• Dwarf Fortress - DF2014 released
    6,379 replies, posted
I just died to a bogeyman and the calendar is taking ages. I presume this means something is happening.
im just demoralized and defeated ive done everything everyone on the internet says to make races playable, and it doesn't work for me its impossible! [editline]13th July 2014[/editline] even when im not actively playing the game, it makes me want to kill myself damn you Dwarf Fortress
[QUOTE=No Party Hats;45377013]im just demoralized and defeated ive done everything everyone on the internet says to make races playable, and it doesn't work for me its impossible! [editline]13th July 2014[/editline] even when im not actively playing the game, it makes me want to kill myself damn you Dwarf Fortress[/QUOTE] what are you trying to make playable? [editline]13th July 2014[/editline] did you make a civilization for them in entity_default? you don't need to make the civilization a serious thing that spawn everywhere I'm sure you know this stuff already, but just in case, don't put "indiv_controllable" in the raws for the creature, put it in the civilization.
[ENTITY:PLAINS] [CREATURE:SASQUATCH] [INDIV_CONTROLLABLE] [ADVENTURE_TIER:4] [BIOME_SUPPORT:ANY_FOREST:1] [BIOME_SUPPORT:MOUNTAIN:3] [BIOME_SUPPORT:ANY_GRASSLAND:1] [BIOME_SUPPORT:ANY_SAVANNA:1] [BIOME_SUPPORT:ANY_SHRUBLAND:1] [BIOME_SUPPORT:ANY_RIVER:1] that's what ive got in entity default i probably fucked up :V: [editline]13th July 2014[/editline] except its all indented besides the entity entry, i mean
[QUOTE=bunnyspy1;45377086]what are you trying to make playable? [editline]13th July 2014[/editline] did you make a civilization for them in entity_default? you don't need to make the civilization a serious thing that spawn everywhere I'm sure you know this stuff already, but just in case, don't put "indiv_controllable" in the raws for the creature, put it in the civilization.[/QUOTE] Last I heard Kangaroos
INDIV should come before Creature, you will also need to make a new world for it to appear as an outsider.
[QUOTE=No Party Hats;45377123][ENTITY:PLAINS] [CREATURE:SASQUATCH] [INDIV_CONTROLLABLE] [ADVENTURE_TIER:4] [BIOME_SUPPORT:ANY_FOREST:1] [BIOME_SUPPORT:MOUNTAIN:3] [BIOME_SUPPORT:ANY_GRASSLAND:1] [BIOME_SUPPORT:ANY_SAVANNA:1] [BIOME_SUPPORT:ANY_SHRUBLAND:1] [BIOME_SUPPORT:ANY_RIVER:1] that's what ive got in entity default i probably fucked up :V: [editline]13th July 2014[/editline] except its all indented besides the entity entry, i mean[/QUOTE] humans are already "entity:plains" so you might need to change that.
on my 10th try now [img]http://i.imgur.com/Rb6Nv4H.png[/img] sigh [editline]13th July 2014[/editline] just did what bunny said i guess making it ENTITY:IFUCKINGHATETHIS worked! thanks!
[QUOTE=No Party Hats;45377162]on my 10th try now [img]http://i.imgur.com/Rb6Nv4H.png[/img] sigh[/QUOTE] Does Sasquatch have a [CAN_LEARN] attribute to it in creatures profile? Adventurer doesn't allow creatures without the ability to gain skills. Oh, nevermind then [editline]13th July 2014[/editline] There anyways to fill murky pools with dirt or something, or will I have to mine stones and make walls/floors?
My first kill in new dwarf was a one hit kill, didn't even sneak. [img]http://puu.sh/a9GPe/0f7a3e151f.png[/img] [editline]13th July 2014[/editline] Also upon further examination he was completely naked. Hm.
so i was playing adventure as a giant scorpion, ended up in a situation where i had a priest by the throat in one pincer, and a child in the other. I kept trying to sting the preist's face but kept missing and he broke free and smote me why the fuck are people so cool about a giant scorpion just chilling out in town [editline]13th July 2014[/editline] oh jesus i forgot to give scorpions [CANOPENDOORS] help
[img]http://puu.sh/a9HUg/7a98793e8f.png[/img] I'm a bit saddened that my companion doesn't know my name.
so i spawned it what looks to be some kind of drunk disposal pit it's just a circle surrounded by clay wall that dwarf drunks seem to wander into how
Also how the hell do you get quest locations to show up in the new version? I'm always at a loss when looking.
Ok, time to get into the new update. [img]http://i.imgur.com/NluhyJq.png[/img] Right.... Sure. Handypuzzles. I'm not sure if my character puzzles people with handjobs or is handy with puzzles. [img]http://i.imgur.com/lBWI6dF.png[/img] You and me both, brother.
Is there anyway to mod the rate it takes for someone to make floors or walls? Trying to make a human town is a real pain in the ass.
[QUOTE=Tureis;45378055]Is there anyway to mod the rate it takes for someone to make floors or walls? Trying to make a human town is a real pain in the ass.[/QUOTE] Eventually your dwarf(human?) will become skilled enough to do it really fast, so give it some time.
[QUOTE=FalconKrunch;45378079]Eventually your dwarf(human?) will become skilled enough to do it really fast, so give it some time.[/QUOTE] No skill seems to be governing the wall construction (while it requires carpentry carpentry isn't gained).
While merchants departed my fortress their hammerdwarf got into a wrestling match with a Capybara 6 pages long and somehow over-exerted himself in the process... [IMG]http://i.gyazo.com/c0fe46741076a31a91cda8a7c3879af8.png[/IMG] He remembered to hit it in the head with his hammer eventually.
[QUOTE=Tureis;45378170]No skill seems to be governing the wall construction (while it requires carpentry carpentry isn't gained).[/QUOTE] Stone wall building is very fast if you keep blocks near the construction and the mason has no other jobs. Just make wood blocks and keep a stockpile close at hand, I'm P sure it's the same idea.
so anyone else noticing that wild animals -wont- attack you in Adventure mode
[img]http://puu.sh/a9POh/b796dd03c5.png[/img] no thanks
[QUOTE=Masterofstars;45378282]Stone wall building is very fast if you keep blocks near the construction and the mason has no other jobs. Just make wood blocks and keep a stockpile close at hand, I'm P sure it's the same idea.[/QUOTE] I decided to try and test out how well stone building work, and if you negated the speed decrease from carrying heavy ass rocks workers with no skill will assemble stone buildings much quicker than wood ones.
[QUOTE=Tureis;45378585]I decided to try and test out how well stone building work, and if you negated the speed decrease from carrying heavy ass rocks workers with no skill will assemble stone buildings much quicker than wood ones.[/QUOTE] Use stone blocks, not boulders. Blocks are incredibly light and you get 4 per 1 boulder.
[img]http://i.imgur.com/yHZuOIi.png[/img] retired my fort, I was getting like 10 fps at 100 pop thinking about modding in some more "fun" for my next fort
so what's a good square/non shitty tileset that -doesnt- fuck up keybindings and stuff like that, cause orkels is a mess atm for the new stuff
[QUOTE=Lijitsu;45378802]Use stone blocks, not boulders. Blocks are incredibly light and you get 4 per 1 boulder.[/QUOTE] Thank you for this information, I'm now going to change how I start out drastically. I can use roads to avoid making flooring on the first floor (humans in Adventurer usually have clay/dirt floors as well.) and I can also make wooden blocks for building, which I can mass produce at the start. I also assume since carpenter is the skill used for wooden walls/floors mass production at the start using all workers will result in them building faster.
New update 0.40.03 [quote]Toady One Here's the next one! Many more crash issues fixed. Mystery babies and large city walls had a corrupting effect that was not possible to manage, so saves are not compatible yet again. I'll try to keep saves together as we move forward, but there aren't any guarantees, especially this early on. If things have settled down on the stability front, I can finally move on to the optimizations and other issues. We'll see what happens! Major bug fixes Fixed relationship screen crash from certain historial/old-player-fort migrants and adventurer migrants Fixed adv retirement cloning Fixed crash when game tries to realize certain low population sites Fixed crash/corruption problem from large city walls Fixed crash when asking about site trade partners Fixed problem causing travelers originating from realized forts/sewers/dungeons to go out of map bounds (caused crashes) Stopped the babies of the world from appearing in the unit list (and associated minimap crash) Other bug fixes/tweaks Made farm plant list refresh properly with season selection[/quote] SDL: [URL="http://www.bay12games.com/dwarves/df_40_03_win.zip"]Windows[/URL] | [URL="http://www.bay12games.com/dwarves/df_40_03_win_s.zip"]Windows (No Music)[/URL] | [URL="http://www.bay12games.com/dwarves/df_40_03_linux.tar.bz2"]Linux[/URL] | [URL="http://www.bay12games.com/dwarves/df_40_03_osx.tar.bz2"]Mac (Intel)[/URL]
Ok, I'm gonna kill off my adventurer in a glorious manner and update
Looks like I'm back to checking for snow-dwarves again.
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