• Dwarf Fortress - DF2014 released
    6,379 replies, posted
Landmines deal with vermin really well.
[QUOTE=draugur;44746936]Landmines deal with vermin really well.[/QUOTE]I was rather wondering why they show up in the initial creature selection :v: Are they reusable? I'm guessing if they're selectable as creatures then they're at least moved and placed in the same way, so i'm wondering if the same stretch of logic allows them to be reused.
They sort of, end their own lives at the sight of danger, but yeah. Keeps goblin vermin away for a little bit.
Moleweasels definitely seem to be cat equivalents, already encountered lizard remains scattered over the place. [QUOTE=draugur;44747005]They sort of, end their own lives at the sight of danger, but yeah. Keeps goblin vermin away for a little bit.[/QUOTE]A bit bigger than the kind of vermin I meant, which're rats, cockroaches and the like. Small things that are harmless but generate negative thoughts.
Pff. Little vermin are great. They keep my food stockpiles in check.
[QUOTE=draugur;44747164]Pff. Little vermin are great. They keep my food stockpiles in check.[/QUOTE] Vermin: For when you can't quite grow enough Plump Helmets to last the Winter.
Them moleweasels are adorable with the current graphics pack. They look like a cross between a fox and a corgi <3 [editline]7th May 2014[/editline] Now there's a rotten coyote corpse that nobody's willing to dump, plus the associated blood spatter. If they get miasma, it's their own damn fault, the lazy fuckers.
Frill lizards are also vermin hunters as I recall, plus they have the benefit of laying eggs. Meaning you can set up nest boxes early and either shit out a ton of frill lizards or help feed the fort.
My ironclad war badgerdog got badly wounded by a gargoyle :c On the plus side, the gargoyle got royally fucked up. Also seems a mastiff the last immigrant wave brought in, and one of the badgerdog pups copped it as well. [editline]7th May 2014[/editline] Both of them are severely wounded and probably won't survive :'c Fortunately i'm now making armour from the damn thing's bones, which is better than no armour at all.
Animated weapons make great defenders early due to their cheap price and expendability. Mastiffs are upgrades to dogs, and they're great for starting up your war animals groups. They fight well against a lot of early enemies and have good survivability. Since they give birth in litters, you can end up with a good amount of them early. Drakes are a good choice a little later as well, they do good damage and have tough hide that can be sheered for high quality leather. [editline]7th May 2014[/editline] Drakes also lay eggs, with all the benefits that brings.
So a miner gave birth in her sleep. Either she's got a high tolerance for pain or she was still tanked from a four month party.
[QUOTE=Lijitsu;44748481]Animated weapons make great defenders early due to their cheap price and expendability. Mastiffs are upgrades to dogs, and they're great for starting up your war animals groups. They fight well against a lot of early enemies and have good survivability. Since they give birth in litters, you can end up with a good amount of them early. Drakes are a good choice a little later as well, they do good damage and have tough hide that can be sheered for high quality leather. [editline]7th May 2014[/editline] Drakes also lay eggs, with all the benefits that brings.[/QUOTE]Fortunately one of the immigrants came with an animated axe "pet" I'll be sure to buy mastiffs and drakes if any traders sell them, none of my dwarves are worth a damn in a fight currently; haven't struck any worthwhile military ores yet. In the process of shifting stuff into the mountain home, so soon I can just raise the drawbridge when shit gets real.
Keep in mind you can make non-wooden beds via some of Masterwork's workshops as well, and with the furniture workshop thing you can make whole room sets right there. Keep wood around for bins, - because metal and stone bins are heavy as fuck - but don't think you're stuck deforesting the map just to get some good bedrooms set up.
Goddamnit, crashed. Lost an hour or more of work. Guess it's a sign I should go to sleep :/
[QUOTE=Sgt Doom;44749464]Goddamnit, crashed. Lost an hour or more of work. Guess it's a sign I should go to sleep :/[/QUOTE] Part of the reason I turn Masterwork's autosave on season change on.
[QUOTE=Lijitsu;44749522]Part of the reason I turn Masterwork's autosave on season change on.[/QUOTE] that option is in the default unmodded client too you have to manually edit the ini tho
Is there a version of DT that works with the Masterwork jobs?
I don't think so? I know Masterwork comes with DT in the utilities folder, but I don't know if that one's been edited for Masterwork's professions. There's an updated version of Dwarf Therapist around the forum that reads way more information from the game so it shows castes and some other stuff, but I don't get that in depth with my DT usage so I'm not sure where its limits are.
[QUOTE=Lijitsu;44750024]I don't think so? I know Masterwork comes with DT in the utilities folder, but I don't know if that one's been edited for Masterwork's professions. There's an updated version of Dwarf Therapist around the forum that reads way more information from the game so it shows castes and some other stuff, but I don't get that in depth with my DT usage so I'm not sure where its limits are.[/QUOTE] I _think_ DT reads from dwarf fortress as to jobs to load them dynamically, and therefore supports masterwork. If not, then the DT that comes with masterwork works fine with masterwork, used it before to its fullest with Masterwork
Can anyone help me out? I'm trying to get into modding and have created my creature file and my entity file for my civilization, but they still don't appear when I make a new game. [QUOTE=Zombie_2371;44750995]I _think_ DT reads from dwarf fortress as to jobs to load them dynamically, and therefore supports masterwork. If not, then the DT that comes with masterwork works fine with masterwork, used it before to its fullest with Masterwork[/QUOTE] It works, but I don't get any of the jobs with it. I have no idea why not.
[QUOTE=Masterofstars;44751062]Can anyone help me out? I'm trying to get into modding and have created my creature file and my entity file for my civilization, but they still don't appear when I make a new game.[/QUOTE] Man, I [i]seriously[/i] wish I could help you. DF modding is something I want to get into, but I just can't wrap my head around the raw editing. [editline]8th May 2014[/editline] [QUOTE=Lijitsu;44748481]Drakes also lay eggs, with all the benefits that brings.[/QUOTE] Apparently they changed drakes to no longer lay eggs. I'm not particularly sure why.
Got the shit kicked out of me by a goblin ambush. Last armoured badgerhound got killed in the first second, while the enchanted axe wounded most of them, killed one before succumbing to the last goblin that didn't run away. Lying there in a pool of the heavily wounded goblin's blood :/ I think this time i'm going to have to entirely skip the workers' encampment and go straight to living in the mountain. The dwarves are just going to have to suck up the noise of construction while they sleep.
I only have two dwarves left, my mayor and my militia commander. I added a burrow on the frozen river, and it melted and nearly killed my militia commander. My mayor started freaking out and threw a plump helmet at a cat, hitting it's leg. Before this, one of my farmers went crazy after failing to fulfill a strange mood, so I used my spike trap to kill him. This entire downfall was caused by too many dwarves with the fishing labor, leading to me running out of barrels to store booze. I'm not actually dead yet, I think I could actually come back from this if a migrant wave comes. [editline]8th May 2014[/editline] my mayor fell off a waterfall, and my militia commander got depressed and died.
Reclaimed my fort after multiple beast attacks (gnolls, yetis and others) left most of the population with severe, crippling injuries. Decided a fresh-faced lot would be better than trying and failing to salvage the crippled lot, especially since at the level of wealth I had an attack was almost certain to occur, and a tantrum spiral was surely approacing. Found a tooth from one of the former residents. Wondering if there's a way to turn it into an item.
I don't think you can use sentient parts for crafts or anything, even with Masterwork. The closest to it is one of the Orcs' workshops lets you burn sentient corpses for ash. You might be able to put it on display if you left it activated.
As far as I know the only way to use sentient body parts in fortress is to get a macabre or a fell mood.
[IMG]http://i.cubeupload.com/XRMFxe.png[/IMG]f Yay mods! I'm going to be adding the races from Age of Wonders (like my favorite game ever) and I was wondering if anyone had any ideas for civilizations I should add. I can take creature suggestions too I suppose. [B]Current list of civs I'm going to add:[/B] [QUOTE][B]High Elves [/B](even more elitist Elves who despise everyone, pretty much golden Dark Elves) [B]Orcs [/B](neva enuf magma) [B]Lizardmen [/B](slimy swamp monsters who ride giant war turtles and enjoy eating Halflings, but can bring you a ton of awesome pets if they like you. Oh and some of them can shoot fire from their mouths) [B]Frostlings [/B](recluse short statured Humans who train war giant penguins and try to be isolationist in the arctic reasons, who will fuck you up if you try settling their homes) [B]Halflings [/B](short little squats who trade copious amounts of alcohol and toys, really fun to kick around) [B]High Men [/B](angelic Humans dedicated towards good, justice and ruining your day cause you stepped on a bug/Halfling) [B]Tigrans [/B](nomad tiger men who prefer to dick around in the deserts, generally friendly and like to bring gold items in their caravans) (maybe) [B]Undead [/B](faction of skeletons and zombies led by Necromancers (maybe because I have no idea how to actually do this)) (maybe) [B]Azrac[/B](Desert equivalent of the Humans and Frostlings, they enjoy having a superiority complex, worshiping their god-king and riding Elephants and Giant Scorpions, they generally spend their time trying to invade the colder areas or attempting genocide on the Tigrans (might not add them because I can't think of many ways to make them too unique)) (maybe) [B]Draconians [/B](Lizardmens more mature and refined older brother, straight up talking dragons who have a tendency towards doing just about everything Lizardmen do (which is why they're maybe))[/QUOTE] [B]Currently in:[/B] [QUOTE][B]Dark Elves[/B] (hipper and more laid back brothers to the Elves. Where the Elves sought to try and find a balance with nature and the other species, the Dark Elves were consumed by hate for the outside world and were cast out from the Elven court. They tend to be more torturey and they've lost their connection with nature, but they're perfectly willing to use metals and to strike the Earth. Normally neutral with Dwarves, but war is not uncommon)[/QUOTE]
I made draconians once, They had wings and flew.
Decided to train this peasant I got in the last wave to become a high priest, since he has no other skills, and having a Temple of Armok to sacrifice strange dwarves (or nobles, come to think of it) whose demands I cannot possibly meet might serve as a good backup safety system. [editline]9th May 2014[/editline] On an unrelated note, does anyone else get missing characters? I'm running Masterwork DF v4j, using 2D rendering + truetype, plus the Masterwork font and MW/Obsidian tileset; though this problem occurs commonly for me on a myriad of rendering settings. It tends to not appear upon starting the game, but gradually gets worse. It's utterly terrible on the trade window in particular, to the point that if i've been running the session for a while, I often have to guess what items i'm trading. [url]http://imgur.com/Ruf4bec[/url]
[QUOTE=Sgt Doom;44763074] On an unrelated note, does anyone else get missing characters? I'm running Masterwork DF v4j, using 2D rendering + truetype, plus the Masterwork font and MW/Obsidian tileset; though this problem occurs commonly for me on a myriad of rendering settings. It tends to not appear upon starting the game, but gradually gets worse. It's utterly terrible on the trade window in particular, to the point that if i've been running the session for a while, I often have to guess what items i'm trading. [url]http://imgur.com/Ruf4bec[/url][/QUOTE] I think you just have to hit F12 once to turn off truetype font, then again to turn it back on. I also remember zooming out and in helped as well.
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