• Dwarf Fortress - DF2014 released
    6,379 replies, posted
After what Z-level would you say most anything that couldn't fly would be dead? The Item Arena doesn't really go up high enough for me to test falling.
15 is usually more than adequate. I use about 10 and have a short hallway filled with weapon traps to deal with survivors and flyers. With 10 most everything will be broken and then the bodies will start landing on each other causing more damage.
Next question involves cave ins, as far as I know I could just channel out as deep as I want, then at the last layer I can mine most all of it out except for 1 little block and prepare to have it all collapse by sacrificing a Dwarf to that 1 tile. Will any materials such as stone and the like be recovered or is it all gone? If I go deep enough will it lag like hell is rising up?
Cave ins only occur when a block becomes unsupported. Blocks are considered supported when there is an adjacent supported block. This includes floors, and includes both vertical and horizontal adjacency.
The Cave ins don't occur as well as I'd like. I was hoping for all Z layers up to the top to suddenly disappear, but it remains mostly intact just a layer lower. I'm actually better off having my Dwarfs manually mine my fortress down.
I usually avoid bogeymen by just sleeping for one or two hours at a time, or alternatively during the day.
[QUOTE=Masterofstars;45390310]You realize if you press Z you can sleep, right :I[/QUOTE] you realize if you press Z you can also wait, right? it's the same thing. you can't sleep if it's not safe
Honestly, I've never found bogeymen to be a huge issue. The trick to killing them is to avoid them until you have full body armor and when you inevitably DO fight them, make sure you set charge to your combat preference and fight them one at a time, never getting yourself surrounded. I'm not sure how well it works in the latest version, but it has worked for me since bogeymen were implemented.
You could also just recruit some Dwarven Drunks to watch over you if you can't find any actual fighters willing.
So I just started playing again after several years. First thing I do in adventure mode, after spawning in a goblin fort, is to start grabbing goblins and ripping them apart with my teeth. :v:
Is there some sort of trick to finding the exit to a generated fortress as a dwarf adventurer.
In fortress mode my dwarves keep getting stuck on top of trees and then dying of dehydration. I had one who fell somehow and broke her spine so she laid helpless on top of the tree until she eventually died. When will they be smart enough not to climb trees?
[QUOTE=Chamango;45392329]Is there some sort of trick to finding the exit to a generated fortress as a dwarf adventurer.[/QUOTE] death
[QUOTE=esalaka;45392495]death[/QUOTE] I tried that, there was no exit in the magma sea.
I'm playing as a polar bear, and I just fucked up some elves. This is awesome. [editline]15th July 2014[/editline] Seriously, I just bit their arms and shook them once. Ripped them right off.
Oh my god [img]http://puu.sh/abPEb/cc4bb627ee.png[/img] [img]http://puu.sh/abPEt/cbde40acec.png[/img] What the fuck how many arteries does the head have [editline]14th July 2014[/editline] holy shit there's teeth everywhere oh christ
There are technically 3 pairs of arteries in the head iirc, however I'm sure that you could tear them in multiple places.
I remember fighting a rhino and despite setting it on fire, causing all of its fat to be burned, tearing its eyes, nose, mouth, breaking its lungs and melting it, it eventually died only because it suffocated from the flames.
[QUOTE=Jacko245;45388210]How would you add it to the starting gear? :v: [editline]14th July 2014[/editline] Seriously, sorry for all the questions. I just can't make any sense out of the wiki.[/QUOTE] Bumping this, I want to know how to start with the necromancer tome too.
Can anyone link me or tell me how to start as a different creature? Also I would like to start with a necromancer book at some point.
[QUOTE=Vitisus;45393478]Bumping this, I want to know how to start with the necromancer tome too.[/QUOTE] I don't think you could start with a tome because they are all generated for each world. Each one is unique, and that goes for the original slab given to a dwarf/human/creature by a deity too, which is specific to that deity. Additionally, there aren't any raws that cover adventurers specifically. The only way to really affect adventure mode is via cheat engine or to mod the raws for the civilization you are wanting to play. I guess there might be some way to add it to the starting gear, but I feel like that is unlikely unless there is some external tool that could read what objects are in your inventory and place new ones that are world-specific into it. [QUOTE=Chamango;45392329]Is there some sort of trick to finding the exit to a generated fortress as a dwarf adventurer.[/QUOTE] You'll always find the entrance at the highest z-level in the fortress, which is bedrooms. Every hallway with bedrooms has two entrances, and it doesn't take long to go through all the hallways. The entrance to a bedroom hallway is never in the middle either, but at the two ends, so you shouldn't have to backtrack. Lastly, I've noticed that quite a few times the way leading out (which is a bunch of ramps going up and down) is usually near a conglomerate of dwarves on the highest z-level.
[QUOTE=DarkOps;45393535]Can anyone link me or tell me how to start as a different creature? Also I would like to start with a necromancer book at some point.[/QUOTE] [QUOTE=No Party Hats;45388176]Well for races, what you're gonna wanna do is open a .raw called Entity_Default.txt and add [ENTITY:-insertwhateverhere-] [INDIV_CONTROLLABLE] [CREATURE:WhateverCreatureName] and just copy the biome tags from the dwarf section [/quote] The biome tags are the ones that start with "BIOME"
How would I go about editing the raws so, hair counts as yarn?
add the [YARN] token to the material definition for hair also the df wiki pretty much has everything you need for modding
I just stumbled upon some kind of outpost with no doors. Instead it was a wall of dirt blocking the entrance. Loads of ! marks inside the square though.
[QUOTE=No_0ne;45393699]add the [YARN] token to the material definition for hair also the df wiki pretty much has everything you need for modding[/QUOTE] How would I exactly go about doing that? I am in the material_template_default raw file, can I just add the tag as just the others? Like so? [TAG] [YARN] [TAG] I am reading the wiki but I can't find what file I need to edit, it's also a world that already exists.
[QUOTE=IAmAnooB;45393740]How would I exactly go about doing that? I am in the material_template_default raw file, can I just add the tag as just the others? Like so? [TAG] [YARN] [TAG] I am reading the wiki but I can't find what file I need to edit, it's also a world that already exists.[/QUOTE] just dump [YARN] in there, it hardly matters where so long as it's under the HAIR_TEMPLATE definition
I wish I had a tablet on hand because I totally want to draw this: So I'm playing kobold fortress and I'm stuck with just 8 kobolds and some war badgers after a disastrous run in with multiple forest spiders and suddenly this Forest troll barges in to the base and rips open one of my badgers. I panic and I levy all my kobolds as a emergency squad to try and kill that damn troll before he wrecks my entire fort, figuring I don't stand a chance at all with 8 kobolds, wooden blowguns, bone + leather armour and some bone blowdarts. As I take defensive positions in the fort one of the blowgunners runs out of the fort and heads straight to the troll, apparently he forgot to take ammo with him so he figures to bash it into submission. Bear in mind that a forest troll is around 8 feet tall, a kobold no more that 2 and kobolds are made of paper on glass bones. Yet somehow the kobold dodges the first troll attack, whacks the troll in the teeth and by shear luck manages to knock a tooth out with a wooden blowgun. Meanwhile the peppering of blowdarts isn't doing jack shit worth of damage as expected, but the troll starts to run after the grievious loss of a tooth. So right now this chase has been going on for 10 minutes and my archers have shot all their darts, the mental image of a 8-9 foot forest troll running from a group of 8 kobolds that are whacking it with wooden sticks is the funniest thing DF has delivered so far. The worst damage the troll has is a missing tooth and a bruise on his leg and all my dartbolds have turned into machetebolds from the whacking, yet the troll refuses to leave the map and my kobolds refuse to give up the chase even after I unstation the squad. I'm kind of afraid the kobolds will start to drop from thirst before this troll is dead, this is truly warfare on a entirely new level.
These collapses are awful, my Dwarfs are forgetting to channel single tiles going through this pit so when I try to get them to fix it they end up getting bruised and pissed. One got his spine broken even being near it and it's not even the 2nd month.
[QUOTE=Mrfantasticool;45394075]I wish I had a tablet on hand because I totally want to draw this: So I'm playing kobold fortress and I'm stuck with just 8 kobolds and some war badgers after a disastrous run in with multiple forest spiders and suddenly this Forest troll barges in to the base and rips open one of my badgers. I panic and I levy all my kobolds as a emergency squad to try and kill that damn troll before he wrecks my entire fort, figuring I don't stand a chance at all with 8 kobolds, wooden blowguns, bone + leather armour and some bone blowdarts. As I take defensive positions in the fort one of the blowgunners runs out of the fort and heads straight to the troll, apparently he forgot to take ammo with him so he figures to bash it into submission. Bear in mind that a forest troll is around 8 feet tall, a kobold no more that 2 and kobolds are made of paper on glass bones. Yet somehow the kobold dodges the first troll attack, whacks the troll in the teeth and by shear luck manages to knock a tooth out with a wooden blowgun. Meanwhile the peppering of blowdarts isn't doing jack shit worth of damage as expected, but the troll starts to run after the grievious loss of a tooth. So right now this chase has been going on for 10 minutes and my archers have shot all their darts, the mental image of a 8-9 foot forest troll running from a group of 8 kobolds that are whacking it with wooden sticks is the funniest thing DF has delivered so far. The worst damage the troll has is a missing tooth and a bruise on his leg and all my dartbolds have turned into machetebolds from the whacking, yet the troll refuses to leave the map and my kobolds refuse to give up the chase even after I unstation the squad. I'm kind of afraid the kobolds will start to drop from thirst before this troll is dead, this is truly warfare on a entirely new level.[/QUOTE] Are you using a specific mod for your Kobold fort or did you just mod 'em in yourself?
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