so i finally found a Tropical Moist Broadleaf Forest with no aquifer
yes
my dream of breeding an army of War Gorillas begins
[editline]16th May 2014[/editline]
and then a fucking swarm of 6 little Capuchin monkeys run in and steal a bunch of rope, cloth and some food
monkeys i am not the person you are supposed to be attacking
Ugh I just can't enjoy Masterwork.
It has nice stuff but there is so many feature changes that I don't want to deal with it's painful. They can be disabled but when you disable the tons of features you don't want, it hurts the other features as well, and the lack of decent documentation for half the stuff is a pain in my ass.
Masterwork is like DF multiplied by 3. You already know 1/3rd the game, and an additional 1/3rd wouldn't hurt but it goes out of the way to double that and say, "fuck you, here's too much shit to handle, learn to juggle or die bitch."
[QUOTE=draugur;44820890]Masterwork is like DF multiplied by 3. You already know 1/3rd the game, and an additional 1/3rd wouldn't hurt but it goes out of the way to double that and say, "fuck you, here's too much shit to handle, learn to juggle or die bitch."[/QUOTE]
[sp]Masterwork gave me an invulnerable demon to provide fun for my fortress by infesting one of my miners who went to close to hell apparently or something, and no one could kill the fucker, and eventually he'd wake up from his unconsciousness (from the hundreds of dwarfs wailing on him) and kill a dwarf who passed out from exhaustion. Then some children went insane and attacked random people. All in all, Masterwork is an asshole.[/sp]
Masterwork is like that artifact one of your dwarves built that is treated like a relic but is a clay bed with a picture of cheese on it.
my fish dissector was taken by a fey mood and crafted an artifact gold amulet encircled with bands of gold and kapok wood.
it's worth 73200 dwarfbucks
fuck fuck quickstart militia
"cool, my dwarves made an awesome artifact"
...
"I'll die soon!"
[QUOTE=draugur;44820890]Masterwork is like DF multiplied by 3. You already know 1/3rd the game, and an additional 1/3rd wouldn't hurt but it goes out of the way to double that and say, "fuck you, here's too much shit to handle, learn to juggle or die bitch."[/QUOTE]
Very much in the spirit of how any reasonable person would struggle to keep even the continual maintenance of industries alone, say, of post-fourth-wave fort all in mind, anyway - once you've let "quite a few" things slip out of immediate recall, what's the tiff with leaving fun and content to be discovered?
[QUOTE=draugur;44820890]Masterwork is like DF multiplied by 3. You already know 1/3rd the game, and an additional 1/3rd wouldn't hurt but it goes out of the way to double that and say, "fuck you, here's too much shit to handle, learn to juggle or die bitch."[/QUOTE]I'unno, I found it not that difficult to get to grips with (if a bit time-consuming, and the manual isn't as much help as it should be); the only things that are imo truly more annoying than fun are disease and the coal dust/warpstone, which I disabled. I've still got a dozen or so invader races to deal with, anyway, hardly matters if I wimp out on giving my dwarves miners' lung or some dreadful disease.
[editline]16th May 2014[/editline]
Yay, the frogmen attack. I think i'll let my 13 war mastiffs and 2 war badgerdogs meet them in battle :v:
[editline]16th May 2014[/editline]
Wasn't the brightest idea i've ever had, reverted to one of MW's automatic backup saves. This time, I locked up, and shortly after the invasion a hill titan shows up and get annihilated by the frogmen attack :/
Going to pump out sawblade traps, then let the buggers in. If they get further than the traps, the mastiffs should be able to handle the leftovers.
The frogmen eventually left, but then tigermen came to siege at the precise moment a human caravan arrived :c
EDIT: This time expiration on automerges is rather annoying.
[QUOTE=Sgt Doom;44823371]The frogmen eventually left, but then tigermen came to siege at the precise moment a human caravan arrived :c
EDIT: This time expiration on automerges is rather annoying.[/QUOTE]
You should always use the edit button and editline.
Anyone know of a way to get better world generation? I want to have it be region instead of island, but otherwise just like the default "generate new world" menu
my stoneworker was possessed
[quote]This is a cinnabar statue of Tise Sweetwatched. All craftsdwarfship is of the highest quality. The item is a masterfully designed image of Tise Sweetwatched and a polar bear in cinnabar. The polar bear is striking down Tise Sweetwatched. The artwork relates to the killing of Tise Sweetwatched by a polar bear in Fortressqueens in The Shaken Jungles in the late summer of 33 during Rilsy Dothajn, The Siege Of Growls. It is encrusted with cushion platinum cabochons and encircled with bands of gold. This object menaces with spikes of yellow zircon.[/quote]
$40,080
this combined with the two bins full of exceptionally-designed engraved gold goblets worth $3,060 each
every time i channel out a new dormitory i keep hitting native gold so some of my dwarves' rooms have walls made of smooth solid gold engraved with high-quality images of monsters and elves
[editline]16th May 2014[/editline]
militia commander was also possessed and made a fucking gold earring worth over $100,000
[QUOTE=_jesterk;44825593]my stoneworker was possessed
$40,080
this combined with the two bins full of exceptionally-designed engraved gold goblets worth $3,060 each
every time i channel out a new dormitory i keep hitting native gold so some of my dwarves' rooms have walls made of smooth solid gold engraved with high-quality images of monsters and elves
[editline]16th May 2014[/editline]
militia commander was also possessed and made a fucking gold earring worth over $100,000[/QUOTE]
Prepare for an invasion led by Armok himself.
I was playing adventure mode and went around smashing people with a baby I had killed earlier
I fucking love this game
Is there still no way to cap the population to only your starting dwarves? I know there used to not be a way.
[editline]16th May 2014[/editline]
Without repeat killing immigrants.
You could possibly do that by editing the population cap in the d_init.txt
[QUOTE=Sitkero;44827792]You could possibly do that by editing the population cap in the d_init.txt[/QUOTE]
You'll still receive the first migrant wave, but none after that unless your population dips below the amount specified.
abandoned Gold Fortress because it got boring (no invasion or captured monkeys). starting a new fortress on a glacier with lots of bows for reindeer meat
[QUOTE=_jesterk;44829351]abandoned Gold Fortress because it got boring (no invasion or captured monkeys). starting a new fortress on a glacier with lots of bows for reindeer meat[/QUOTE]
Too bad, there are only Yetis.
ok turns out i embarked on a little few tiles of tundra in the upper-left corner and there's a shallow unfrozen brook where the wagon spawned. it looks like the expedition leader tried to ford the river and the wagon had its axles eaten by carp halfway through.
[QUOTE=Xain777;44824928]You should always use the edit button and editline.
Anyone know of a way to get better world generation? I want to have it be region instead of island, but otherwise just like the default "generate new world" menu[/QUOTE]
I'm not sure what you mean. You mean the advanced generation tool shits out islands constantly? Or is this Masterwork? Either way, you can use Perfect World to hand-craft your own regions and islands.
So I went to the shops today to get some necessities
"Sgt Doom was nauseated by the sun recently"
I've now got over 120 dwarves, and it's usually averaging around 50 slackers (unless there's some smoothing to be done, in which case I use Therapist to identify jobless hobos, and assign them to smoothing), a horde of dwarves going in and out of the stockpiles doing god knows what, and a select few useful buggers. Probably should've started making an army ages ago, but guess i'll now get around to roping in the slackers and have them batter each other with training weapons until I can afford to give them real ones.
Since a lot of dwarves spend most of their time hanging about in the dining hall, i've got one of the more useless dwarves perpetually giving speeches and such to boost attributes.
What worries me more is the stockpile of food rarely ever reaches past 50 for any given type (unless I slaughter mastiff puppies, of which I have many). I'm not sure if it's the constant shifting of bins and pots, or it's just not being processed fast enough. It's rather annoying that utilising food in the kitchen does not give seeds, and that wheat and sugar absolutely requires bags.
[editline]17th May 2014[/editline]
On the plus side, got enough gold veins to make Midas jealous. Still no iron ores, though.
[QUOTE=Sgt Doom;44832332] It's rather annoying that utilising food in the kitchen does not give seeds, and that wheat and sugar absolutely requires bags.[/QUOTE]
Doesn't it give seeds after the food is eaten?
I can agree about the bag stuff though.
So some ogres are sieging me, then a werewolf comes along and starts converting them all into werewolves D:
Looks like the drow merchants are just going to have to stay in my fortress and slowly go mad.
[QUOTE=Jrose14;44832420]Doesn't it give seeds after the food is eaten?
I can agree about the bag stuff though.[/QUOTE]Yeah. Just annoying I can't use plump helmets for prepared meals unless I want to quickly run out of seeds to plant them :/
[QUOTE=Jrose14;44832420]Doesn't it give seeds after the food is eaten?
I can agree about the bag stuff though.[/QUOTE]
No, not if used in meals. If plants are eaten directly, the dwarves spit out any seeds. Otherwise they're cooked along with the meal.
Now the werewolf turned into a kobold and the ogres reverted.
[editline]edit[/editline]
Now the kobold is back to being a werewolf and converting/killing the ogres.
[editline]edit[/editline]
Drow diplomat and the 2 caravan guards went bezerk, were put down with little effort. Ogres retreated under heavy ballista fire. Well, I say heavy, 90% of the shots missed. I've got plenty of bones to spare for ballista bolts, though.
Just in time for an elven caravan to arrive.
[editline]edit[/editline]
Seems they got the rhinos, orangutans and drakes I wanted :v:
Just realized I picked orcs instead of dwarves on accident. Guess I'm gunna try and make a big Orc mining fortress to raid the foolish weaklings who roam the surface.
[QUOTE=Sgt Doom;44832332]So I went to the shops today to get some necessities
"Sgt Doom was nauseated by the sun recently"
I've now got over 120 dwarves, and it's usually averaging around 50 slackers (unless there's some smoothing to be done, in which case I use Therapist to identify jobless hobos, and assign them to smoothing), a horde of dwarves going in and out of the stockpiles doing god knows what, and a select few useful buggers. Probably should've started making an army ages ago, but guess i'll now get around to roping in the slackers and have them batter each other with training weapons until I can afford to give them real ones.
Since a lot of dwarves spend most of their time hanging about in the dining hall, i've got one of the more useless dwarves perpetually giving speeches and such to boost attributes.
What worries me more is the stockpile of food rarely ever reaches past 50 for any given type (unless I slaughter mastiff puppies, of which I have many). I'm not sure if it's the constant shifting of bins and pots, or it's just not being processed fast enough. It's rather annoying that utilising food in the kitchen does not give seeds, and that wheat and sugar absolutely requires bags.
[editline]17th May 2014[/editline]
On the plus side, got enough gold veins to make Midas jealous. Still no iron ores, though.[/QUOTE]
Make gold maces.
Any hint or whisper of an ETA for DF2014? God damn I am dying to play this but I really wanna wait for the new version.
Is manually assigning each dwarf individually to burrows the only way to [I]immediately[/I] (they seem to continue with hunting and gathering labours until the task is complete) recall suicidal hunters and morons gathering loot when a siege arrives, or is there some sort of alarm function that gets the twats inside so I can close the drawbridge?
[editline]edit[/editline]
As tempted as I am to let natural selection take it's course, since practically every dwarf except the children are married it might cause problems.
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