[QUOTE=Water-Marine;44717635]I want to try out this game for once, but the ASCII art is a little jarring to me. What graphic sets would you recommend?[/QUOTE]
[url=http://www.bay12forums.com/smf/index.php?topic=104261.0]jollybastion[/url] (it's in the LNP as well (or whatever they're calling the newbie pack nowadays))
you should really just use a square ascii tileset tho imo
[QUOTE=Water-Marine;44717635]I want to try out this game for once, but the ASCII art is a little jarring to me. What graphic sets would you recommend?[/QUOTE]
I use Phoebus, it's part of the LNP that you can download off the site. It's a full tileset, and it made understanding everything that's going on considerably easier.
[QUOTE=Water-Marine;44717635]I want to try out this game for once, but the ASCII art is a little jarring to me. What graphic sets would you recommend?[/QUOTE]
The best advice I'd give you isn't the tired "Losing is fun" mantra. If you want to learn to play the game ignore all the frivolous stuff. When you first start out, you wont need to worry about metal smithing, textile industries, machinery, military, nobles, etc. First, learn to dig. Then learn how to farm. Really, those are the bare-bones skills needed to survive for awhile. After awhile, you'll wonder "how do I make a wall?" and go and consult the wiki page on constructions. That's the way I, and others I know, learned to play. Trying to dive in head first will result in you being overwhelmed.
tl;dr Take it one thing at a time, and learn as you go.
In response to you're tileset question, I'd grab [url=http://dffd.wimbli.com/file.php?id=2431]phoebus'[/url] but others might recommend different. It's all preference really.
Just remember, losing is fun!
Nearly half the population of my new fort is now children. At least the little gits occasionally pick plants and get themselves killed by enraged badgers.
I'm sick of my godlike adventurers with full heavy armour getting nailed in the brain by insignificant crossbowmen after lasting days without melee enemies so much as scratching them. Could anyone point me to which properties in the raws I should change to reduce the chance of bolts and arrows piercing armour?
[QUOTE=Ziks;44719951]I'm sick of my godlike adventurers with full heavy armour getting nailed in the brain by insignificant crossbowmen after lasting days without melee enemies so much as scratching them. Could anyone point me to which properties in the raws I should change to reduce the chance of bolts and arrows piercing armour?[/QUOTE]
Yeah, the skull jamming the brain is a bug that's been around for a while. Orkel had a fix but I'm pretty sure he wont update it until the next release.
For a while I was wondering why my 2 miners and stonemason weren't moving from this little area, turns out they dug themselves into a hole, probably at the same time the stonemason was hauling away their finds. Managed to save all but one of the miners, who died of thirst moments before the surviving miner could dig a rescue tunnel :c
[QUOTE=SteelReal;44720138]Yeah, the skull jamming the brain is a bug that's been around for a while. Orkel had a fix but I'm pretty sure he wont update it until the next release.[/QUOTE]
Vanilla arrows and bolts are known to be OP. But it's not really possible to balance them because of the way the game works. Either they pierce and do massive damage, or they bounce off almost all armor. Getting a balance is near impossible, like trying to make a pencil stand on its tip. Toady needs to change the combat/damage system in the hard code to truly balance arrow damage/penetration.
[QUOTE=Orkel;44720436]arrow damage/penetration.[/QUOTE]
and thrown items.
Saw 30 new posts and was expecting DF2014. Any day now (hopefully).
[QUOTE=matt000024;44721059]Saw 30 new posts and was expecting DF2014. Any day now (hopefully).[/QUOTE]
I expect it close to June, maybe even July.
[QUOTE=ReligiousNutjob;44721541]I expect it close to June, maybe even July.[/QUOTE]
He's been bugfixing since April.
[QUOTE=Masterofstars;44721845]He's been bugfixing since April.[/QUOTE]
That was only four days ago. Bug fixing is not a speedy process.
I can say pretty confidently that it will come out this year. When exactly? Only armok knows.
It's quite nice that there's so many gems near me, allowing my gem setter/cutter to essentially shit out money, especially after she got taken by that fey mood and stuck 3 of them together. On the bad side, no coal at all so far, so going to have to chop the forests down in the name of industry.
[quote=Toady]I managed to fix a bug whereby hydras would sever the same body part multiple times if they got a bunch of near-simultaneous strikes...[/quote]
I love the idea of a hydra multiplying dismembered arms because of this.
Rock crafts are simply better the gems in every single way. I only have cut gems for my occasional strange mood.
[editline]4th May 2014[/editline]
Or mandate
Idea- Facepunch bloodline game centered around a volcano in a terrifying biome either hot/ice cold
Lets see how long we last.
Terrifying ocean biome with glaciers so we can get zombie whales for defense...
This must be done.
Our only goal will be to burn a dead whale or something like that
[QUOTE=Kyle902;44725872]Rock crafts are simply better the gems in every single way. I only have cut gems for my occasional strange mood.
[editline]4th May 2014[/editline]
Or mandate[/QUOTE]
Gems have a few good uses. In some mods, they can be used to make crafts and such, including weapons and furniture. In vanilla you can jack up your cutter's skill with shitty gems and then cut ridiculously valuable gems into ridiculously valuable cuts, then encrust them on already ridiculously valuable furniture or gear with careful usage of stockpiles. The resulting item can usually be used to buy out most caravans by themselves. You can also always use them to make windows to improve a noble's rooms, if you use good cuts. Also you can use the less valuable cuts to pick up cheap goods or fill out a caravan's buy table with light stuff so you don't go over their weight.
I've got both a shield and a buckler in my left hand, and a two handed sword (!?) in my right. Would the shields stack defensively, or are one or more of the items redundant?
Is there a way to slow the amount of immigrants one gets per wave, without resorting to smearing shit and corpses all over the walls, or sealing the fortress off entirely from the outside world?
[QUOTE=Ziks;44727165]I've got both a shield and a buckler in my left hand, and a two handed sword (!?) in my right. Would the shields stack defensively, or are one or more of the items redundant?[/QUOTE]
If I remember correctly, yes, stack away.
[QUOTE=Terminutter;44727302]If I remember correctly, yes, stack away.[/QUOTE]
I might run a quick test in the arena, I'll report back with what I find.
[editline]5th May 2014[/editline]
Wait, how the hell did I pick up all three? I can't replicate it.
Probably 2 bucklers, then the shield. It's like how you can stack armour - breastplate over mail, but not mail over breastplate.
[url]https://dwarffortresswiki.org/index.php/DF2012:Armor#Size.2C_Permit.2C_and_layering_armor[/url]
Craftcastle dead count has breached 1,000.
my mayor threw a tantrum then ordered the construction of short swords
I don't trust him at all
my jeweler made a perfect clear zircon, but nobody is taking it to the gem stockpile. what's going wrong?
I have other gems in the stockpile, but this one just stays in the workshop
Sorry, you need to Log In to post a reply to this thread.