Wait, Toady's gonna be at Fanfest?
[url=http://gamepolitics.com/2013/04/18/eve-fanfest-final-schedule-revealed#.UXV9eMrERn0]Huh.[/url]
[QUOTE=DarkMonkey;40379744]Wait, Toady's gonna be at Fanfest?
[url=http://gamepolitics.com/2013/04/18/eve-fanfest-final-schedule-revealed#.UXV9eMrERn0]Huh.[/url][/QUOTE]
Oh, so that's what CCP was. I honestly don't associate "CCP" with EVE. Probably because I've never played.
Devlog:
[QUOTE]Scamps had to be secured from his new burrow up in the now-mutilated box-spring (what's this hanging lump under the bed?), but he's staying with his grandparents now and we'll be back in time for a dentist's appointment, Future of the Fortress and a mass art mailing after the weekend. Hopefully there'll be a calm and developy May ahead of us, but this April continues to be a fun change of pace in any case.[/QUOTE]
wait why is toady gonna be at a CCP panel?
[QUOTE=No Party Hats;40415451]wait why is toady gonna be at a CCP panel?[/QUOTE]
Talking about games as art since dorf fort was included at the MoMA exhibit. It should definitely be interesting to see him talking in that company on that subject.
oh wow that's interesting
did EVE get picked as well then? cause i can totally see that being for the whole economy thing
IIRC it was
I can't seem to find the list though
Hey everyone, I haven't played in a while and I just came kicked my fort back up to have a look.
There's currently a dwarf's corpse sitting in a cage at the base of my fort. I think he got trapped in there during a megabeast attack and died instantly to the thing. Anyways I can't seem to get the guy's corpse out of the cage to give him the proper burial he deserves, how to?
Mark the corpse for dumping (not the cage itself though).
Your dwarves will take the corpse out of the cage into your garbage zones. Reclaim the corpse and your dwarves will bury it.
I've started getting back into dwarf fortress recently, I started a human settlement planning to make an above ground human village, it's first year, I've got 27 humans in the village and I'm already having massive fun.
Expecting only thieves and snatches, I have only a basic militia, made from the migrants who had some experience with weapons, Two Swordsmen, Three Crossbowmen and a Bowman. Actual weapons I had to equip these migrants was a single longsword I brought on embark to fend off wild animals, two crossbows and around 20 bronze bolts that were scattered around the wilderness since I forgot to de-forbid them.
First Year, Late Summer, after the summer traders had left, a short time after a migrant wave, the most grown up and mature were-beast that could be created appears.
[img]http://gyazo.com/8c56bc3446680659c2b2e403f0a68838.png[/img]
He begins his attack, moving from the south border of the village attacking a stray donkey that was recently here in a migrant wave.
[thumb]http://gyazo.com/293a21d860fce4b1b51695d027981c7b.png[/thumb]
One of my swordsmen, the one [I]without [/I]the only sword I own charges the were-beast when I was attempting to rally the militia together for a number advantage, he's killed quickly, bringing my militia number down to 5 from 6.
[thumb]http://gyazo.com/e33406d5b9bba5fa33692b38fa3fb977.png[/thumb]
The now rallied and regrouped militia engages at this point with two crossbows used as hammers and a single copper sword, they're cut bits, there's two survivors, Two of the crossbowmen, one is unhurt and the other is wounded, but alive and the Were beast continues moving to the village when the god of inconvenient timing turns it into an elf.
The new militia, 20 angry peasants charge the elf to punch it into oblivion and the elf, being an agile scumbag, dodges the entire group right there on the narrow choke point of the only bridge across a river.
[img]http://gyazo.com/1b630746201e7c150918fe70b374f556.png[/img]
Note, he started on the south side of that river, He then escaped by charging to the border.
A month later, the next full moon, I found out to my horror, the hurt but alive crossbowman from the battle was bitten, he turned, in the middle of the forest since noone recovered his wounded body and turned back before he could hurt anyone and I quickly begin to build a vault. When it is near completion, I create a burrow and the ranger, in the middle of the village, surrounded with people turns for a second time, it isn't pretty, the population, starting at 27, dropping to 23 in the initial attack dropped to 13 as a new werebeast runs amok in the village.
[img]http://gyazo.com/ed65f4dbdf248a985cf4b6a0655b6ce0.png[/img]
Oh shit, the thread is dying, time to get back into DF
[URL=http://www.bay12games.com/imgs/iceland/]Toady's pictures from the CCP thing[/URL]
[URL=http://www.bay12forums.com/smf/index.php?topic=100851.msg4216763#msg4216763]New FotF reply[/URL]
Toady mentioned that the weird FB materials (like steam, water, air, etc.) that are super weak aren't going to be getting buffed any time soon. I'm not sure if he's said that he likes them being "realistic" in the past or if it's just that it isn't important yet (same with thrown item attacks not getting nerfed). Also, multi-headed beasts like hydras will only need one head (with a brain in it) to control the body, but they may have one soul per brain later down the line.
I don't mind them being 'realistic'ally weak. Just because something is rare and terrible doesn't mean it's particularly resilient.
Haven't played in a while (mostly been letting Masterwork pile up some updates so when I do come back there'll be a load of new stuff I have no idea exists), but I've always loved coming to this thread to check out the crazy stuff other people have done or experienced in DF.
Anyone currently working on a mega-project or some !!SCIENCE!!?
I'm going to try to get back into Dwarf Fortress, but I'm semi holding out until the next update.
[editline]5th May 2013[/editline]
aka not gonna start anything to big
Sounds like a good plan, last time I looked at the DF page Toady was talking about some changes to the combat system that'll make Adventure mode considerably more difficult, and quite possibly destroy my computer even more.
yeah, I hope the next update is soon, I'm getting excited.
[t]http://i.imgur.com/IJr1Ztf.jpg[/t]
Dog was killed by a monkey, the dogs owner's buddy ate the dog.
The dogs owner then shot the guy who ate the dog with a crossbow.
Dorfy justice, dispensed.
I don't think this got posted:
[QUOTE=Devlog]I can now cheerfully watch people walk in from the side of the map, hang out around the well or elsewhere, then walk down the street and back off the map, and then more abstractly continue their journey back home hopefully at what is roughly the same speed. They don't actually do anything meaningful, but that's okay for now. I also fixed a bug that caused the wilderness populations of underground areas and rivers to slowly vanish and die when the area is realized tile-wise repeatedly, and some other such problems that popped up playing with the world debugger. I don't think this solves all of the population diminishment problems, but it was a pretty bad one. Guards and soldier patrols actually next now.[/QUOTE]
I recently started playing again despite of not wanting to do it before the update but masterworks mod got updated so i am continuing my project of exposing an eerie glowing pit to the sky and making a trading depot in [sp]hell[/sp]. My project will be completed when i successfully trade with a caravan down there and that caravan safely leaves the map.
[QUOTE=Pilotguy97;40370017]Man, don't you just love it when your local Kobolds and goblins get cocky and decide to try and ambush your fort simultaneously?
Long story short, the local kobold and goblin population was just decimated by my singular lackluster half-assed squad.[/QUOTE]
Reminds me when i got a about 50 invaders of beak wolves then after a minute about 60 zombies arrived and started killing eachother. Then another 40 dark stranglers arrived and joined the fun. Meanwhile my dwarves were just chilling underground. Anyway after about 5 minutes only like 8 zombies were left so i quickly killed them and looted everything
I've been re-re-re-re-re-re-re-re-re-re-reading J.R.R Tolkien's work.
Time to strike the earth.. AGAIN!
New devlogs:
[QUOTE] Guards and occupying soldiers wander the streets now, issuing forth in multiple small groups from the strong places of the site that they hold and then coming back. Now they just need to act the part a bit -- so it's a good time to finalize all of the stealth/tracking loose ends as well. I'll also be dealing with duplicate population spawning issues that have been around for a while, since the requirements of leading a successful insurrection upgrade those problems from annoying to critical. It's very important now that every critter is catalogued and accounted for correctly, since actual group/faction sizes are key.[/QUOTE]
[URL=http://www.giantbomb.com/videos/the-minds-behind-dwarf-fortress/2300-7340/]Toady interview with Giant Bomb[/URL]
[URL=https://www.youtube.com/watch?v=trXGmjLz1lk]Some interviewer on YouTube[/URL]
Df2013 is close
I can feel it.
[QUOTE=Liem;40596112]Df2013 is close
I can feel it.[/QUOTE]
I feel it in the water.
I feel it in the earth.
I smell it in the air.
It has to be close
I've been abstaining from playing until the new version, not sure how much longer I can last.
they said months away in the interview
[QUOTE=Liem;40596424]It has to be close
I've been abstaining from playing until the new version, not sure how much longer I can last.[/QUOTE]
I tried doing that before the last big release of DF came out.
I ended up not playing for a year and a half :v:
Hopefully it comes out soon though because all this new stuff makes the wait difficult.
EDIT: I would like to read the manual to the Genesis mod but I can't open it because I only have Microsoft works word processor and not Microsoft word. Could anyone either convert it to a word processor file or something?
[QUOTE=Fuzzwaddle;40597860]
EDIT: I would like to read the manual to the Genesis mod but I can't open it because I only have Microsoft works word processor and not Microsoft word. Could anyone either convert it to a word processor file or something?[/QUOTE]
Can you upload it to google docs? That's what I do with everything.
Devlog
[QUOTE]I've gotten through a number of the promises I had written down for stealth over the months, mostly arising from my Future of the Fortress replies: you can set the angles of the full/peripheral vision arcs within the raws, creatures with multiple heads etc. can be set to have the full vision circle as long as their multiple parts have working vision, size and movement impact stealth and attempted sneaking affects maximum speed, and so on. [/QUOTE]
Also, he posted the EVE Fanfest video (Toady really comes in at 16:05):
[video]http://youtube.com/watch?v=vJ78m-Kq1dM?t=16m5s[/video]
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