• Dwarf Fortress - DF2014 released
    6,379 replies, posted
[QUOTE=MShinigaki;40245427]Did they remove the option for your squads to kill your dwarves? I remember the night when my dwarves went crazy (my last post) and I couldn't get my squad to attack them at all, just move near them.[/QUOTE] You can make your dwarves kill berserk dwarves, but not non-berserk dwarves, that would cause a civil war
Wallwall The Walled Walled Walled-Walls of Walls Strike the Earth!
Man, shit hit the fucking fan in my orc fort. I got hit by a hill titan and three nightwings at once, they killed like three or four orcs and my giant spider. I got a migrant wave just after, and went up to 8 melee orcs and 10 bow orcs. And then a drow ambush hit. They managed to corner a couple orcs and kill them, then I sent my squads out to deal with them. They did a shit load better than dwarves with similar skills, but I still ended up losing a total of about 6 orcs counting the civilians. I killed maybe 5 drow, something like that, including the ambush leader and his jabberer mount - technically the jabberer just drowned the leader, but a win is a win.
New devlog: [QUOTE]Let's see, you can set the combat state in the arena now, from lethal combat without quarter down to brawls and horseplay, and you can also turn morale on and off -- I did that mainly to test yielding and to fix some issue there with aardvarks surrendering and so on. Unarmed combat is more survivable, and on the other hand you don't have to actually damage somebody's brain to knock them out now. I didn't go too deeply into that, though, so as to move onward. That's the last of what I wanted to do with the combat changes. The next few days are going to be pretty busy though, with continued non-DFish stuff, so I should have some details of the next steps after the weekend. I'll probably be going back to the insurrections I had detoured away from to finish combat, unless other things need taking care of (stealth cleaning, perhaps).[/QUOTE] Aardvarks surrendering sounds like it would be hilarious. It sounds like the brain fix might really be in now, too.
[img]http://horobox.co.uk/u/Orkel_1365836756.png[/img]
Don't know if anyone here reads the New Yorker, but uh, they just wrote this [url]http://www.newyorker.com/online/blogs/culture/2013/04/simcitys-evil-twin.html[/url]
[QUOTE=Dwarfy77;40259067]Don't know if anyone here reads the New Yorker, but uh, they just wrote this [url]http://www.newyorker.com/online/blogs/culture/2013/04/simcitys-evil-twin.html[/url][/QUOTE] [quote]And some games weren’t allowed in at all. These games—most notably the immensely popular SimCity, as well as its lunatic homemade successor Dwarf Fortress—were deemed “too complex or too time consuming,” and are represented only by noninteractive video displays. This is about as satisfying as looking at pictures of food, but it is also in a perverse sort of way a real tribute: these games are still too big, too stubbornly new and strange and mysterious, to fit into a museum just yet. They can’t be sampled; [b]you must surrender to them.[/b][/quote] That's eerily accurate.
[QUOTE=Dwarfy77;40259067]Don't know if anyone here reads the New Yorker, but uh, they just wrote this [url]http://www.newyorker.com/online/blogs/culture/2013/04/simcitys-evil-twin.html[/url][/QUOTE] Not evil just really really sadistic
[QUOTE=Orkel;40258152][img]http://horobox.co.uk/u/Orkel_1365836756.png[/img][/QUOTE] Woah, woah, what sort of idea did that artist have regarding the word "colossus?" That thing looks human sized? That anecdote is way more awesome when you assume the BC is this sort of scale: [media]http://www.youtube.com/watch?v=UuIttxTUt00[/media]
The Bronze Colossus in DF is the same size the one that was built in Ancient Greece afaik. [img]http://upload.wikimedia.org/wikipedia/commons/thumb/5/5f/Colosse_de_Rhodes_(Barclay).jpg/400px-Colosse_de_Rhodes_(Barclay).jpg[/img]
[QUOTE=zombojoe;40260209]The Bronze Colossus in DF is the same size the one that was built in Ancient Greece afaik. [img]http://upload.wikimedia.org/wikipedia/commons/thumb/5/5f/Colosse_de_Rhodes_(Barclay).jpg/400px-Colosse_de_Rhodes_(Barclay).jpg[/img][/QUOTE] I always assumed they were 7-8 feet tall We really need multi-Z-level monsters
multi tile monsters first! and monsters that can destroy walls and dig.
[QUOTE=zombojoe;40260392]multi tile monsters first! and monsters that can destroy walls and [B]dig[/B].[/QUOTE] Giant mole forgotten beast. it can come from anywhere, at anytime.
Or dune worms. then you can use the spice to warp space-time.
[QUOTE=Pokey McFork;40260869]Or dune worms. then you can use the spice to warp space-time.[/QUOTE] Only if I can order my dwarfs to walk without rythm.
Wouldn't multi-tile creatures be like, [I]really[/I] big when we're talking of dragons and shit? If they would be proportionalized correctly kinda similar to the multi-tile trees that have been worked on. Like, the biggest creatures would look like real beings, likea dragon with 2 tiles wide 6 tiles long neck, then a head, and so on. Would be an actual ASCII creature instead of just a big D.
And then when you kill it, instead of dwarves carrying the corpse inside to butcher, you have to get a miner outside to dig into the corpse and create meat boulders. [editline]guherg[/editline] Oh my god you could build [I]meat rooms[/I]​. Toady we need this for royal quarters in the brain cavities of dragons and meeting rooms in the asses of forgotten beasts.
Dragon ribcage jail cell
[QUOTE=TrafficMan;40272332]Dragon ribcage jail cell[/QUOTE] More like Giant Snail with sydrome inducing slime jail cell.
After reading the post about baby murders, I really want to get started with this. I tried multiple times before but just couldn't, Someone give me a guide on how to actually play this?
[QUOTE=Blockhead;40272680]After reading the post about baby murders, I really want to get started with this. I tried multiple times before but just couldn't, Someone give me a guide on how to actually play this?[/QUOTE] The wiki is your new best friend Have a read of [url=http://dwarffortresswiki.org/index.php/DF2012:Quickstart_guide]this[/url] quickstart guide and come back here if you have any questions or stories.
My baron's throne room. [img]http://i.imgur.com/HpLfpPs.png[/img] And also, my first attempt at a Goblin Fortress. [img]http://i.imgur.com/9OWTiEj.png[/img]
I've had my fortress setup and I'm now 160 or so dwarves strong! So far nothing bad has gone wrong, although I imagine not for too long! Although there is one problem. Mutilated animal corpses keep turning up in my clothiers shop, does anyone know what could cause this? There's no stockpile around the workshop and the clothier is set to make some clothes but I wouldn't have thought he'd drag owl and cow limbs there! Also the miasma is stinking up the place.
Your clothier is an evil evil man
So the humans just decided to siege my orc fortress. They did so by sitting at the edge of the map in a tight cluster. At least, until I sent my bow squad over there to pelt them with arrows. Some of my bow orcs are fucking nasty.
Hmm that is rather worrying, my only problem is that I don't know who my clothier is. Better get to smashing some dwarves under my bridge! Also my other dwarves seem to refuse to remove the corpses from the work shop too! EDIT: The plot thickens! I have no clothesmaker at the moment!
[QUOTE=Boomslang;40282786]Hmm that is rather worrying, my only problem is that I don't know who my clothier is. Better get to smashing some dwarves under my bridge! Also my other dwarves seem to refuse to remove the corpses from the work shop too! EDIT: The plot thickens! I have no clothesmaker at the moment![/QUOTE] Clothing is for pussies.
I just got with a drow "ambush" that consisted of 4 fully armed, armored and mounted squads. Fortunately the deep drow showed up to trade at that exact same time, so their guards and pack animals took out about a third of the squad near them. I lost the majority of my military orcs, and a total of about 20 or so. It got so bad I wheeled out the male dragon I had just recently got and had him start breathing fire everywhere. That actually was counterproductive, as it wiped out my trade depot and killed two of my orcs. I lost probably half or more of my war animals, but they were the reason I actually won at all. I'm mass-buying those bastards when the next caravan comes, and I think my front-line defense is going to be my magma hounds. They lost 11 drow - including the ambush leader - and like 30-something animals. My cage traps captured a few more animals and I think 3 drow.
Devlog: [QUOTE]The busy weekend is over, and I can get back to things. Next up, I'm going to rework occupation street patrols and get some civilians outside as well, and that'll also include regular watchpeople/guards for non-occupation civs, though their actions will be limited to responding to incidents they can understand (so there isn't a new notion of crimefighting or anything). The main goals are to give insurrections opportunities by dispersing the occupiers some more, and to give your enemies more mobility by supporting more moving groups in the city. Overall, finishing up the insurrections, stealth, refugees and related companion stuff is a little more than a quarter of the remaining notes, so hopefully it'll feel like a good healthy chunk when it is complete, but as usual, there's a lot to be done.[/QUOTE]
Is there anyway to disable ghosts? I just want to steamroll my fortress forward without worrying about casualties and thier bodies etc.
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