and Toady then started incorporating them in order.
Bees and honeykeeping were added because of this, think they either won or were very close to the top. Along with several other animals.
He's now adding more from the list
Oh, that's kinda cool actually.
I'm modifying my challenge to make a hospital out of bronze instead of aluminum, since aluminum apparently doesn't occur on my site.
This is assuming the new generation of dwarves doesn't also die of thirst. I made almost all of them farmers and brewers, so in theory they should be fine.
[QUOTE=LunchboxOfDoom;33512070]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.[/QUOTE]
for anything without the tag that means there's effectively infinite of them, they can go extinct.
this includes just about everything.
[img]http://i41.tinypic.com/6ycfac.png[/img]
[editline]1st December 2011[/editline]
[img]http://i.imgur.com/T0ng0.png[/img]
dat pun
[QUOTE=Orkel;33522006]dat pun[/QUOTE]
Oh god. That pun's even more evil than most of our fortress defence plans, it's even worse than selectively melting the fat off NPCs.
So guys what's the best current, up to date tutorial? Got a friend who want to get into this.
Probably Psisyndicate's.
1 sec, whilst I get it.
[url]http://www.youtube.com/watch?v=hSBqtNa-L-4[/url]
Captain Duck has so many, though, and they're all pretty good (though a lot are outdated)
Argh, I've got a post a few pages back 1 more sec.
[QUOTE=Terminutter;33355310]More than two, but here's a few.
The Complete and Utter Newby Tutorial (outdated, but some of it's useful)
[url]http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/[/url]
Psisyndicate posted this on facepunch a while back, it's new and good.
[url]http://www.youtube.com/user/PsiSyndicate#p/c/57C3E6F6FA52B85B/0/hSBqtNa-L-4[/url]
Captain Duck has tutorials that are good, too. The original ones are a bit outdated, but he's got a 2 hour one for 2011 IIRC.
[url]http://www.youtube.com/user/captnduck[/url]
And the Lazy Newb Pack, a very useful tool.
[url]http://www.bay12forums.com/smf/index.php?topic=59026.0[/url]
There's another good one, but I can't for the life of me remember... Maybe it was Plumphelmetpunk?
Nope, it was RiotHouseLP
[url]http://www.youtube.com/user/RiotHouseLP#p/c/9C7A9E3F2FC3ED0B/0/Ql0RnMXbKso[/url]
Ultimately, it's down to you how you learn it, but once you learn it, you'll either love or hate it.
Also, the magmawiki is insanely useful.[/QUOTE]
Also, a novice brewer is as good as a master brewer, as alcohol doesn't have quality levels. It's just that a legendary brewer makes the booze so much faster. (I think that they can do stacks of 5 at once?)
[img]http://i41.tinypic.com/24qms6r.png[/img]
Hah, I've never gotten that message before. They must have heard the story of how 50 dwarves died of thirst.
Hmmm, I think I'm gonna exploit a little loophole in my challenge. It said all the female dwarves must do all the WORK... But I'm gonna take that to mean that male dwarves can still be entered into the military. I mean, getting an opportunity to kill goblins in the name of the fortress is fun for dwarves, right? No way that's considered work.
Ok, question now: My dwarves have a vast expanse of ocean on the west side of their land, but they always choose to fish in a tiny 2-unit-deep puddle by the river instead. I am constantly given the message "there is nothing to catch in the central swamps." Why won't my dwarves fish in the ocean? I can see all kinds of edible shit swimming around in there. I even had them build a sort of stone pier some 20 spaces out over the water, but they just ignore it. Why is this?
I think it might be, because they're dwarfs? (meaning that I have no idea myself)
What's an easy way to create a clean well? I get that you should use floors and walls. But how do I get the water there "clean". Because if I make somekind of water tunnel from the river, the water and the floor will end up muddy. I want this because I will need it for future hospitals and a safe water source.
Well my question can be disregarded now. My computer overheated and I hadn't saved in several dwarf years. I just lost way too much progress to possibly do it again.
I think the best feature to turn on is the autosave for every season.
[QUOTE=Loofiloo;33528204][img]http://i41.tinypic.com/24qms6r.png[/img]
Hah, I've never gotten that message before. They must have heard the story of how 50 dwarves died of thirst.[/QUOTE]
I think that you're too good at Dwarf Fortress.
[QUOTE=Loofiloo;33532983]Well my question can be disregarded now. My computer overheated and I hadn't saved in several dwarf years. I just lost way too much progress to possibly do it again.[/QUOTE]
Zones menu, designate fishing area.
I'm trying to convince myself to start a new fort, embarking on a new challenge, but I just can't get myself to do it
[QUOTE=Loofiloo;33545963]I'm trying to convince myself to start a new fort, embarking on a new challenge, but I just can't get myself to do it[/QUOTE]
Pocket world.
Full savagery.
Glacier.
[QUOTE=Loofiloo;33532983]Well my question can be disregarded now. My computer overheated and I hadn't saved in several dwarf years. I just lost way too much progress to possibly do it again.[/QUOTE]
You should probably enable seasonal autosave...
Playing the Warhammer mod as Chaos, haven't even dug out the main corridor and around 15 zombie capybaramen have arrived.
Khorne? You there? Help?
[editline]3rd December 2011[/editline]
Well Khorne did indeed favour me. My expedition leader just massacred all the zombies in blind rage, nothing survived.
Armok and Khorne share the love of blood.
Blood for the blood god!
From 17 to 42 dwarves.... :(
[QUOTE=acds;33551524]Playing the Warhammer mod as Chaos, haven't even dug out the main corridor and around 15 zombie capybaramen have arrived.
Khorne? You there? Help?
[editline]3rd December 2011[/editline]
Well Khorne did indeed favour me. My expedition leader just massacred all the zombies in blind rage, nothing survived.[/QUOTE]
Warhammer mod? Link?
[QUOTE=Terminutter;33552909]Armok and Khorne share the love of blood.
Blood for the blood god![/QUOTE]
Depending on the mood you get, you could even get a skull(s) throne.
[QUOTE=Canuhearmenow;33553715]Depending on the mood you get, you could even get a skull(s) throne.[/QUOTE]
Holy shit, I must find this mod, and a spare hour or two.
Also, found this a few mins ago.
[IMG]http://dodonov.net/blog/wp-content/uploads/2009/09/Learning_curve.jpg[/IMG]
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