Oh, damn I forgot I had a Facepunch account then I remembered how much fun I had in the Dorf Fort General. Guess I'll come back with a story. I was playing adventurer mode and I had to kill some captain inside the local catacombs. As usual the pussy was surrounded by a gaggle of Crossbowpeople and swordsmen. I fought them off as best I could but lost both of my hand functions. I was really glad I put points into biting because I basically bit the Captains head till he died. (Not the best story but I haven't been playing much.) I broke out my €1000 tablet to draw you this [I]lovely[/I] artists rendition.
[IMG]https://dl.dropboxusercontent.com/u/60054286/artist%20rendition.png[/IMG]
I wonder how will we tell which way an enemy is facing in adventurer mode..
I'm breaking my oath to not play DF till Df2013, I need my fix
It turns out that making your miners mine a massive 50x50 room is a good way to make them masters in mining! Who knew!
[QUOTE=joshjet;40701012]It turns out that making your miners mine a massive 50x50 room is a good way to make them masters in mining! Who knew![/QUOTE]
Then smooth it out, make it into a dining room and poof, eternal happiness fort
[QUOTE=Kumagoro;40701100]Then smooth it out, make it into a dining room and poof, eternal happiness fort[/QUOTE]
And massive migrant waves (smoothing boosts wealth right?)
[QUOTE=Liem;40701160]And massive migrant waves (smoothing boosts wealth right?)[/QUOTE]
I think smoothing doubles the value, and engraving's value increase depends on the quality. Legendary +5 engravers will make masterworks something like 1/5th of the time, and excellent + superior the rest, they can literally make rooms hundreds of times more valuable.
[QUOTE=Terminutter;40701661]I think smoothing doubles the value, and engraving's value increase depends on the quality. Legendary +5 engravers will make masterworks something like 1/5th of the time, and excellent + superior the rest, they can literally make rooms hundreds of times more valuable.[/QUOTE]
i had once a legendary engraver, shit was so cash, i think the value of that fort skyrocket, shame that few hours later i dig in !fun!
I like to smooth out all my bed rooms when I have nothing left to do and lots of dorfs.
Oh shit, some guy just up and died in the middle of a hallway. What do I do?
Let the body rot in dinning room.
Whelp, a ton of shit just went down. I'll update this post when I'm done thoroughly killing my fort, it involves a severe lack of alcohol and an overly ambitious canal project.
[editline]20th May 2013[/editline]
Oh boy, some migrants have arrived! Now they can partake in the [i]fun[/i] too!
I hate the look the rough walls have, so I set all the walls and floors to be smoothed, quite early too.
Then I always regret the decision after the second or third migrant wave when my population is too high.
Devlogs:
[QUOTE]Same story with another 20 things or so. Mostly technical, with how vision arcs are displayed, how they restrict travel in conflict and what they mean and all that, but notably we have night/fog/etc. affecting all creatures now instead of just you as well as attacking most critters outside their vision being much more effective (which wasn't done). There are only a few bits left there, and then we'll be able to give tracking the same finalization.[/QUOTE]
[QUOTE]Last bits with hiding in grass or in shrubs, effect from being prone or next to an obstacle (it gives a bonus there, even if it wouldn't always make sense, until we have things like being able to look around corners). It also gives you quite a bit of feedback now on what factors are influencing your visibility.
I was starting in on tracking finalization when I became dissatisfied with having to hunt down certain situations, so I added some more options to arena mode. The map file can be given grass, dirt or sand, and the temperature, time, weather/clouds and fog level can also be set. You can pump the temperature up to dragonfire if you want to see the arena water channels boil off and the grass ignite, or you can put it down to deathly cold if you want to watch everything freeze. Playing around with stealth in heavy fog is also entertaining.[/QUOTE]
I'm glad arena mode is getting some more love. It always seemed neat to me.
I love screwing around in Arena mode so this will make it even better
Now I can see how Dwarves react to high temp fighting.
yay
How do you guys go around starting off a metal industry in a map with no volcano.
Ever since DF2012 happened I can't EVER find coal/lignite on a map, making charcoal takes ages and is hardly economically viable. I assume you start it off near magma but... how! It's too damn deep
[QUOTE=Kumagoro;40721551]How do you guys go around starting off a metal industry in a map with no volcano.
Ever since DF2012 happened I can't EVER find coal/lignite on a map, making charcoal takes ages and is hardly economically viable. I assume you start it off near magma but... how! It's too damn deep[/QUOTE]
I am going to start off by assuming you've gone and set the metal variety to "everywhere". I'd actually advise against this, as setting it to have minerals everywhere causes the game to spawn a large amount of metals, but in such a way that you get fewer sedimentary layers. Sedimentary layers are the ones that contain most of the iron ores (I believe limonite and hematite are the two in sedimentary layers), bituminous coal and lignite, and many flux stones. (barring marble) Setting it to normal, or the above average will typically be ok-ish. Sure "everywhere" gets you a lot of metals, but it will mostly be fucking galena. :v:
Second, consider using advanced worldgen to reduce the cavern number to 1 or 2, instead of 3. This makes the world a bit shallower, which can both increase FPS, and makes the magma sea higher up. It's not really cheating if you want to do it, as you still have all the FUN from the lower caverns, it's just in the higher ones. I'll let someone else explain this one fully, as I suck at worldgen.
Finally, consider taking some of the stuff with you. Bituminous coal is 3 embark points each, if your civilisation has it, and they often do, and it turns into either 8 or 9 coke IIRC. If they do, feel free to grab 50 units of it or so, which can be smelted into 50*9 = 450 coke, which can be used for smelting. Lignite can be substituted instead, but it only does 5 coke per lignite or something.
A good bit of metal can actually be brought with you for 300 embark points or so. Grab 50 bit coal, 10 copper nuggets / tetrahedrite, 5 bismuthinite, 5 cassiterite, (2:1:1 ratio) and you can smelt the copper, tin and bismuth together into 4 bismuth bronze, which is a damn good starting metal, and the tetrahedrite will leave you some silver for blunt weapons or whatever.
Mass deforestation is actually plausible, if in a forest, but you'd want several woodcutters + wood burners, and it would only work for a few years before you deforest it all. The elves can also bring you a fair amount of wood, if you're lucky. Best to run to magma asap, or hope you get lucky with a bit coal layer.
It just started raining goblin blood. What the fuck is going on in this world I just don't know.
[QUOTE=Ccharlton;40728150]It just started raining goblin blood. What the fuck is going on in this world I just don't know.[/QUOTE]
Since dorf fortress is metal as fuck, Armok decided that it'd lead to the place being perfect for a kvlt group of dorfs to settle there.
[t]http://i.imgur.com/CKHO1cH.jpg[/t]
[editline]21st May 2013[/editline]
(or you just chose an evil biome, but y'know)
Devlog:
[QUOTE]Standard sort of things: removal of tracks if spatter disappears, crutch imprints, fixed speed at which wet feet stop leaving prints, old grass trampling vs. new broken vegetation as spoor, track overwrites vs. the ground becoming an indecipherable mess, marks from falling, cleaned up some descriptions... next category of finalization has more to do with detection of tracks and following trails than the physical side of it.[/QUOTE]
I like the way he said "finalization".
Is it weird that the thing I'm most hyped for this year is the release of Df2013?
I just realized that I never actually updated that post. Anyway, I had specifically chosen an embark site with a river, as I really wanted to mess around with the water physics in the game. At the time, it was unbeknownst to me that water would rise up given enough pressure.
I finally got my fortress to a semi-balance of stability, and once winter came around, I started work. I channeled deep into the ground, all the way to the common areas of my fortress, about 6 Z levels down. I make a little pool, and just as I had finished, I realized that a bunch of my dwarves were dying of thirst. Apparently my still had stopped producing due to a lack of barrels, and because it was winter, the dwarves had no water to drink. One by one my dwarves died off while I frantically tried to produce booze, reducing my 60 dwarf fortress down to a mere 20 very, very angry dwarves. Corpses littered the halls, and at least 70% of my dwarves were throwing tantrums. Finally spring came around, and I decided that I would attempt to calm down the fortress and continue.
I saw my little pool finally fill with water, and I was immensely pleased with myself. That is, until it wouldn't [b]stop[/b] filling. The water overflowed and swamped my entire housing level, and was rising fast. I had put the entrance for the pool right next to the stairway, so anyone who tried to escape was swept back by a torrent of water. I lost all 15 dwarves on that level. After that, I decided to call it quits. I shut the drawbridge to lock in everyone else, and watched and laughed as the water slowly filled the fortress, drowning everyone.
[editline]21st May 2013[/editline]
Wow that's formatted badly.
Welcome to DF water, responsible for more deaths than anything else
[QUOTE=Liem;40733325]Welcome to DF water, responsible for more deaths than anything else[/QUOTE]
I wouldn't be so sure, I was channeling a canal the other day and my miner got stuck in the middle of it as he broke the wall and he outran the torrent of water. I gave him the nickname "Usain Bolt".
[QUOTE=Neo Kabuto;40712175]Devlogs:
I'm glad arena mode is getting some more love. It always seemed neat to me.[/QUOTE]
The arena mode should have been made into a sandbox mode already, with elements of both dwarf fortress mode and adventurer mode; build stuff, destroy and play around with stuff you've built, etc.
I've wanted this for so long now. The ability to modify the temperature, time, weather/fog, and change its physical properties is a huge step in the right direction.
After reading some people discussing DF on reddit, I saw they mentioned there are modded launchers (or something?) for noob players? If this is true, I'd be interested.
Can someone link to like, the most noob friendly setup for DF? I'm up to trying to get into this again.
[url]http://www.bay12forums.com/smf/index.php?topic=59026.0[/url]
As well as the quickstart wiki helped me learn the game.
[QUOTE=Elv02;40740486]After reading some people discussing DF on reddit, I saw they mentioned there are modded launchers (or something?) for noob players? If this is true, I'd be interested.
Can someone link to like, the most noob friendly setup for DF? I'm up to trying to get into this again.[/QUOTE]
The [URL=http://www.bay12forums.com/smf/index.php?topic=59026.0]Lazy Newb Pack[/URL] is probably what they were talking about.
Lazy Newb Pack
[url]http://www.bay12forums.com/smf/index.php?topic=59026.0[/url]
Preinstalled tilesets, has the Dwarf Therapist utility, has some of the INI editing already set up in it.
Ask questions here, on reddit, or on B12 and they'll generally be answered. If you want LPs, there are a load of them. Have a good time!
[editline]22nd May 2013[/editline]
Goddamn it, two of you beat me in the same minute :v:
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