• Dwarf Fortress - DF2014 released
    6,379 replies, posted
I have three pages worth of Turkey Poults, well over 100. Mother fuckers don't stop
Hey, i've been out of touch with my dwarf fortress side for quite a bit now, and I am looking forward to DF2014 to get back into it, but from what I have noticed it seemed like everything was adventure mode oriented and not much was put into fort mode, have I missed stuff?
[QUOTE=Zombie_2371;44864647]Hey, i've been out of touch with my dwarf fortress side for quite a bit now, and I am looking forward to DF2014 to get back into it, but from what I have noticed it seemed like everything was adventure mode oriented and not much was put into fort mode, have I missed stuff?[/QUOTE] Yes.
[QUOTE=Zombie_2371;44864647]Hey, i've been out of touch with my dwarf fortress side for quite a bit now, and I am looking forward to DF2014 to get back into it, but from what I have noticed it seemed like everything was adventure mode oriented and not much was put into fort mode, have I missed stuff?[/QUOTE] Adventure mode has been the focus, but there's more than plenty fortress enhancements as well. Climbing is going to be in game-wide, so 1 high walls aren't going to be completely impenetrable anymore. Fortresses can be retired without losing them, and you can then play an adventurer and visit your own fortress. Adventurers can be retired into player-made fortresses and then you can pick that fortress back up and he'll be a citizen. Time can be passed automatically like in world gen after you've played, so you can make a fort, retire, then pass time to see how your fortress has affected the world. I believe he's adding in war parties for this version, so you can send your dwarves out to fight somewhere other than your map. I think that multi-tile trees are also coming in this version, could be wrong about that. Those are just the big ones I can remember offhand. Checking through Toady's dev blog is the best way to see what all you've missed.
[QUOTE=Lijitsu;44865086]Adventure mode has been the focus, but there's more than plenty fortress enhancements as well. Climbing is going to be in game-wide, so 1 high walls aren't going to be completely impenetrable anymore. Fortresses can be retired without losing them, and you can then play an adventurer and visit your own fortress. Adventurers can be retired into player-made fortresses and then you can pick that fortress back up and he'll be a citizen. Time can be passed automatically like in world gen after you've played, so you can make a fort, retire, then pass time to see how your fortress has affected the world. I believe he's adding in war parties for this version, so you can send your dwarves out to fight somewhere other than your map. I think that multi-tile trees are also coming in this version, could be wrong about that. Those are just the big ones I can remember offhand. Checking through Toady's dev blog is the best way to see what all you've missed.[/QUOTE] And I think he added a whole bunch of real-world plants. One of which was good ol' weed.
[QUOTE=Lijitsu;44865086]war parties [/QUOTE] I don't think there's any dwarf mode warfare yet but there are site versus site (no active civ level) conflicts with groups claiming sites from eachother (over different abstract reasons) and sieges in world gen result in occupied cities during play. edit: so in practice in adventure mode you can see mobs of people from one village travel to the inn of another village and kill opposers unless their claim is accepted which results in a (meaningless) tribute relation and ownership of the site is now in hands of the critters who captured it.
Dwarf got a strange mood, demands yarn cloth. Since i'm completely unable to provide it (despite having bearded cavernkeets; guess they're not ready for shearing yet), i've decided to wall in the workshop he's claimed. Good thing it's only a candlemaker, has no roles above 85% apart from chandler. This would make the first dwarf i've had go insane because I couldn't tend to his demands.
[QUOTE=Sitkero;44860611]I really like the feeling of picking up an older fort that you haven't touched in a while and just not knowing what in the everloving [I]fuck[/I] you were thinking or doing with any of it[/QUOTE] Did that yesterday, had a lot of miserable dwarves, wondered why. Turns out that an immigrant wave was completely blocked off by a river which I had forgot to build a bridge over, and were starving and goingberserk on each other. Eventually the river froze, and one of the rangers made it over but also went berserk. My militia killed him though. So now over winter I'm building a goddamn bridge.
my woodcutter was chopping palm logs to furnish my new set of fabulous bedrooms when an elephant kicked kicked him in the shin for getting too close in retribution i drafted my expedition leader and set him after a leopard with a copper battle axe and made leather handbags out of its hide [editline]21st May 2014[/editline] having fun with this Custom Item Namer mod [quote]This is a stack of 2 "Urist Vuitton bag" leopard leather backpack.[/quote]
I got bored and made Halflings four times larger than a Dragon to make them stompy for a change. They still got slaughtered.
[QUOTE=Pilotguy97;44866387]And I think he added a whole bunch of real-world plants. One of which was good ol' weed.[/QUOTE] Blazing it better increase the chance of a dwarf going into a strange mood and cooking insanely good brownies.
[QUOTE=DanRatherman;44872899]Blazing it better increase the chance of a dwarf going into a strange mood and cooking insanely good brownies.[/QUOTE] "Urist McStoner is in an extremely good mood. He smoked some exquisite weed. He ate a filling meal. He sat outside and watched the lake for an hour."
[QUOTE=Archimedes;44872974]"Urist McStoner is in an extremely good mood. He smoked some exquisite weed. He ate a filling meal. He sat outside and watched the lake for an hour."[/QUOTE] "He admired the significance of everything lately."
so i drafted 3/4 of my fortress into the military to kill an elephant because they're huge and give tons of food when butchered my woodcutter hacked the shit out of it repeatedly with a copper battle axe but it got stuck in the wound and it dropped on the grass so my broker carried it back to the stockpile because of that, 10 dwarves have been stomping on the elephant's unconscious head since it passed out from exhaustion three times for almost an entire season. they're all dehydrated and starving and pissed off because they have to stand out in the sun all day for weeks on end doing this but they won't break ranks to go get drunk [editline]22nd May 2014[/editline] my chief medical dwarf sustained a broken leg, the only injury in the fight, and he can't walk. nobody's gone outside to drag him in to help him and he can't reach any water or food so he's throwing a tantrum out in the middle of nowhere by himself.
[QUOTE=_jesterk;44873247]so i drafted 3/4 of my fortress into the military to kill an elephant because they're huge and give tons of food when butchered my woodcutter hacked the shit out of it repeatedly with a copper battle axe but it got stuck in the wound and it dropped on the grass so my broker carried it back to the stockpile because of that, 10 dwarves have been stomping on the elephant's unconscious head since it passed out from exhaustion three times for almost an entire season. they're all dehydrated and starving and pissed off because they have to stand out in the sun all day for weeks on end doing this but they won't break ranks to go get drunk [editline]22nd May 2014[/editline] my chief medical dwarf sustained a broken leg, the only injury in the fight, and he can't walk. nobody's gone outside to drag him in to help him and he can't reach any water or food so he's throwing a tantrum out in the middle of nowhere by himself.[/QUOTE] Why are your forts always the fucking funniest in this thread?
So how do you guys set up your standing militaries? Like, how many squads do you normally have, how do you make up their training schedules etc. Because if there's one thing I can't do correctly and efficiently it's militaries and by god do I want to actually survive my next goblin siege.
wtf is this bullshit the entire first migrant wave was children [editline]22nd May 2014[/editline] also building a giant sky fortress
Found there's a mage building in Masterwork that can set fire to the entire world. Shame that corpses don't burn, or i'd try another terrifying biome fort.
[QUOTE=Yumyumbublegum;44874717]wtf is this bullshit the entire first migrant wave was children [editline]22nd May 2014[/editline] also building a giant sky fortress[/QUOTE] Add a detachable bedroom (or several) to it for all the childerkins to play in. Doubles as a massive impact weapon against any invaders huddled around the base of the tower.
[QUOTE=Nitrowing;44876516]Add a detachable bedroom (or several) to it for all the childerkins to play in. Doubles as a massive impact weapon against any invaders huddled around the base of the tower.[/QUOTE] evil, efficient, and amusing. the best combination for any dwarf fortress project [editline]22nd May 2014[/editline] just like when i walled in entire elf caravans until they slowly starved, went insane, and killed each other. then i stole all their loot
I love this game but I feel like every run is the same and I'm burnt out (even out of layout ideas)...any suggestions? What about mods these days? I haven't played in like 2 years.
[QUOTE=Conscript;44879647]I love this game but I feel like every run is the same and I'm burnt out (even out of layout ideas)...any suggestions? What about mods these days? I haven't played in like 2 years.[/QUOTE] I'm making one you won't like :v:
Doubtful, if it has to do with politics I don't care (especially in a game like df). Do tell.
[QUOTE=Conscript;44879912]Doubtful, if it has to do with politics I don't care (especially in a game like df). Do tell.[/QUOTE] bunch o' random races that want to eat you
Adds a bunch of new races, changes the armor systems for there to be a lot of historical armors (armets, bascinets and the like instead of helms) some new creatures and some new weapons.
What's the part I don't like? Now I'm curious.
[QUOTE=Masterofstars;44880204]Adds a bunch of new races, changes the armor systems for there to be a lot of historical armors (armets, bascinets and the like instead of helms) some new creatures and some new weapons.[/QUOTE]Will you be modifying what parts of creatures can actually resurrect, or is zombie wool basically hardcoded currently? [QUOTE=Conscript;44879647]I love this game but I feel like every run is the same and I'm burnt out (even out of layout ideas)...any suggestions? What about mods these days? I haven't played in like 2 years.[/QUOTE]Masterwork DF adds a lot of cool stuff (and iirc includes a few others as well), but you might want to ease yourself into some of the other features (overall more difficult resource generation, many many civs that want to fuck your shit up, hidden fun etc.). Basically everything is optional, works straight out of the box, and somehow manages to be more optimised than vanilla DF. Getting to grips with all the new workshops might take a while, but at the end of the day it's rather fun to create a horde of steel-armoured mastiff war dogs and let them loose on invaders.
Two war dogs that i have chained up near each other have been viciously fighting each other for almost 3 months. Their litter of puppies are watching the fight, looking with horror or placing bets. All my dwarves go around thd pair like nothing weird is happening. Oddly enough, another pair of war dogs set up similarly down the hall are doing fine. All four war dogs were chained nearly at the same time, so i doubt its a matter of time spent chained/near another animal.
Pasture them, don't chain them. If animals are the same square as each other for too long, they'll begin fighting for space.
I'm trying Masterwork on Sgt Doom's suggestion and...it really is more optimized. I get at least 10 more fps which is awesome for my shitty laptop, thanks :D
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