• Dwarf Fortress - DF2014 released
    6,379 replies, posted
One of my dwarves died, possibly from a beating and suddenly the whole fortress goes nuts in a whole tantrum spiral, reducing the population of around 80 down to about 50. I retired it when it reached that point and maybe when I come back, everyone has chilled the fuck out.
[QUOTE=Zombie_2371;45548661] I also have no idea how to haul cages to places and what not with animals and I think theres a liquid hauling system with buckets that I also have no clue about. [/QUOTE] When moving caged animals, you can either release them directly into a pit or pasture, or you can build the cage much like any other building (I forget the keys for it though). Once it's built, you can either release the animal from the q menu of the cage or, IIRC, you can make a zoo room out of it. And for the bucket liquids, you channel out a pit and designate a pond activity zone on a block of open space that has a ledge adjacent to it. The activity zone designates what tile dwarves should actually be dumping liquid onto, which is why a tile needs to be adjacent for a dwarf to stand on. It doesn't matter how big your pond is, as long as your dwarves can fill it faster than it evaporates, the liquid physics engine will do the rest.
Never elect a Hammerer,I havnt and it seems to work although certain people would attest my forts are more prone to outside dangers including piercing the bigtop before I am ready.
[QUOTE=JesseR92;45551436]Never elect a Hammerer,I havnt and it seems to work although certain people would attest my forts are more prone to outside dangers including piercing the bigtop before I am ready.[/QUOTE]They need chained prisoners (not caged) to do their jobs, and they also need prisoners who deserve a hammering.
[QUOTE=JumpinJackFlash;45552379]They need chained prisoners (not caged) to do their jobs, and they also need prisoners who deserve a hammering.[/QUOTE] Its been a long time since I had a murder in my fort,also I dont elect a hammerer on the off chance the nobles randomly have someone more usefeul than them hammered to death like a peasant or a bedridden cheese maker.
I haven't had any immigrants at all in my 1 year old fortress now. I did get a dwarven caravan though (and I checked my pop cap limit, it's still the default 200). [editline]31st July 2014[/editline] could it be due to the fact that the caravan (which was entirely composed out dwarves) seems to have originated from a goblin outpost? The civilization it's from is listed as dwarven but there are quite a few goblins in it as well. [editline]31st July 2014[/editline] I also don't get the "no migrants this season" messages.
Great, my blacksmith was hit with a strange and secretive mood and he wanted bars of shining metal, so I gave them to him, expecting something awesome... And he created a copper floodgate. He even named it. Crazy fucks, I should just let them go insane and kill each other and start anew.
[QUOTE=scratch (nl);45553871]I haven't had any immigrants at all in my 1 year old fortress now. I did get a dwarven caravan though (and I checked my pop cap limit, it's still the default 200). [editline]31st July 2014[/editline] could it be due to the fact that the caravan (which was entirely composed out dwarves) seems to have originated from a goblin outpost? The civilization it's from is listed as dwarven but there are quite a few goblins in it as well. [editline]31st July 2014[/editline] I also don't get the "no migrants this season" messages.[/QUOTE] If you're using Mayday or another prepacked Dorf Fort, the d_init.txt might be missing [STRICT_POPULATION_CAP:200] at line 233, just below the normal population cap line
[QUOTE=Muntu;45554228]Great, my blacksmith was hit with a strange and secretive mood and he wanted bars of shining metal, so I gave them to him, expecting something awesome... And he created a copper floodgate. He even named it. Crazy fucks, I should just let them go insane and kill each other and start anew.[/QUOTE] Artifact floodgates are good. Better than artifact doors at sealing up fortresses. They can't be destroyed, so if you use it to seal up your only entrance nothing can get to you from that direction.
[QUOTE=Lijitsu;45554377]Artifact floodgates are good. Better than artifact doors at sealing up fortresses. They can't be destroyed, so if you use it to seal up your only entrance nothing can get to you from that direction.[/QUOTE] Really? I take it back then, thanks Geshud
I am doing my first fort of df2014. Time for uh.. FUN
quick, how do i isolate/kill a werebitten dwarf that is currently resting from shoulder wounds in my hospital/dormitory, it's early game so i don't have access to a lava room. Caging them would work?
Does the floor hatch airlock still work,where floor hatches cant be destroyed from below?
[QUOTE=Hawke7;45554782]quick, how do i isolate/kill a werebitten dwarf that is currently resting from shoulder wounds in my hospital/dormitory, it's early game so i don't have access to a lava room. Caging them would work?[/QUOTE] Any room with a forbidden door will do. Dwarves do not trigger cage traps unless they lie on them while stunned or unconscious (e.g. if they fall asleep on them). Dwarves DO trigger webbed cage traps (requires Giant Cave Spider). A Dwarf can be convicted of a crime (e.g. murder) even if he wasn't the one to do it, and then said dwarf will be put in a cage if no other restraints are available.
[QUOTE=Nikita;45554987]Any room with a forbidden door will do. Dwarves do not trigger cage traps unless they lie on them while stunned or unconscious (e.g. if they fall asleep on them). Dwarves DO trigger webbed cage traps (requires Giant Cave Spider). A Dwarf can be convicted of a crime (e.g. murder) even if he wasn't the one to do it, and then said dwarf will be put in a cage if no other restraints are available.[/QUOTE] Were creatures are building destroyers I believe.so they can tear down the door unless its an artifact door.
[QUOTE=JesseR92;45555234]Were creatures are building destroyers I believe.so they can tear down the door unless its an artifact door.[/QUOTE] Oh. You are right. Doors won't do. Better build a bridge (or just wall him in for the time being). Edit: [img]http://i.imgur.com/JMoTj7I.png[/img]
I really really want to see how my Fort reacts to the "welcome mat" "Welcoming" Goblins I also crave DFHack because its A LOT of blood to clean up.
Ok, just downloaded this game after finally getting some time to try to learn to play. I'm trying to mine and uh, well, I hit d to designate an area, i hit d to select Mine, and then when I press Enter it shows a flashing + sign when I clicked and then when I try to select another corner, nothing happens. It deselects my previous selection and I don't get a highlighted area. I don't understand, all the guides and even the in game help say i should be getting a highlighted area, but nothing happens beyond deselecting my first designated corner. Edit: okay, messing around with the z-levels and using some critical thinking I figured out i needed to be on the ground itself or something like that. I guess previously i was trying to designate the actual grass itself to be mined and it wouldnt allow that? Anyways, yay, on to making my first "fort" that will likely be cripplingly horrible.
you need to press enter on the second point too
Also trying to learn the game myself here, is it better to blindly follow guides and play how they tell me or just learn the absolute basics and fail many times till I eventually get good? I did the latter when I learnt shit like SS13 so i'm up for having many hours of painful experiences from not knowing the proper way to do things
[QUOTE=Ruisu;45556114]Also trying to learn the game myself here, is it better to blindly follow guides and play how they tell me or just learn the absolute basics and fail many times till I eventually get good? I did the latter when I learnt shit like SS13 so i'm up for having many hours of painful experiences from not knowing the proper way to do things[/QUOTE] I jumped right into it and what amounted to the complete extinction of all the dorfs on that world I figured out the basics.
How I learned to play is to have the [url=http://dwarffortresswiki.org/index.php/Main_Page]dfwiki[/url] open and look shit up whenever I asked myself "what the fuck is that" or "how the fuck does this work" I don't really recommend linear tutorials do quickly skim the quickstart guide on the wiki though
Trial and error, because failing is fun, at least when you know bare basics.
[QUOTE=outlawpickle;45555993]Ok, just downloaded this game after finally getting some time to try to learn to play. I'm trying to mine and uh, well, I hit d to designate an area, i hit d to select Mine, and then when I press Enter it shows a flashing + sign when I clicked and then when I try to select another corner, nothing happens. It deselects my previous selection and I don't get a highlighted area. I don't understand, all the guides and even the in game help say i should be getting a highlighted area, but nothing happens beyond deselecting my first designated corner. Edit: okay, messing around with the z-levels and using some critical thinking I figured out i needed to be on the ground itself or something like that. I guess previously i was trying to designate the actual grass itself to be mined and it wouldnt allow that? Anyways, yay, on to making my first "fort" that will likely be cripplingly horrible.[/QUOTE] Yeah, what you were trying to do was channel, which is done with d,h instead of d,d.
[QUOTE=Sitkero;45554294]If you're using Mayday or another prepacked Dorf Fort, the d_init.txt might be missing [STRICT_POPULATION_CAP:200] at line 233, just below the normal population cap line[/QUOTE] This is what caused the issue, thanks for the information!
This [URL="http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/"]guide[/URL] has been helping me along with the very basics, since I know at least Ruisu is also learning the game as well as me. Only had giant mosquitoes pass me by and a few toads in the stagnant pond which is guess is also my drinking water for now. I didnt do a custom dwarf start I just went with whatever that Play Now option is. Sadly I don't need Fisherman or Fish gutters or a gem cutter, and I've no clue what to do with my horses, cats and dogs. For now I carry on, with fisherman miners and gem cutting herbalists and my tamed animals just roaming about above me. What profession actually builds things? My carpenter shop is just sitting there, do I need to assign some carpenter dwarves or maybe architecture?
each profession builds the things related to that profession, so your carpenter should build the carpenter shop be sure you carpenter isn't overloaded with jobs, because dwarves prefer to do newest assigned jobs first
i never get sieges once i get an actual military running it's awful
[QUOTE=JesseR92;45554813]Does the floor hatch airlock still work,where floor hatches cant be destroyed from below?[/QUOTE] As far as I know. Assuming they have no other path up. My pit isn't finished (read: spiked) yet or else I'd see about a flying building destroyer to test. Y'know. If anything actually fucking survived here.
I started a new fortress and within the first year, a horrible creature of the night was upon me It was a werechinchilla who almost immediately got to eating a baby that was for some reason crawling around on its own, I drafted a ragtag militia as it rushed into the fortress and set about tearing apart my trade depot and the poor sod who had just finished building it As everyone flees in panic, a member of the militia finally catches up and starts wailing on the sonofabitch with his bare hands, trying to wrestle this vicious beast into submission, it is not very effective, and while he does strike a few stunning blows, he gets the worst of the fighting and lays in the moat bleeding to death as the rest of the militia comes screaming and yelling up the stairs, most of them immediately remembering some urgent business in the lower levels and bolting back down the stairs at the sight of the vicious werechinchilla It was inevitable But Urist's brave sacrifice is not for nothing, he has delayed the werechinchilla long enough for it to revert to its true form Its true form is a very scared and confused cave fish woman, who wanders outside in a daze, with Palmshot's bravest, now having rallied their courage, hot on her heels, they catch up and set upon her, someone strikes a knockout blow and the melee commences in earnest The melee consists of all of them standing in a circle and repeatedly grabbing and releasing her extremities until passing out from exhaustion This goes on for a very long while, eventually the militia is called off and disbanded, and the cave fish woman regains consciousness and wanders off on her own, stone-fall traps are installed at the entrance and the inner gate is erected and sealed, just in case Turns out I needn't have bothered [img]http://puu.sh/azAuY/4c45f4dc19.png[/img] I do have to wonder how a fish person drowns, exactly [QUOTE=No_0ne;45558706]i never get sieges once i get an actual military running it's awful[/QUOTE] The best above-ground forts I've ever made have always been in areas with no hostile neighbors, this is usually something I only notice long after the fortress is built
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