• Dwarf Fortress - DF2014 released
    6,379 replies, posted
[url]https://www.youtube.com/watch?v=vOpLlTHW9zE[/url] That's the cowhair's themesong
so my last few fortresses haven't gotten any migrants at all, whats the deal. I know the civilization I'm with isn't dead, and my population cap is 200. I've had this fortress for 2 years so far and nobody has come.
[QUOTE=bunnyspy1;45613375]so my last few fortresses haven't gotten any migrants at all, whats the deal. I know the civilization I'm with isn't dead, and my population cap is 200. I've had this fortress for 2 years so far and nobody has come.[/QUOTE] Can the immigrants path into your fortress? No locked doors and such? Has your created wealth increased since last wave? Is the total number of all units in the units screen, missing, dead, alive, and other, less than 1000? Do your immigrants die often?
[QUOTE=Nikita;45613512]Can the immigrants path into your fortress? No locked doors and such? Has your created wealth increased since last wave? Is the total number of all units in the units screen, missing, dead, alive, and other, less than 1000? Do your immigrants die often?[/QUOTE] The immigrants can get to my fortress, and I haven't had any waves at all. Nobody has died yet.
[QUOTE=bunnyspy1;45613532]The immigrants can get to my fortress, and I haven't had any waves at all. Nobody has died yet.[/QUOTE] If you're running a prepacked Dorf Fort, check the d_init.text for [STRICT_POPULATION_CAP:200] below the normal population cap, as far as I know, its absence is still an issue in some packs
[QUOTE=Sitkero;45613753]If you're running a prepacked Dorf Fort, check the d_init.text for [STRICT_POPULATION_CAP:200] below the normal population cap, as far as I know, its absence is still an issue in some packs[/QUOTE] I haven't been running any packs, but I'll check that. [editline]6th August 2014[/editline] wow, it was missing. thanks for letting me know about this
[QUOTE=No_0ne;45610645]zombie body parts should at least have some muscle tissue in it to be zombified zombie skin and zombie hair is just silly[/QUOTE] Honestly the reanimated hollow skin of somebody wisping around is pretty spooky and neat.
Well it's animated with magic, so it doesn't technically need to be perfectly physical. There probably just needs to be- a.) a reasonable damage threshold that after which it cannot be re-animated. Butchering alone wouldn't reach this. (Unless maybe done by a legendary butcher?) b.) proportional damage/speed/strength based on size and strength of former creature, so the skin of a kitten is obviously far less dangerous than a megabeast you peeled the coat off of. (I think this is partly in already, just emphasize it.) c.) mechanics for automating the destruction of skins, either a prioritized leather-working setting on their workshops, something like "tan all skins ASAP" or a butcher shop setting like, "dump all skins into x garbage pit immediately."
[QUOTE=DanRatherman;45622314]Well it's animated with magic, so it doesn't technically need to be perfectly physical. There probably just needs to be- a.) a reasonable damage threshold that after which it cannot be re-animated. Butchering alone wouldn't reach this. (Unless maybe done by a legendary butcher?) [/QUOTE] Perhaps burning corpses could also prevent reanimation? That way you could designate corpses or leftover animal gibs to be dumped in an area which is then set on fire. [editline]7th August 2014[/editline] On a topic of reanimated corpses, I remember one time when my fortress fell to a horde of reanimated scallop shells after a necromancer decided pop by for a visit. It was both hilarious and terrifying to see at least 50 zombie scallop shells chasing my poor hapless dwarves around.. :v:
[QUOTE=DanRatherman;45622314]Well it's animated with magic, so it doesn't technically need to be perfectly physical. There probably just needs to be- a.) a reasonable damage threshold that after which it cannot be re-animated. Butchering alone wouldn't reach this. (Unless maybe done by a legendary butcher?) b.) proportional damage/speed/strength based on size and strength of former creature, so the skin of a kitten is obviously far less dangerous than a megabeast you peeled the coat off of. (I think this is partly in already, just emphasize it.) c.) mechanics for automating the destruction of skins, either a prioritized leather-working setting on their workshops, something like "tan all skins ASAP" or a butcher shop setting like, "dump all skins into x garbage pit immediately."[/QUOTE] Isn't a.) already covered by the pulping system? Can individual severed body parts be pulped?
[img]http://i.imgur.com/bGW4seY.png[/img] :O
[QUOTE=eatdembeanz;45630469]Isn't a.) already covered by the pulping system? Can individual severed body parts be pulped?[/QUOTE] The problem with undead hair is that all attacks phase right through (the hairs). They're like ghosts because of the material they are made of. Can't pulp what you can't touch [editline]8th August 2014[/editline] The dwarves need scissors instead of warhammers
[QUOTE=Orkel;45631420]The problem with undead hair is that all attacks phase right through (the hairs). They're like ghosts because of the material they are made of. Can't pulp what you can't touch [editline]8th August 2014[/editline] The dwarves need scissors instead of warhammers[/QUOTE] Warscissors It was inevitable.
[QUOTE=Orkel;45631420]The problem with undead hair is that all attacks phase right through (the hairs). They're like ghosts because of the material they are made of. Can't pulp what you can't touch [editline]8th August 2014[/editline] The dwarves need [B]scissors[/B] instead of warhammers[/QUOTE] [QUOTE=Zombie_2371;45632008]Warscissors It was inevitable.[/QUOTE] DON'T LOSE YOUR WAAAAYYYY
Dwarf la Dwarf
How do you guys manage with 200+ dwarves I mean I like having a large pop cap but oh god this is chaos
[QUOTE=Nikita;45633690]How do you guys manage with 200+ dwarves I mean I like having a large pop cap but oh god this is chaos[/QUOTE] draft them into a mega army
Unless you're willing to meticulously micromanage their labors, you're also going to end up with a lot of idlers most of the time. This means that your dwarfs will throw lots of parties and will thus form lots of friendships. It'll be important that you take preventative measures to keep them excessively happy in order to stop any tantrum spirals before they acquire critical mass. Here are a few things you can do to provide good thoughts: - Build a mist generator above the dining hall - Start a soap industry so your dwarfs can take soapy baths - This is perhaps obvious, but smooth and engrave anywhere dwarfs frequently visit - Try to place valuable artifacts or exotic caged beasts where dwarfs can readily appreciate them - Start a masterpiece statue factory (you can sort stockpiles by quality), and use the resulting statues to decorate high-traffic areas
I'm gonna test out Dwarf Commune; all dwarves (other than dwarves for which a supply of tools is a limitation, as miners, woodcutters, etc.) have all labors enabled. Any ideas for projects or goals? Currently in a basically waterless, tree-less desert. Just busted into some caverns for water and trees though, so resources aren't a stretch. No sign of evil or undead other than the occasional dust cloud so far.
can dfhack come out yet? please?
[QUOTE=Falcqn;45633245]Dwarf la Dwarf[/QUOTE] oh yeah I forgot I was gonna make a Honnouji Fortress
This was my second werechameleon attack today [img]http://puu.sh/aKGC7.png[/img] noooooooo
[QUOTE=Agent 47;45635218]can dfhack come out yet? please?[/QUOTE] There has been an early release of it, but it's probably [B]very[/B] prone to crashes. [url]http://www.reddit.com/r/dwarffortress/comments/2cyeze/ive_compiled_the_current_dfhack_development_build/[/url]
I don't use DFhack, just therapist and vanilla or masterwork DF, DFhack has had no utility to me that didn't feel like cheating.
[QUOTE=draugur;45637299]I don't use DFhack, just therapist and vanilla or masterwork DF, DFhack has had no utility to me that didn't feel like cheating.[/QUOTE] It was very useful for fixing the hospital overstocking bug before it got officially patched, as well as fixing the trader migrants standing on the edge of the map as friendly
Anyone have that link on the Kobold quickstart guide someone was doing? I'm gonna add that to the op
much success! Had my first were-attack. Killed three of my planters so no real loss. My militia commander was just a peasant with iron armour so he did a damn fine job of slaying the weredeer.
[QUOTE=Xubs;45638057]DFHack has several plugins that increase quality-of-life like proper mouse control and 'planning' mode for furniture (place down furniture nodes before it's built, they'll haul furniture when it becomes available), there's a lot that isn't very cheaty in it.[/QUOTE] There were a lot of plugins I never got around to using but always wanted to, but the vein dig plugin was a godsend for getting ore. Auto-designating every tile that matched whatever ore you targeted was incredible for reducing the tedium in digging out huge veins.
[QUOTE=ScottyWired;45635301]oh yeah I forgot I was gonna make a Honnouji Fortress[/QUOTE] Please put your progress on this thread! I'd love to see how those elves in human clothing fare.
[QUOTE=draugur;45637299]I don't use DFhack, just therapist and vanilla or masterwork DF, DFhack has had no utility to me that didn't feel like cheating.[/QUOTE] cleanowned was a godsend for getting dwarfs to actually clean up all the loose clothing littering the fortress. I also used dfhack to enable diplomats, because it makes dealing with the elves a bit more exciting, like when you're expecting a caravan and elvish guerrilla archers show up instead.
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