Well shit, looks like my luck has pulled a full 360. First august of the fortress, no military yet, and a werefox has appeared.
I cannot see this ending well.
[QUOTE=Raxas;45829064]Well shit, looks like my luck has pulled a full 360. First august of the fortress, no military yet, and a werefox has appeared.
I cannot see this ending well.[/QUOTE]
It'll transform back long before it does any harm.
[QUOTE=Trekintosh;45829162]It'll transform back long before it does any harm.[/QUOTE]
Four of my dwarves are already dead.
[QUOTE=Trekintosh;45829162]It'll transform back long before it does any harm.[/QUOTE]
I had a were-something recently that came at the exact same time as my first migrant wave, which just happened to be around 15 dwarves. It didn't kill any and left quickly. Sadly, I didn't notice that it had fought about 3 of the migrants off in the corner of the map right after spawning... a little bit later one of them turned into a were-whatever and basically killed everything. Well, that and the child having a tantrum who killed another dwarf by punching it in the head.
Holy fuck, first I lose 4 dwarves to a were-fox, then four dwarves have miscarriages almost all at once. One of these dwarves was a dwarf that lost her husband to the were-fox, too.
I clench my cheeks in anticipation of the imminent fun.
[editline]28th August 2014[/editline]
Well I don't know where all my plump helmets I've been farming have been going, because they keep getting harvested, and not appearing in any stockpiles. Can't make any booze, and now my dwarves are starving to death.
This shit is a train wreck.
[QUOTE=Raxas;45829985]Holy fuck, first I lose 4 dwarves to a were-fox, then four dwarves have miscarriages almost all at once. One of these dwarves was a dwarf that lost her husband to the were-fox, too.
I clench my cheeks in anticipation of the imminent fun.
[editline]28th August 2014[/editline]
Well I don't know where all my plump helmets I've been farming have been going, because they keep getting harvested, and not appearing in any stockpiles. Can't make any booze, and now my dwarves are starving to death.
This shit is a train wreck.[/QUOTE]
They are probably eating them the moment they are harvested.
[QUOTE=Jrose14;45830666]They are probably eating them the moment they are harvested.[/QUOTE]
Well damnit. How do I fix this?
Or rather, how would I fix this on my NEXT fort where everyone isn't dead?
You fix it by planting more plump helmets
[editline]29th August 2014[/editline]
Brew some booze every now and then to get a seed production going early on
Later you'll have enough seeds to both farm and brew pretty much as much as you want but early on you're gonna need them seeds
[QUOTE=Orkel;45830816]You fix it by planting more plump helmets
[editline]29th August 2014[/editline]
Brew some booze every now and then to get a seed production going early on
Later you'll have enough seeds to both farm and brew pretty much as much as you want but early on you're gonna need them seeds[/QUOTE]
Huh, I'll give that a shot.
Strange, the DF wiki led me to believe that you didn't need large farms, but I was using twice the land they recommended.
Live and learn, I guess.
[quote]-Stopped uninjured dwarves from sleeping in beds in active hospital zones
-Made dwarves prefer claimable rooms to dormitory master beds[/quote]
Praise the Toad
Maybe now I won't get as many Dorfs bitching about sleeping without a proper room with 100+ luxury Dorfpartments available
THANK FUCKING GOD. I was sick of having my hospital filled up with dumb dorfs that couldn't understand the dormitory literally in the next room.
[IMG]http://i.imgur.com/bLJqxF3.png[/IMG]
Huh. I don't think I've ever seen this skill before. None of my regular militia-dwarfs have it. Anyone else ever see this?
[QUOTE=Decoy Ocelot;45838091][IMG]http://i.imgur.com/bLJqxF3.png[/IMG]
Huh. I don't think I've ever seen this skill before. None of my regular militia-dwarfs have it. Anyone else ever see this?[/QUOTE]
afaik its useless or utterly marginal
What fortress designs do you guys use? I feel like my current one is too organized and efficient to be very much interesting
[editline]29th August 2014[/editline]
[IMG]http://i.imgur.com/DNsYpGO.png[/IMG]
a stellar find!
its is a water
It is terrifying.
[QUOTE=Nitrowing;45839698]It is terrifying.[/QUOTE]
It was inevitable.
[IMG]http://i.imgur.com/ANn0Pyf.png[/IMG]
they keep giving birth
there were two there once
this is incest
[QUOTE=Agent 47;45840948][IMG]http://i.imgur.com/ANn0Pyf.png[/IMG]
they keep giving birth
there were two there once
this is incest[/QUOTE]
It is terrifying
You just have to go into your save's raws and remove their water-breather tag, then they'll all drown. There's a bug where they never actually try to path into your fortress, so unless you have a fire-proof dwarf this is the easiest way to kill them all before they eat up all your FPS.
In other news, a forgotten beast attempted to commit genocide on the caverns, but more creatures kept migrating in from the edges:
[IMG]http://i.imgur.com/zfqIexa.png[/IMG]
[img]https://dl.dropboxusercontent.com/u/76413808/bogeyman.png[/img]
Guys
I just killed a bogeyman by throwing a couple hundred plump helmets at him
Am I doing it right :v:
[QUOTE=Nikita;45848884][img]https://dl.dropboxusercontent.com/u/76413808/bogeyman.png[/img]
Guys
I just killed a bogeyman by throwing a couple hundred plump helmets at him
Am I doing it right :v:[/QUOTE]
Despite mushroom for error - yes.
I have another crazy plan.
I've embarked on a 2x2 map and set the population cap to 50.
In the interests of FPS and control, I'm planning to channel out a very big section of my map, in the following order:
- Flattening out the surface so it's easier to prepare for invasions
- Removing most of the aquifer layer
- Channeling out the caverns, leaving only some space for tree growth and some space for capturing forgotten beasts. Make airlocks at every edge.
On one hand, there will be less lag because for every vertical column of the map, there will only be one or two floor tiles. Less floors = less pathfinding.
On the other hand, there will be more horizontal area. Large open spaces = more pathfinding.
On the third hand, large open spaces are also much easier to organize and use for intelligent activities.
Oh, and I'm also planning to destroy 99% of items, leaving only the most valuable ones, to prevent clutter from affecting FPS.
Thoughts / suggestions?
[QUOTE=Nikita;45865485]I have another crazy plan.
I've embarked on a 2x2 map and set the population cap to 50.
In the interests of FPS and control, I'm planning to channel out a very big section of my map, in the following order:
- Flattening out the surface so it's easier to prepare for invasions
- Removing most of the aquifer layer
- Channeling out the caverns, leaving only some space for tree growth and some space for capturing forgotten beasts. Make airlocks at every edge.
On one hand, there will be less lag because for every vertical column of the map, there will only be one or two floor tiles. Less floors = less pathfinding.
On the other hand, there will be more horizontal area. Large open spaces = more pathfinding.
On the third hand, large open spaces are also much easier to organize and use for intelligent activities.
Oh, and I'm also planning to destroy 99% of items, leaving only the most valuable ones, to prevent clutter from affecting FPS.
Thoughts / suggestions?[/QUOTE]
You lost me at "removing most of the aquifer layer".
[QUOTE=eatdembeanz;45867768]You lost me at "removing most of the aquifer layer".[/QUOTE]
If it freezes that's completely plausible. Otherwise you can exploit one of the tunnelling methods to collapse aquifers.
[QUOTE=esalaka;45874453]If it freezes that's completely plausible. Otherwise you can exploit one of the tunnelling methods to collapse aquifers.[/QUOTE]
Yeah, I get about 60 days worth of freezing per year, so that's enough to dig up quite a bit of stuff.
[IMG]http://i.imgur.com/R68CTbB.png[/IMG]
I've been in FA long enough to know where this is going...
Never heard of that gamebut looks nice#!
Have most of the bugs been ironed out of the current versions of DF2014? I am absolutely determined to plunge in head first and keep trying until I either succumb to a brain aneurysm or die in the most hilarious way ever recorded.
[QUOTE=Lyonidis;45886598]Have most of the bugs been ironed out of the current versions of DF2014? I am absolutely determined to plunge in head first and keep trying until I either succumb to a brain aneurysm or die in the most hilarious way ever recorded.[/QUOTE]
Adventure mode is a little weird, conversations are not very informative, and retiring/unretiring can still permanently laggify your fort.
But other than that, Fortress Mode is very much playable and for the most part doesn't crash.
Toady is still running through a backlog of bugs so new versions (with bugfixes) get released about every week but it's pretty much safe to play already.
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