• Dwarf Fortress - DF2014 released
    6,379 replies, posted
i haven't played DF in over a year but there should be a burrow option that appiles to all citizens not currently active in the military. so if you want literally everyone inside, you can temporarily disable everyone from being active in the training/military and enable the burrow that has all citizens move inside
Military -> Alerts -> Select burrow
[QUOTE=Psychokitten;44833263]Make gold maces.[/QUOTE] Funny you should mention that, my orc fortress has a metric shit ton of gold as well. I decided to check the wiki pages for gold's mass relative to silver, and if I'm reading it right it actually performs better as blunt weapons. I made 10 gold mauls, which have largely sat there unused as I neglected to realize I embarked onto an island and therefore have no neighbors. I've been trying to breech into the caverns, but I'm having to also work on a dozen other projects - including making armor an actual thing and not just 'those shiny plates caravan guards wear' - so it's slow going. Also I have a huge distance between the top most layer of the caverns and the surface.
[IMG]http://i.gyazo.com/c65a4beb91eefae4c11ccf048fe6c5b0.png[/IMG] current fortress. Trying to live like humans. Going for aesthetics vs functionality. [editline]17th May 2014[/editline] Only issue I'm having so far is storage space. cutting the basements out [IMG]http://i.gyazo.com/65ec46603b743bad43632390f36025b6.png[/IMG] [editline]17th May 2014[/editline] Attics. [IMG]http://i.gyazo.com/bbb5b0ef62526b981d3f45de15960c24.png[/IMG]
Storage is a bitch when doing an aboveground fortress. I cheated a bit on one of mine and made a huge warehouse. I allowed for like 4 levels down for storage, plus had several levels up. Those levels up are a killer though, several thousand wood per level does not make for an easy construction. [editline]17th May 2014[/editline] Everything requiring a wooden floor didn't help; any building I made required almost double its normal materials cost because of that.
[QUOTE=Lijitsu;44835749]Storage is a bitch when doing an aboveground fortress. I cheated a bit on one of mine and made a huge warehouse. I allowed for like 4 levels down for storage, plus had several levels up. Those levels up are a killer though, several thousand wood per level does not make for an easy construction. [editline]17th May 2014[/editline] Everything requiring a wooden floor didn't help; any building I made required almost double its normal materials cost because of that.[/QUOTE] Tiling and roofing is such a chore but once it's done it's very satisfying.
this is genuinely a pretty good embark, i have iron ore, fresh water and some frozen half-dead trees just wish a yeti hadn't grabbed my only woodcutter by the ear and hurled him into a rock wall when he went outside to chop some firewood [editline]17th May 2014[/editline] i honestly don't know how the booze hadn't frozen in the barrels while i was digging out my food stockpile, you'd think that the guys in the wagon would be chiseling out mead popsicles.
I've added slings for Halflings to use and it gives them something special to trade, Frostlings are also now led by Ice Queens and Shamans and can bring Ice Drakes in war. Frostlings would be p much invincible if they had plate armor, but it freezes too much and thus you'll see them with chain at most. [editline]18th May 2014[/editline] [IMG_thumb]http://i.cubeupload.com/fqega2.gif[/IMG_thumb][IMG_thumb]http://i.cubeupload.com/0dd3gP.gif[/IMG_thumb][IMG_thumb]http://i.cubeupload.com/HBZSCU.gif[/IMG_thumb]
[img]http://s22.postimg.org/rh7h3swyp/raccoon.jpg[/img] [media]http://www.youtube.com/watch?v=NU0PijNCEwo[/media]
[QUOTE=loopoo;44833332]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.[/QUOTE] You should probably just play it. I waited a year and a half for DF2012 to come out, kept thinking "oh the new version will come out soon"
Probably this month or the next (most likely next) [editline]18th May 2014[/editline] Also I decided to spruce my mod up a little and diversified the armor, so now we can get Bascinets, Armets and the like instead of just helms.
I was thinking. Should I make it so crossbows can only be made of wood, and then make it so you can make arbalests separately, of metal? It'd be more realistic, and I could make it so Goblins couldn't use arbalests, only crossbows, or something.
To be honest, you don't really need an arbalest. The current version's crossbows are already just about the same amount of power.
I figured I'd weaken crossbows and strengthen arbalests.
Is the military expected to not be broken to hell and back in df2014?
Dwarf fortress [QUOTE=Kylel999;44842781]Is the military expected to [B]not be broken to hell and back[/B] in df2014?[/QUOTE] Good one.
Well combat is being revamped so we're doomed.
Well at least the skull bug is fixed now so we'll no longer get messages saying Urist McUnluckydorf just had his head caved in my a light tap on the noggin.
[QUOTE=Smasher 006;44843765]Well at least the skull bug is fixed now so we'll no longer get messages saying Urist McUnluckydorf just had his head caved in my a light tap on the noggin.[/QUOTE] "The spinning snow strikes The Dragon in the head, bruising the muscle, jamming the skull through the brain and tearing apart the brain!"
Stolen from LMAO pics [img]http://i0.kym-cdn.com/photos/images/newsfeed/000/502/443/6df.png[/img]
Elf merchants got really pissy about a wooden barrel of blood I accidentally gave them during a siege. Let them out anyway, and for some reason the frogmen made no attempt to path to my fort. Merchants get massacred, frogmen return to their holding position, I get all the elves' stuff. Had to make the doors behind the drawbridge and trading area pet-inaccessible; since the moleweasels tend to get themselves killed hunting for vermin outside. Best bit is the merchant's guild bloke doesn't bat an eyelid at the traders' demise, so next year i'll be hopefully getting mithril, elephants and feathers (for research).
[QUOTE=Sgt Doom;44844603] Best bit is the merchant's guild bloke doesn't bat an eyelid at the traders' demise, so next year i'll be hopefully getting mithril, elephants and feathers (for research).[/QUOTE] Probably not much of it. Those are expensive items, and since they made no profits from you (and lost all possibly profitable items do to trader deaths) they'll probably bring very little. I think thats how it works.
[QUOTE=Jrose14;44844641]Probably not much of it. Those are expensive items, and since they made no profits from you (and lost all possibly profitable items do to trader deaths) they'll probably bring very little. I think thats how it works.[/QUOTE]True :c Hopefully the human caravan has some nice war animals.
Azracs: 80% (need some custom armors and pets) Frostlings: 100% Lizardmen: 80% (need some custom pets) Halflings: 90% (need custom positions) Dark Elves: 60% (need custom positions, pets, armors and castes) Tigrans: 0% Murlocs: 0% Gnolls: 0% Jungleflyingthings: 0% Misc custom armor + weapons: 25% (started and welcoming ideas, but would appreciate suggestions) Misc creatures: 10% (need everything)
[QUOTE=Masterofstars;44845152]Azracs: 80% (need some custom armors and pets) Frostlings: 100% Lizardmen: 80% (need some custom pets) Halflings: 90% (need custom positions) Dark Elves: 60% (need custom positions, pets, armors and castes) Tigrans: 0% Murlocs: 0% Gnolls: 0% Jungleflyingthings: 0% Misc custom armor + weapons: 25% (started and welcoming ideas, but would appreciate suggestions) Misc creatures: 10% (need everything)[/QUOTE] Dark Elves could do with having lots of strange and/or magical creatures. Maybe Giant Spiders that spit webs like the Giant Cave Spiders, or drakes that can destroy buildings. For Lizardmen, I'd say going with lots of fast and maybe even poisonous creatures, like 'dire frogs' about the size of a dog that have a poisonous bite.
The creatures I know for sure are going to be for Dark Elves (cause Age of Wonders did it and AoW is perfect in every way fuck you) are: Ladies of Pain (BDSM booty bitches who are some of the Dark Elves leaders) Spider Queens (worshiped by the Dark Elves, beautiful women whose lower body are spiders with pincers and all) Shadows (ethereal creatures which are made of Dark Elves souls that the Dark Elves use for assassins) Incarnates (evil spirits which aid the Dark Elves who go into mens souls and absorb them for their use, or beat them with ethereal fists for DF purposes) Others I think I'm going to include are a few more evil spokey ghostey things and spidery things since I want Dark Elves to be all 'bout dat spider life. Lizardmen will have: Giant Slugs, Giant Frogs to ride catapults and ballistas mounted on Giant Turtles (looking into how to do this) Salamandermen (shocktroopers who shoot fire) Lurkers (which are poisonous mutant Giant Frogs) Wyverns Basilisks I'm also thinking of adding in Gorgons and Giant Fireflies from Heroes of Might and Magic, might be a neat addition. Making them able to tame Hydras is something I'm also looking into. Though I agree, tons of smaller creatures that can shoot around is something that'd be more swampy. For that I'm thinking Bunyips, Wendigos and Pucas (which are fucking terrifying). It's sort of hard to do these things because there aren't many fitting swamp myths and most giant-x's are already represented in the game. Oh and I've given all Lizardmen tridents and I'm looking at nets. [IMG]http://i.cubeupload.com/eGDxUy.gif[/IMG][IMG]http://i.cubeupload.com/rp1ogK.gif[/IMG][IMG]http://i.cubeupload.com/PPuu3u.gif[/IMG][IMG]http://i.cubeupload.com/uL1fLv.gif[/IMG]
[QUOTE=Masterofstars;44846050]The creatures I know for sure are going to be for Dark Elves (cause Age of Wonders did it and AoW is perfect in every way fuck you) are: Ladies of Pain (BDSM booty bitches who are some of the Dark Elves leaders) Spider Queens (worshiped by the Dark Elves, beautiful women whose lower body are spiders with pincers and all) Shadows (ethereal creatures which are made of Dark Elves souls that the Dark Elves use for assassins) Incarnates (evil spirits which aid the Dark Elves who go into mens souls and absorb them for their use, or beat them with ethereal fists for DF purposes) Others I think I'm going to include are a few more evil spokey ghostey things and spidery things since I want Dark Elves to be all 'bout dat spider life. Lizardmen will have: Giant Slugs, Giant Frogs to ride catapults and ballistas mounted on Giant Turtles (looking into how to do this) Salamandermen (shocktroopers who shoot fire) Lurkers (which are poisonous mutant Giant Frogs) Wyverns Basilisks I'm also thinking of adding in Gorgons and Giant Fireflies from Heroes of Might and Magic, might be a neat addition. Making them able to tame Hydras is something I'm also looking into. Though I agree, tons of smaller creatures that can shoot around is something that'd be more swampy. For that I'm thinking Bunyips, Wendigos and Pucas (which are fucking terrifying). It's sort of hard to do these things because there aren't many fitting swamp myths and most giant-x's are already represented in the game. Oh and I've given all Lizardmen tridents and I'm looking at nets. [IMG]http://i.cubeupload.com/eGDxUy.gif[/IMG][IMG]http://i.cubeupload.com/rp1ogK.gif[/IMG][IMG]http://i.cubeupload.com/PPuu3u.gif[/IMG][IMG]http://i.cubeupload.com/uL1fLv.gif[/IMG][/QUOTE] Do you make your own artwork for those? It looks neat. That worm thing terrifies me. Okay, what about for the Dark Elves... some sort of spider that has kind of taken over the body of a dead Dark Elf as kind of throw away shock troops. Thank Dark Souls 2 for having that horrid abomination in place for me to show as a concept.
Hah, I wish! I imitate it with my own work but it's not mine originally, I took that from the original Age of Wonders. And I like that. Dark Elves are led by sorcerers who like to delve into arts unknown so some sort of unfortunate monster like that would be neat. Also, I've figured out how I'm going to do the Undead faction so they're in.
So after accidentally flooding my fort with magma, and since large regions seem to produce no volcano sites with shallow ores, deep ores and flux stone (even when setting min volcanoes to 100 rather than 15, and that quadrupled rejection rate); going to try something different. This time i'm embarking upon a terrifying land. Survival will probably be measured in minutes, but it'd make a good story if I do survive.
Oh man, if you can survive it then terrifying is awesome. I had a mostly aboveground Orc fortress in a terrifying biome where it constantly rained pink warlock blood. That shit got tracked [i]everywhere[/i]. I would do map-wide cleans via DFhack and in less than a season it'd be almost completely covered again. It was awesome.
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