[QUOTE=scratch (nl);45564031]does water touching the side of the map always dissapear or does it only do so when in a brook/river?[/QUOTE]
Always. It drains off the side of the map.
[editline]1st August 2014[/editline]
[QUOTE=No_0ne;45567060]now you will know why you fear the night
edit: also anyone have tips on how to squeeze more fps out of this game, i've got a 160 dwarf strong fortress and i don't want to retire it just yet
already has the priority set to high[/QUOTE]
You can edit temperature to off in your configs, but it makes some stuff around lava a little more complicated.
[QUOTE=Lijitsu;45568300]Always. It drains off the side of the map.
[editline]1st August 2014[/editline]
You can edit temperature to off in your configs, but it makes some stuff around lava a little more complicated.[/QUOTE]
I thought it only drained off the side if it was a river or through a fortification?
[QUOTE=Gray Altoid;45568445]I thought it only drained off the side if it was a river or through a fortification?[/QUOTE]
Above ground vs over ground, 1 tile difference
I've come up with a way on how to throw troublesome dwarves into pits of !!FUN!!
CCC
CXC
CCC
X = Wall to be engraved
C = Floor hatch, leading to a very very very very very very very (you get the idea) deep pit.
Simply pull the lever before the dwarf can engrave the wall and he will fall to his !!FUN!!
Made a pipe generator farm (perpetual motion), and it has chewed up several different things so far. I am considering making a moat out of them.
[QUOTE=Zombie_2371;45569260]I've come up with a way on how to throw troublesome dwarves into pits of !!FUN!!
CCC
CXC
CCC
X = Wall to be engraved
C = Floor hatch, leading to a very very very very very very very (you get the idea) deep pit.
Simply pull the lever before the dwarf can engrave the wall and he will fall to his !!FUN!![/QUOTE]
That would cause a cave in, if not when the last nonhatch adjascant floor tile is mined out, than
when you pull the lever to drop the dorfs.
unless you have floors underneath in which case shut up it was my idea you stealing elf
[QUOTE=Agent 47;45569516]That would cause a cave in, if not when the last nonhatch adjascant floor tile is mined out, than
when you pull the lever to drop the dorfs.
unless you have floors underneath in which case shut up it was my idea you stealing elf[/QUOTE]
I may be as ugly as a goblin, as short as a dwarf, as dumb as a kobold, and as stinky and decayed as a zombie, but I sir, am no elf.
On a serious note it would have to have a support above the engraving block so that the whole thing doesn't cave in.
Or cave it in, for added fun.
the wall could just be attached to the ceiling guys
also you can use burrows to get specific dwarves to stand where you want them to, no hassle needed
[QUOTE=No_0ne;45569770]the wall could just be attached to the ceiling guys
also you can use burrows to get specific dwarves to stand where you want them to, no hassle needed[/QUOTE]
I just suggested that it be connected to the ceiling. :/
ALSO BURROWS THING IS GENIUS I LOVE YOU
Levers can be set to only be usable by one specific dwarf.
Just connect a lever to a single floor hatch directly under it and then "Pull the lever /R".
After a few fights give us the full report on it's combat abilities.
wow this is pretty mindblowing
I was going through my downloads folder which has files dating back to 2002 (previous Windows installations) and I found a df_21_93_19a.zip. I checked the website and it's the [I]first[/I] DF version released. I never realized I've been playing this thing from the beginning.
In a week it'll be eight fucking years.
I just bought the entire contents of a human trade caravan (and I mean EVERYTHING) using nothing but wood crafts :v:
[QUOTE=Nikita;45573263]I just bought the entire contents of a human trade caravan (and I mean EVERYTHING) using nothing but wood crafts :v:[/QUOTE]
You should see VanguardofValour's playthrough. He manages to get his cook to produce such exquisite food that he trades these prepared dishes for gems, precious metals, glass, and pretty much anything else he needs.
so there was a werebeast hiding amongst an inbound caravan, and it attacked the caravans. the werebeast got slain but all the traders got scared and fled, leaving all their stuff.
im okay with this
[QUOTE=archangel125;45574091]You should see VanguardofValour's playthrough. He manages to get his cook to produce such exquisite food that he trades these prepared dishes for gems, precious metals, glass, and pretty much anything else he needs.[/QUOTE]
Master cooks are underrated. Masterwork biscuits make better gifts compared to steel swords studded with dog bone.
my caravan had no outpost liaison, and I haven't gotten a migrant wave yet. I think my civilization is dead or something.
will I be able to get more dwarves? I checked all my relationships and all my dwarves are just friends. I don't really know how relationships work, will they get married and have babies eventually? Or do they have to start married?
I just retired the fort, it's pretty much boned. I was put in a position where I really couldn't do anything exciting, I was self sufficient pretty fast because I only had 7 dwarves. I embarked in a cool site though, it had a river that emptied into a cool valley, so I build my meeting area into the side of it. One of my dwarves removed a floor that he was standing on and fell into the valley.
whelp! pump stacks are difficult. time to embark once again, i can feel the optimism! alright, lets just examine the locale.
[IMG]http://i.imgur.com/81gLdzt.png[/IMG]
...
[IMG]http://i.imgur.com/SQXJPjl.png[/IMG]
[editline]2nd August 2014[/editline]
[img]http://i.imgur.com/Mssr5d0.png[/img]
[b]BABY WHY YOU DO THIS TO MEEE[/b]
[QUOTE=Agent 47;45577018]whelp! pump stacks are difficult. time to embark once again, i can feel the optimism! alright, lets just examine the locale.
[IMG]http://i.imgur.com/81gLdzt.png[/IMG]
...
[IMG]http://i.imgur.com/SQXJPjl.png[/IMG]
[editline]2nd August 2014[/editline]
[img]http://i.imgur.com/Mssr5d0.png[/img]
[b]BABY WHY YOU DO THIS TO MEEE[/b][/QUOTE]
It's okay, man. You can easily make juice out of that sponge, with the new pulping system.
yeah the age of sponge is over. They still can fuck up unarmed dwarves though.
[QUOTE=scratch (nl);45577777]yeah the age of sponge is over. They still can fuck up unarmed dwarves though.[/QUOTE]
But even cats can fuck up unarmed dwarfs.
So I am fucking around in Adventure.
Holy shit zombies are actually invincible aren't they.
[editline]3rd August 2014[/editline]
I was wailing on a fucking torso with ONE ARM AND NO OTHER LIMBS OR HEAD until it broke my legs and caved my skull in.
[QUOTE=Mr. N;45578286]So I am fucking around in Adventure.
Holy shit zombies are actually invincible aren't they.
[editline]3rd August 2014[/editline]
I was wailing on a fucking torso with ONE ARM AND NO OTHER LIMBS OR HEAD until it broke my legs and caved my skull in.[/QUOTE]
Pulp em with a blunt weapon, sword hilts may or may not work, I haven't tried.
[QUOTE=Trebgarta;45581751]Please,anyone?[/QUOTE]
I think there's a setting for that in adv world generation
I'm engineering fun.
[t]http://puu.sh/aDhIa/a4ec763daf.png[/t]
What I am going to be doing is building a water reservoir connected to my main entrance for good thoughts. Now you may be saying, "dats gunna fl00d"
Thats where this thing gets ingenuis. Im going to build a pressure plate on the Z level below that one, for water detection, which is going to open up a number of different floodgates that will drain water to different parts of my fortress for use. (THANK PRESSURE) I'll call these cycles, because its going to be recursive draining and filling.
"Uh so wait, whats the point of showing us dis"
There are going to be three modes.
1. EMERGENCY DRAIN.
2. EMERGENCY FLOOD.
3. Regular cycling
Emergency drain is going to control both flood and water fall control, so that it can COMPLETELY drain the chamber. (This is going to be used for when I need to do construction) This will trigger like ten different drainage routes, as to empty the chamber faster.
Emergency flood is pretty self explanatory, all it does is prevents the water from getting to the water pressure sensor plate, thus flooding this level. (killing any invaders, I might add)
Regular cycle will act as a pressure pump. allowing water to flow to six different parts of my base, for different water needs.
It's kinda my first bigger water project, and I am looking forward to using it.
Also, its going to be going down like 10 z levels, so its going to have around 10 z levels of water. You know, for reasons.
[QUOTE=Trebgarta;45581981]Oh that one.
Guess I have to get my hands dirty now. Gotta learn adv generation. When I first tried, the genned world was whole mountains, never touched it since.
Thanks btw[/QUOTE]
No problem, I've never really gotten into adv genning, but as far as I know that's how you gen longer worlds
[IMG]https://lh6.googleusercontent.com/-JFRl8bIMybM/U96mZo9tmII/AAAAAAAAAHk/NeOt4IJP6fE/s0/2014-08-03_23-07-21.png[/IMG]
Undead are pretty good border patrols.
[QUOTE=Skwee;45583543][url="http://www.bay12games.com/dwarves/index.html#R2014-08-03"]New Update.[/url][/QUOTE]
Are saves compatible with version updates?
[del]So I offered a bunch of stuff to the dwarven caravan, and a while later they left. There was no message about them leaving soon or setting on their journey, and they did so about 10 days early.
A couple of merchants got spooked of some zombies along the way, but my military ensured they got out alive. The wagons, on the other hand, were not interrupted at any point. A couple water buffaloes that belong to the merchants got left on the map for some reason and are now wandering aimlessly.
Now here's the question: Why do both the civ screen and "becoming the capital" screen show that my offerings to the parent civilization is 0 ☼?[/del]
Nevermind, it fixed itself. Looks like offerings can take a couple of months to actually arrive.
Sorry, you need to Log In to post a reply to this thread.