• Dwarf Fortress - DF2014 released
    6,379 replies, posted
[QUOTE=gufu;44899357]I really hope that one day dorfs will be able to use non-weapon objects in a fight. Then yuo could use that sandal to pierce the heavens.[/QUOTE] I remember someone saying in this thread that a dwarf threw a plump helmet at a child during a tantrum and it basically caved in most of its head.
There should be an aerodynamics value that dictates how far something travels when thrown. Logs, lead bars and furniture get low values. Spears, bolts and small children get high values.
[quote]05/24/2014 The highlight of the last few bug-fixer sessions was definitely yesterday, when the king of my dwarves appointed a visiting merchant’s yak as the general of the army while I was trading. I was working at the time on liaison issues — the long-standing bug that fired the liaison when they left the map is handled, so you should get the same one every time now if something tragic doesn’t happen to them, and I reconfirmed that if something bad does happen, you do get a new one. I guess I just need to make sure the new liaison doesn’t end up being a work animal sometimes, which appears to be considered an option. Toady One - Bay 12 Games [/quote]
[QUOTE=Alxnotorious;44901501]General Yak[/QUOTE] Honestly I wouldn't mind if picking an animal wasn't fixed.
[QUOTE=Zonesylvania;44897255]Armok's 'mercy' is sending hundreds of bloodthirsty greenskin savages and forgotten beasts to "return" His children into the arms of their loving, merciful God.[/QUOTE] As someone who is actually in the medical field what is your opinion of dwarven medicine?
[QUOTE=Kyle902;44901874]As someone who is actually in the medical field what is your opinion of dwarven medicine?[/QUOTE] I honestly shouldn't be comparing dwarven medicine to RL medicine because there's always room for improvement, but if you ask me, it's better than no medicine at all, and that's saying something.
[QUOTE=Trekintosh;44901613]Honestly I wouldn't mind if picking an animal wasn't fixed.[/QUOTE] If the person in question is suitably unhinged or Dwarven then they should still be able to do it.
[QUOTE=Trekintosh;44901613]Honestly I wouldn't mind if picking an animal wasn't fixed.[/QUOTE] having a dragon as army commander sounds like a good thing to me.
Fuck everything about the monarch and their retinue. One of these fucks is in love with querns. Fucking querns. What the fuck do you do with a dozen querns? Nothing. You do fucking nothing. I'm going to build a tomb for this fuck and fill them with querns. 10x10 room, the only tile without a quern is going to be the shittiest casket I can manage. Fuck monarchs, fuck lords, and fuck mandates. So in other news, I was wrong about needing to send back gifts to advance my orc fortress' standings. Turns out the diplomats were just being dicks.
God damn it. I keep digging and digging and I can't any iron. So I can only get wrestlers for my militia. Welp.
[QUOTE=CommanderPT;44916902]God damn it. I keep digging and digging and I can't any iron. So I can only get wrestlers for my militia. Welp.[/QUOTE] make loads of high-quality rock furniture sell to merchants for iron items smelt iron items
[QUOTE=Psychokitten;44917329]make loads of high-quality rock furniture sell to merchants for iron items smelt iron items[/QUOTE] Crafts are far better than furniture. They tend to be around the same price, plus they weigh less which allows one to offload more per caravan. It's also possible to get multiple crafts per boulder, which isn't possible for furniture. Any metal that isn't weapons grade material can also be used for crafts, although fuel becomes an issue there. If magma is available, glass becomes a pure profit endeavor; set a magma glass furnace to repeatedly gather sand and then turn it into raw green glass. Set a jewelcrafter to repeatedly cut the resulting glass, which will generate cut glass 'gems,' large cut glass 'gems,' and glass crafts. If you have enough crafts, you can also do what I'm doing now and just mass produce large glass pots. Hunters are also a great source of steady income. Get a hunter set up with some bone bolts and a crossbow, butcher the resulting kill, produce a totem, prepared meals, and more bone bolts, butcher resulting kill, etc..
you only have to trade like 2-3 masterwork fine meals to a caravan and you can completely empty them out. far easier than dealing with any kind of production industry because it doesn't take long to get a near legendary cook. and with the high abundance of chicken/turkey eggs it's not like you'll ever run out of meals to trade with your dwarves can also eat any excess you make, soooo
[QUOTE=HeroicPillow;44917638]you only have to trade like 2-3 masterwork fine meals to a caravan and you can completely empty them out. far easier than dealing with any kind of production industry because it doesn't take long to get a near legendary cook. and with the high abundance of chicken/turkey eggs it's not like you'll ever run out of meals to trade with your dwarves can also eat any excess you make, soooo[/QUOTE] Which is great when you have the industry. Personally, I've never managed to get into a comfortable enough place to sell prepared meals except with my orc and kobold games, mostly orc. I have over 7000 prepared meals in my current orc game, but even with 6 kitchens going at once I tend to even out around 1200 meals with dwarves. Since that usually means I'm at my max population of 200, that's far too low for the random production loss and hunger swarms I tend to get. Booze is even worse, I'm lucky if I can keep 800 in the fort.
really? i always kept just a single cook going on a kitched nonstop making fine meals with turkey eggs and he'd become legendary within basically a season with enough meals made to feed 100+ dwarves you can then make another kitchen and throw another cook on there to feed 200+ dwarves usually a max-size plump helmet farm with 2 farmers is all you'll need for booze for 100 something dwarves as well then 1 brewer per 100 and you're good to go so the total amount for feeding 200 dwarves is something like, 2 chef 2 brewer 4 farmer 2(?) extra haulers to move meals around 10-20 turkeys laying eggs
Making the best quality food and dropping it in barrels is the best way to make money though. Oh wait someone already said that. Uhhhh... DWARVES!
My golem wiped out another invading force, this time of frogmen (only one survived to retreat). An animated spear one of the immigrants brought along got badly messed up, but still in action. Had to set up another butcher's shop to deal with all of them before they rotted :v: [editline]27th May 2014[/editline] I'm thinking of starting a hall of honour for it, listing all it's kills. [editline]27th May 2014[/editline] How do I get it to drop a forbidden cotton fibre quiver it has in it's hand? [editline]27th May 2014[/editline] Now they just ripped apart a group of monkeys that decided to try and storm my fort :v:
[QUOTE=Sgt Doom;44921044]How do I get it to drop a forbidden cotton fibre quiver it has in it's hand?[/QUOTE] Mostly you don't. You might be able to designate it for dump and use the autodump command in DFHack to automatically send it to your examine location. I don't know if that'll work for carried items or not, though. I usually use it to either get a shit ton of stone moved without killing half my fort or getting unreachable items or corpses that aren't going to wash off the map back.
Dabbling new player here, I've recently began playing this game starting on adventure mode and it's really cool once you learn the controls and what to do. Currently, my favorite activity is stabbing an enemy through the chest and repeatedly bashing his head with my offhand shield. Will it be safe to say I'll learn how to play fortress mode at the same rate? Oh and also, how viable would it be for me to go about wrestling enemies with my bare hands and gouging their eyes out/ripping their heads off/kicking them in the shin/tossing them into nearby hazards?
[QUOTE=Chiv;44928814]Dabbling new player here, I've recently began playing this game starting on adventure mode and it's really cool once you learn the controls and what to do. Currently, my favorite activity is stabbing an enemy through the chest and repeatedly bashing his head with my offhand shield. Will it be safe to say I'll learn how to play fortress mode at the same rate? Oh and also, how viable would it be for me to go about wrestling enemies with my bare hands and gouging their eyes out/ripping their heads off/kicking them in the shin/tossing them into nearby hazards?[/QUOTE] Probably not! Sorry to say it, but most likely it'll take a fair bit of time to get a proper handle on fortress mode. You'll be able to do some stuff and get the basics down in a few hours if you work at it, but getting into a smooth groove takes a while. But that's why both this thread and the wiki exist; both are good sources of information and both are always happy to help. Wrestling and throwing are two of the most effective adventurer mode combat modes in the current version, I'm pretty sure. So pretty viable.
I enjoy dismembering then murdering people with their own limbs. Dwarf Fortress has made me a terrible person
i was sent to kill the master of a group of bandits... only to discover that he was a 109-year-old human i killed him by breaking his spine with thrown mud, after which he suffocated
it seems I have accidently engraved this wall instead of carving fortifications [img]http://i.imgur.com/03Mi6qN.png[/img] this will be fun
I got a hang of the basics of fortress mode in about 2 days.
[QUOTE=Bad Joe;44929168]i was sent to kill the master of a group of bandits... only to discover that he was a 109-year-old human i killed him by breaking his spine with thrown mud, after which he suffocated[/QUOTE] You probably killed the oldest man in the world.
What's up with strange moods in masterwork? Get them all the time, and they all end up suiciding.
Strange moods require materials. If you don't have the materials, they'll wait until they either get them or so much time has passed they go insane.
Well i gotten into the mood to play DF again. Need some sort of challenge though. Any ideas?
[QUOTE=DrugUnit;44941166]Any ideas?[/QUOTE] Survive.
[QUOTE=Lijitsu;44941114]Strange moods require materials. If you don't have the materials, they'll wait until they either get them or so much time has passed they go insane.[/QUOTE] Yeah, but they don't claim any workshop. They just get the strange mood, stand around then goes into melancholy.
Sorry, you need to Log In to post a reply to this thread.