• Dwarf Fortress - DF2014 released
    6,379 replies, posted
[QUOTE=nater;44763760]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.[/QUOTE]Didn't clear the problem, but text is easier to read with truetype off (until I highlight a particular piece, then it starts to resemble Wingdings for some reason, probably related to the original error).
Still taking civ ideas. [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]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) [B]Gnolls [/B](savage cave people who raid passing caravans and Kobold tribes for sustenance and love shiny things) (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) [B]Halflings [/B](cheery recluses with a love for alcohol who hold the capability for great adventure. They have a tendency to get their asses completely kicked by everyone, evidenced by when I genned 5 worlds and they only survived in some way shape or form in 2 of them) [B]Frostlings [/B](short Humans who stick to the frozen areas of the world, thus colder maps will be swarming with them. They can be harder to kill since they always wear coats and such, and they will ride dire wolves and have pet dire penguins to fight you with if you piss them off. Their loose sense of morals tends to put them in a bad place with just about everyone besides Humans.)[/QUOTE]
Perhaps a naga desert civ to counter the Azrac?
[QUOTE=Kyle902;44765969]Perhaps a naga desert civ to counter the Azrac?[/QUOTE] Nagas would be cool, but the Tigrans are already built up to be the foil to the Azracs. Hmm...
[QUOTE=Masterofstars;44766806]Nagas would be cool, but the Tigrans are already built up to be the foil to the Azracs. Hmm...[/QUOTE] Nords/Aryans. They come from the cold regions of the world, and pretty much serve no other purpose except to act like huge assholes towards everyone with their blonde hair and blue eyes.:v:
I know the original tile set isn't square but I just can't play without it, everything else looks weird. Is there a tile set that uses the original characters but simply makes everything squared up correctly?
[QUOTE=Funion;44767276]I know the original tile set isn't square but I just can't play without it, everything else looks weird. Is there a tile set that uses the original characters but simply makes everything squared up correctly?[/QUOTE] Yeah. There's actually a lot of them, some of which include the beards and some of which omit them. I think a lot are on Dwarf Fortress Wiki
[URL="http://dwarffortresswiki.org/index.php/Tileset_repository#Bisasam"]Here's a large selection![/URL] I can't stand rectangular, I have to have square ascii at a minimum.
I believe I'm using [url=http://dwarffortresswiki.org/index.php/Tileset_repository#Haowan]Haowan's tileset[/url]
[QUOTE=Masterofstars;44766806]Nagas would be cool, but the Tigrans are already built up to be the foil to the Azracs. Hmm...[/QUOTE] Perhaps a bird based jungle race then
[QUOTE=Kyle902;44767425]Perhaps a bird based jungle race then[/QUOTE] Oh I like that idea. Also, we now have Dire Penguins as Frostling pack animals / war pets / Satan: [IMG]http://i.cubeupload.com/Sg8Ozd.png[/IMG] May god help us all.
I should probably set up my workshops in a way that allows me to control what materials specifically are used; one of my dwarves had a strange mood and made a statue out of compact peat :v: [editline]10th May 2014[/editline] "This object menaces with spikes of compact peat" I bet the goblins are quaking in their boots at the thought of attacking my fort now
[QUOTE=Terminutter;44767345][URL="http://dwarffortresswiki.org/index.php/Tileset_repository#Bisasam"]Here's a large selection![/URL] I can't stand rectangular, I have to have square ascii at a minimum.[/QUOTE] jezus christ [img]http://dwarffortresswiki.org/images/6/64/Zara_4x6.jpg[/img] that's so tiny!
Is there a way to kill vermin in cages? I want to get rid of all the rats i've caught, but afaik only option is to keep them caged or release them, which'd likely end up with them entering my fort again.
[QUOTE=Sgt Doom;44771816]Is there a way to kill vermin in cages? I want to get rid of all the rats i've caught, but afaik only option is to keep them caged or release them, which'd likely end up with them entering my fort again.[/QUOTE] Move them to your cheapest cages, dump the cages in lava. [editline]10th May 2014[/editline] Or figure out a way to release something deadly in the same room they are in. Maybe you could drown them?
Just noticed the wiki says there's currently no limit on how many creatures can be in the same cage. So the situation is less problematic than I first thought. Hopefully the caravan brings the moleweasesls I asked for last time, so I don't need to waste dwarven time catching vermin. That'll teach me to remember to bring vermin killers at embark. [QUOTE=esalaka;44771882]Move them to your cheapest cages, dump the cages in lava. [editline]10th May 2014[/editline] Or figure out a way to release something deadly in the same room they are in. Maybe you could drown them?[/QUOTE]Once I get to the lava, i'll make a wooden cage and put all the vermin in it, then throw it into lava. Drowning them would require emptying the cage first, meaning i'd have to set up a remote release system and a flooding system. Then again, the flooding system could be reusable in the future (pumping clean brook water for the fort to use from the safety of inside), so I might go that route for now.
Just make sure you don't accidentally release flaming rats all over the place.
Fucking hell, last immigrant wave literally doubled my population. Most of them useless fuckers; no less than a third are now in the fishing and farming industry; I don't need any more damn food. Going to rope some of the fishers and farmers into an army. [QUOTE=Alxnotorious;44772570]Just make sure you don't accidentally release flaming rats all over the place.[/QUOTE] That sounds absurdly awesome. There's a thing in masterwork that allows one to create a fire, I think if I get bored of this fortress and something doesn't kill it first, then i'll set the flaming rats loose. [editline]10th May 2014[/editline] My mason went into a strange mood and made a compact peat bed :v: Going to have to start getting rid of the stuff as soon as possible. [editline]10th May 2014[/editline] This is mad, i'm getting immigrants faster than I can deal with them. Is there a way to slow down the amount I get? [editline]10th May 2014[/editline] Oh how convenient, a forgotten beast giant spider has awoken in the caverns. Time to stuff my 4 mastiffs, enchanted hammers and various other pets in the stairwell to act as fodder.
So, I tried masterwork mod aswell. Died to 3 forest spiders before even getting to summer :v:
[QUOTE=woot835;44773002]So, I tried masterwork mod aswell. Died to 3 forest spiders before even getting to summer :v:[/QUOTE]The great thing about the mod is basically everything can be switched on or off, so if you wanted you could just have vanilla DF + optimisation. I have to admit I personally kinda noobed out and made things easier for me, but tbh i'm still getting to grips with things; a single too-large immigrant wave causes a complete mess of things for me. At the point where i'm contemplating atomizing excess dwarves, or sending them downstairs to meet the forgotten beast.
I absolutely love immigrants. I always need more haulers or stone detailers, and worst comes to worst I can make a few new squads.
Immigrants aren't a big problem so long as you have a working plump helmet farm and brewery complex and enough space that they aren't sitting in each other's laps. I just accept the controlled chaos resulting from their presence as a part of the game.
[QUOTE=Psychokitten;44773285]Immigrants aren't a big problem so long as you have a working plump helmet farm and brewery complex and enough space that they aren't sitting in each other's laps. I just accept the controlled chaos resulting from their presence as a part of the game.[/QUOTE]True. Food's not a problem for me now, it's just keeping the gits happy. Would creating a rather splendid dormitory keep them happy until i'm able to create separate accommodations for them? Smoothed/engraved stone, statues and whatnot.
Amazing meals and a great dorm will basically mean ecstatic 24/7 unless serious shenanigans go on.
[QUOTE=Masterofstars;44765269]Still taking civ ideas.[/QUOTE] How about murlocs, that like wetlands and such. Tiny and annoying and aggressive, but don't have (or only use leather) armor and use shitty weapons? Could be an interesting early game threat.
[QUOTE=Sgt Doom;44773028]The great thing about the mod is basically everything can be switched on or off, so if you wanted you could just have vanilla DF + optimisation. I have to admit I personally kinda noobed out and made things easier for me, but tbh i'm still getting to grips with things; a single too-large immigrant wave causes a complete mess of things for me. At the point where i'm contemplating atomizing excess dwarves, or sending them downstairs to meet the forgotten beast.[/QUOTE] Pff, I am not a person who disables FUN. I will overcome the mountains of FUN one way or another!
[QUOTE=Jrose14;44773984]How about murlocs, that like wetlands and such. Tiny and annoying and aggressive, but don't have (or only use leather) armor and use shitty weapons? Could be an interesting early game threat.[/QUOTE] Murlocs might be cool, though it's going to be hard to make them since I can't exactly just slightly modify an already existing creature.
[QUOTE=Masterofstars;44774367]Murlocs might be cool, though it's going to be hard to make them since I can't exactly just slightly modify an already existing creature.[/QUOTE] Hard work bears tasteful fruit.
[QUOTE=woot835;44774173]Pff, I am not a person who disables FUN. I will overcome the mountains of FUN one way or another![/QUOTE]Tbh getting wiped out by ambushes and sieges continuously isn't that fun, just a rather repetitive and mundane way to go (unless they succeed only due to random and hilarious serendipity e.g. a dwarf activates the bridge lever at the wrong time, catapulting the entire fort guard into the air). Maybe when I get better at this i'll tighten the vice on my nuts, but not right now.
do the immigrants show up in a fixed spot or no? I haven't actually ever played the game long enough to find out.
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