• Dwarf Fortress v14 - Clean Socks Save Lives
    4,081 replies, posted
[QUOTE=RearAdmiral;33684114]Oh my god why did I start reading Gemclod when I have work to do aaaaa[/QUOTE] I couldn't agree anymore.
[QUOTE=Kaizo45;33682212]Have you got any migrants to doctor him up? [editline]11th December 2011[/editline] Make sure they have plenty of booze, my last fort ended with everyone dropping dead faster than booze could be made, and no buckets to fetch water with.[/QUOTE] they fucking died of thirst during the winter. great I even put down a well(attatched to a river using an underground channel or whatever), why weren't they getting water from it? [editline]12th December 2011[/editline] started a new fortress, it's going okay finally got butchery happening, might just survive this winter. If they do, then they should be fine for water as I have a well, problem is no drinks currently, hope they don't all start dying of thirst
[QUOTE=EcksDee;33683530]You could have set up a meeting area outside the fort.[/QUOTE] Yeah, but with no miners or woodcutters or anything, they had no way to get into the fort, so it wouldn't have accomplished much. Hell, even if such workers had shown up, they would have been killed by goblins too quickly to get much of anything done. If they'd managed to dig into the fort or build a bridge over the gap, that would've just let more goblins in.
The more I play as Orks the more I get annoyed with them. They can't/won't: Mine (I knew this before I played as them, but I thought this was their only drawback...) Do anything mechanical (So no traps, no levers, no healthcare, no siege engines) Make crossbows at the bowyer's workshop (So no hunting, instead you have to tell your military to kill a specific animal) They have no ranged weapons [I]at all.[/I] Eat prepared meals for some reason Eat plants? Have a broker Build a soap maker's workshop. So no soap, infections everywhere And probably some other stuff I'm forgetting. I mean, it's playable... but it's so annoying.
[QUOTE=Inzalonus;33684955]they fucking died of thirst during the winter. great I even put down a well(attatched to a river using an underground channel or whatever), why weren't they getting water from it? [editline]12th December 2011[/editline] started a new fortress, it's going okay finally got butchery happening, might just survive this winter. If they do, then they should be fine for water as I have a well, problem is no drinks currently, hope they don't all start dying of thirst[/QUOTE] I think you need rope and a bucket for the well. Furthermore, trade for booze and seeds or else they go batshit loco and start flipping over workshops and dropping dead moments later. Booze is the lifeblood of any fortress.
Is using a danger room considered cheating?
[QUOTE=extremist18;33693564]Is using a danger room considered cheating?[/QUOTE] Steroids in the Olympics.
[QUOTE=extremist18;33693564]Is using a danger room considered cheating?[/QUOTE] Yeah but "normal" military training is so unbelievably slow that danger rooms are pretty much the only way to get a skilled military that doesn't need 5+ ingame years of training to get
[QUOTE=Orkel;33693600]Yeah but "normal" military training is so unbelievably slow that danger rooms are pretty much the only way to get a skilled military that doesn't need 5+ ingame years of training to get[/QUOTE] And if having halls full of traps/walling yourself off isn't cheating, then I don't see what the problem with danger rooms would really be, other than normal training is so much worse. I think Toady should embrace danger rooms as part of the game, but make it easier/possible for them to get some sort of injury through it, or add some other downside, like making the traps need to have maintenance done, leading you to either put civilian dwarves at risk, or slow down training.
No trap-filled corridors (few traps are enough) and using danger rooms only to train military to average skill That's the best way [editline]13th December 2011[/editline] And absolutely no cage traps allowed
[QUOTE=Orkel;33693600]Yeah but "normal" military training is so unbelievably slow that danger rooms are pretty much the only way to get a skilled military that doesn't need 5+ ingame years of training to get[/QUOTE] I miss the old military system. I miss my instant legendary wrestlers.
[QUOTE=Orkel;33693794]No trap-filled corridors (few traps are enough) and using danger rooms only to train military to average skill That's the best way[/QUOTE] I think when these changes take place, it'll be more acceptable to just have a corridor of traps. [QUOTE=Toady One] *Stone traps should require the stone be placed above the tile that is targeted *Stones should be able to roll (perhaps if they are started from or land on a ramp tile) *Weapon traps should be multi-tile and require a spring or other potential energy source -- automatic resetting should require some explicit establishment of a feasible mechanism [/QUOTE] Plus, when the sieges can actually dig, they'll be almost useless unless you want to build a ring of traps around your entire fort on every level.
[IMG]http://i.imgur.com/QebJV.png[/IMG] [I]why[/I] [editline]12th December 2011[/editline] So yeah, wooden/bone (No way to make any other kind) choppas vs. something made of metal doesn't work that well. [editline]12th December 2011[/editline] Um... there's no option to create more squads as Orks. Tried it as Chaos, worked fine. Can't as Orks. I'm just going to go kill my fortress now.
[QUOTE=Teh Zip File;33694021]I miss the old military system. I miss my instant legendary wrestlers.[/QUOTE] I miss when dwarves wouldn't bitch all the time about long guard duty. Even when I set up an elaborate-ass system alternating which dwarves worked and which ones trained, they bitched no matter how short their training duty was.
all my farmed plants grow purple what's up with that? -nevermind- they're just what plump helmets look like I guess [editline]13th December 2011[/editline] what is an empty food storage item? can't brew because I don't have one apparently
[QUOTE=Inzalonus;33696622]what is an empty food storage item? can't brew because I don't have one apparently[/QUOTE] Barrels or pots.
well brewings successful, though my farm seems to have failed, it was self sustaining for a while but ran out of plump helmet spawns.. might start farming other stuff instead I suppose. There's an abundance of food and drink now and looks like it's pretty stable, already had about 3 migration waves [editline]13th December 2011[/editline] (40 dwarves now)
[IMG]http://i.imgur.com/nTN60.png[/IMG] Oh. Well. They were standing on a frozen pond that I channeled out so it would drain when it thawed... and fell 16 z-levels. [editline]13th December 2011[/editline] [IMG]http://i.imgur.com/LJd6P.png[/IMG] Okay, now it's becoming a problem...
where do I find coal and iron and shit, how deep do I have to dig? [editline]13th December 2011[/editline] my wood worker which i've just had making beds/doors and containers over and over and over again has just "withdrawn from society" and is about to make an artifact by the looks of it [editline]13th December 2011[/editline] holy shit my planter is a fucking bad ass random ass troll was beating up on my carpenter, my planter comes along punches the troll in the foot, kicks it's other foot, punches it in the upper leg and lower arm, each time bruising bone and muscle then punches the troll in the face, tearing the fat away from the lip and bruising it's skull I really should make an army...
[QUOTE=Inzalonus;33698217]where do I find coal and iron and shit, how deep do I have to dig? [editline]13th December 2011[/editline] my wood worker which i've just had making beds/doors and containers over and over and over again has just "withdrawn from society" and is about to make an artifact by the looks of it[/QUOTE] Grats on the mood. You have to be lucky with the standard world gen settings in order to get some metals, what did your embark state it had? Also, try some exploratory miniing to the sides, if you keep digging down you'll have lots of Fun.
oh shi my herbalist just went insane and beserk can't end well
[QUOTE=Teh Zip File;33692949]The more I play as Orks the more I get annoyed with them. They can't/won't: Mine (I knew this before I played as them, but I thought this was their only drawback...) Do anything mechanical (So no traps, no levers, no healthcare, no siege engines) Make crossbows at the bowyer's workshop (So no hunting, instead you have to tell your military to kill a specific animal) They have no ranged weapons [I]at all.[/I] Eat prepared meals for some reason Eat plants? Have a broker Build a soap maker's workshop. So no soap, infections everywhere And probably some other stuff I'm forgetting. I mean, it's playable... but it's so annoying.[/QUOTE] The current ones are Savage Orcs I think, hence why they can't do much more than eat meat and bash stuff with rough sticks.
he ended up punching some guy in the head until that guy died, then got beaten to death by a crowd of people oh joy. Now there's elk birds all over my fortress killing people when they try to go to their rooms to sleep, saw a guy get ripped to pieces outside his room in the hallway... [editline]13th December 2011[/editline] still got 78 dwarfs though, so it's not so bad. [editline]13th December 2011[/editline] considering making my next fortress all above-ground (minus mines and stuff) to see how that goes
[QUOTE=g1real;33677389]It would be cool if they actually didn't die from that, or at least immediately. I mean, you don't suddenly encase in ice unless there's magic involved. And we all know there's no magic in dorf fort[/QUOTE] Those constantly burning clowns must have some sort of an energy source we can use, if it's not magic!
I caught a lungfish in an animal trap, is there anything I can do with it besides trading it?
I dunno, make a pit with knee high water, put the lungfish swimming around there and try to feed it prisoners.
Either that, or pit it down a 50 z level drop into the magma sea, just for the fun.
[QUOTE=Osherzz;33700603]I caught a lungfish in an animal trap, is there anything I can do with it besides trading it?[/QUOTE] Build an aquarium, with glass walls. Fill it full of the wonders of the dwarven aquatic world. Also nobles.
Wow, an outside cave in can be pretty cataclysmic. While I was setting up my Dorf Fort (Peargilds, Long may she prosper!) I saw an annoying overhanging piece of earth. I decided to channel the small hunk of rock keeping it on the cliff face and let it fall down a z level. On the same level as this overhang was an improvised mason's workshop with a mason making things for the burgeoning fort would need, and the miner himself was stood on the cliff itself when he channeled the rock and let the overhang fall off. I have no idea what happened, but somehow something falling away from those two Dorfs somehow really badly injured them. My mason fell down with a broken arm and a neck spurting blood everywhere and my miner was hurled from the cliff dramatically, slamming into another piece of the cliff and breaking a few bones (he later suffocated). And I have no idea why, as the actual impact was several tiles and 1 z level away from them both. Shrapnel from the AWESOME IMPACT of two tiles of dirt? Also it is really hard to start a Fortress with no miner or stonemason.
[QUOTE=HALP Cat;33699826]Those constantly burning clowns must have some sort of an energy source we can use, if it's not magic![/QUOTE] I find it humorous how most of the Bay12 forums are violently opposed to any ideas of confirmed divinity, true magic, or something that can't be quantified into it's fundamental components. [editline]13th December 2011[/editline] [QUOTE=RearAdmiral;33702268]Wow, an outside cave in can be pretty cataclysmic. While I was setting up my Dorf Fort (Peargilds, Long may she prosper!) I saw an annoying overhanging piece of earth. I decided to channel the small hunk of rock keeping it on the cliff face and let it fall down a z level. On the same level as this overhang was an improvised mason's workshop with a mason making things for the burgeoning fort would need, and the miner himself was stood on the cliff itself when he channeled the rock and let the overhang fall off. I have no idea what happened, but somehow something falling away from those two Dorfs somehow really badly injured them. My mason fell down with a broken arm and a neck spurting blood everywhere and my miner was hurled from the cliff dramatically, slamming into another piece of the cliff and breaking a few bones (he later suffocated). And I have no idea why, as the actual impact was several tiles and 1 z level away from them both. Shrapnel from the AWESOME IMPACT of two tiles of dirt? [B]Also it is really hard to start a Fortress with no miner or stonemason.[/B][/QUOTE] Bring instead axes and woodcutters/carpenters, you now have a settlement more akin to what our ancestors did back in the day.
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