• Dwarf Fortress - DF2014 released
    6,379 replies, posted
[QUOTE=]- 0006547: [Adventure Mode -- AI] Wolves passive in adventure mode. (Toady One) - resolved.[/QUOTE] Now I'll be ambushed again.
So a werelizard showed up at my fortress. I immediately called an alert and waited for a satisfactory amount of civilians/animals to enter the fort before closing the gate. A few dwarves even gave their lives stalling the creature. This is the frame after I closed the gate. [img]http://puu.sh/aovio/c359a19105.png[/img] I was one or two frames away from losing my fortress. [editline]23rd July 2014[/editline] Can I atom smash a werelizard?
[QUOTE=WastedJamacan;45481234] Can I atom smash a werelizard?[/QUOTE] Should be able to.
Can I use a 0.34.11 tileset with 40.04?
Hello. I'm very new to this game so this question might be stupid, but is there any way I can figure out what some tiles are? Some of the things aren't easy to figure out what they are.
[QUOTE=Amaurus;45483255]Hello. I'm very new to this game so this question might be stupid, but is there any way I can figure out what some tiles are? Some of the things aren't easy to figure out what they are.[/QUOTE] Use either [b]k[/b] to look around or [b]v[/b] to view units
[QUOTE=Amaurus;45483255]Hello. I'm very new to this game so this question might be stupid, but is there any way I can figure out what some tiles are? Some of the things aren't easy to figure out what they are.[/QUOTE] Press 'k' for the "look" tool. It gives you a cursor that you move around with the arrow keys. On the side-bar, it gives you a list of all the objects under the cursor (cursor being the yellow X). Also, add this page to your bookmarks: [url]http://dwarffortresswiki.org/index.php/Main_Page[/url] In other news, one of my immigrants has a [i]ton[/i] of relatives. Like, the relative list is 2 pages long. A historical figure perhaps?
wtf my first migrant wave was 6 fishing people. I was a little annoyed but all of them had five+ kids and chose not to bring them to my fort. Good on ya fellas, you get the [del]penthouse(?)[/del] basement.
[QUOTE=Pilotguy97;45457717]If you keep pressing tab on the embark screen you eventually get a local elevation map. In theory, you'll get sheer cliffs easier using that.[/QUOTE] Jumping back 2 days for this one, but it works pretty well and predictably actually. There are two different screens. One of them shows the relative elevation - how high the area is in general. The more useful one is the cliff indicator - the one with a mass of numbers from 0-9. (and 2 symbols) The number (or symbol) tells you how many times in that square there are z level changes. (or close enough) An all 0 site should never have any changes in height, whilst all 9s or *s will be a mountain, with 9-19 variations over the single map square. 20+ is the other symbol, but I dunno how to replicate it. You'll find that in mountains.
[QUOTE=ScottyWired;45483422]wtf my first migrant wave was 6 fishing people. I was a little annoyed but all of them had five+ kids and chose not to bring them to my fort. Good on ya fellas, you get the [del]penthouse(?)[/del] basement.[/QUOTE] 3 cheesemakers, 3 dyers, and a glass maker, and a horde of dwarven children. kill me. None of them even have decent stats.
I got a crop of children in my fort that are universally fearless in the face of danger. A lot of them even have decent stats with a few that are solid physically. Just have to wait a few years before the first ones are ready for the military. Blacklight is basically a huge hole in the ground with walls and towers around it, and it seems to be far enough out of the way to be safe from most attacks. I've yet to be assaulted again, but I have a feeling that as soon as I punch through to the bottom cavern level I'm going to be set upon by all types of horrible shit.
[QUOTE=Zonesylvania;45483546]3 cheesemakers, 3 dyers, and a glass maker, and a horde of dwarven children. kill me. None of them even have decent stats.[/QUOTE] I find I prefer the unskilled at first they get thrown onto masonry and infrastructure I start with 2 miners 1 carpenter 1 fisherman 2 masons and 1 mechanic the first year is getting defenses and infrastructure up because I will get a siege of 15 gobbo super soldiers before winter of year one. [editline]24th July 2014[/editline] [QUOTE=JumpinJackFlash;45483585]I got a crop of children in my fort that are universally fearless in the face of danger. A lot of them even have decent stats with a few that are solid physically. Just have to wait a few years before the first ones are ready for the military. Blacklight is basically a huge hole in the ground with walls and towers around it, and it seems to be far enough out of the way to be safe from most attacks. I've yet to be assaulted again, but I have a feeling that as soon as I punch through to the bottom cavern level I'm going to be set upon by all types of horrible shit.[/QUOTE] How often do you get sieges I usually get 5 or so ambushes a year and a 30-60 gobbo siege yearly.
19 Immigrants came. 19 immigrants were locked in a room and left for a month. 16 thirsty immigrants were let out of the room. 3 vampires remained in captivity.
[QUOTE=JesseR92;45483676]How often do you get sieges I usually get 5 or so ambushes a year and a 30-60 gobbo siege yearly.[/QUOTE] This map I've only gotten just the one, but it was a pretty large force. I don't know why my militia of 5 dwarves had to kill 25 elves from what is supposed to be a goblin civiliation, but whatever. Second year in, and I meet all the requirements for dragons and shit to start meandering towards my fort. I should be getting sieges and thieves and kidnappers every ten minutes.
Need wood to make charcoal. Need charcoal to make metal. Need metal to make axe. Need axe to get wood. :suicide: [editline]24th July 2014[/editline] Oh thank fuck the caravan arrived but it brings news of "Osmuz Spinclutch", a goblin king of the "The Kindled Seducation", conquering 40+ towns in the last year. [editline]24th July 2014[/editline] wait where's the caravan? I had the conversation with the dude and never saw the wagon arrive welp, here's to another year without beds. Or industry in general.
I wonder if using constructions for an artificial cave-in above the tree would have any effect.
[QUOTE=Nikita;45485022]I wonder if using constructions for an artificial cave-in above the tree would have any effect.[/QUOTE] I think causing a natural cave in around and under the tree might be more effective. Alternately, if the tree survives, build your dining area right under another tree ande collapse it down and you have a lovely centerpiece.
[QUOTE=Trekintosh;45485138]I think causing a natural cave in around and under the tree might be more effective. Alternately, if the tree survives, build your dining area right under another tree ande collapse it down and you have a lovely centerpiece.[/QUOTE] Ah, yes, that should work more reliably.
Oh boy, had a mildly successful fort that could had handled an invasion fine with its hall of death. Then suddenly a god damned dragon came and breathed fire into the hallway while my only offensive squad with no armor was charging it. GG NO RE
[QUOTE=ScottyWired;45484679]Need wood to make charcoal. Need charcoal to make metal. Need metal to make axe. Need axe to get wood. :suicide:[/QUOTE] Can't you use training axes to cut down trees? :v:
[url=http://i.imgur.com/HLXeAia.png]The doctors actually help people now :D[/url]
cat soap :v:
is it normal that rocs can shatter adamantine?
[QUOTE=Bad Joe;45487454]is it normal that rocs can shatter adamantine?[/QUOTE] Blunt force trauma. The armor stays intact but getting pecked by a bird the size of an apartment complex will kinda mess up the dwarf inside.
no, i don't mean the dwarf; i mean the adamantine itself shattered
How exactly did that happen? The current game version doesn't model armor wear and tear yet. Can you show me the combat log?
no, it happened in arena, which i already closed. also i think i miscommunicated, it wasn't armor in the traditional sense but rather i had replaced the tissues with adamantine (set up properly) in the raw, which i thought is supposed to be totally indestructible
[QUOTE=Bad Joe;45487756]no, it happened in arena, which i already closed. also i think i miscommunicated, it wasn't armor in the traditional sense but rather i had replaced the tissues with adamantine (set up properly) in the raw, which i thought is supposed to be totally indestructible[/QUOTE] I'm actually not sure if adamantium is [b]totally[/b] indestructible - after all, intuitively you couldn't fashion anything out of such a material.
Tissues are tissues, armor is armor. The game handles them differently - tissues can be damaged for obvious reasons (the god damn combat system) no matter if it's flesh or modded adamantine.
I once tried to mod in a metal golem for dwarves, but the golems were super freaking fragile. The lightest of taps would rip off the golems' limbs. It felt no pain or anything so it didn't care until it was completely ripped apart. Maybe it was hallow. I couldn't tell.
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