• Dwarf Fortress - DF2014 released
    6,379 replies, posted
[QUOTE=Krazzykidd;46377883][IMG]http://4st.me/kXwYa.png[/IMG] What do?[/QUOTE] Catapult it at the goblins.
[QUOTE=Orkel;46378581]There was a mod that stopped the cancellation and pause but I don't think it's updated for this version yet[/QUOTE] you can stop the pause in the config, not the cancellation though [editline]31st October 2014[/editline] [DIG_CANCEL_WARM:A_D:D_D:P:R] [DIG_CANCEL_DAMP:A_D:D_D:P:R] remove the "R"s in your config
[QUOTE=scratch (nl);46376343]2? you mean the Z-level with the "brook" tiles and the one below with actual water tiles? I'm only blocking the one lower one atm. I already was confused as to why there were brook tiles above it.[/QUOTE] The 'brook' tiles are basically trap doors that can't open. You might need to cover them.
There's no need to cover brooks, imagine them as something like [url=http://3.bp.blogspot.com/-RLYhTmBp_8c/UiZhIZNRYkI/AAAAAAAACWA/qNwdV068zWE/s1600/Dunning3+08312013.JPG]this[/url]. Dwarves can't drown in it. Rivers on the otherhand they can't even cross without a bridge. If there's a river, you should dig ramps/channels alongside the edges at regular intervals so dwarves that fall in can climb back out.
[QUOTE=Orkel;46379027] you should dig ramps/channels alongside the edges at regular intervals so dwarves that fall in can climb back out.[/QUOTE] I never did that. I like to leave them inescapable in case invaders get thrown in. If a dwarf falls in, that just means I save the stone for it's tomb.
[QUOTE=Orkel;46379027]There's no need to cover brooks, imagine them as something like [url=http://3.bp.blogspot.com/-RLYhTmBp_8c/UiZhIZNRYkI/AAAAAAAACWA/qNwdV068zWE/s1600/Dunning3+08312013.JPG]this[/url]. Dwarves can't drown in it. Rivers on the otherhand they can't even cross without a bridge. If there's a river, you should dig ramps/channels alongside the edges at regular intervals so dwarves that fall in can climb back out.[/QUOTE] covering up the brook was for my dam. I think it helped as levels dropped to 3 and lower once the brook tiles were gone, but I didn't have time to see it drain before the fucking werelizard. [editline]31st October 2014[/editline] My dwarves decided that planting pig tails over plump helmets was more important, so no food was being grown (while I had tons of seeds) and now all my dwarves are hunting vermin while storage has tons of seeds...
Devlogs after the release of .14 that haven't been posted: [quote]Back to bugs for next time: Stopped crash from trying to place unit in proper connected component of crowded retired fort Fixed reversed inside/outside check for outdoor refuse hauling Made weather init option clear up weather properly instead of just turning off the global simulation Fixed many typos (Gorobay) Fixed a problem causing the right edge of the embark world map to disappear, including the cursor Fixed location of cursor in minimap for resized windows Made DOES_NOT_EXIST exclude creatures from certain lists properly[/quote] [quote]Conveniently, my cold waited until after the last release to strike, at least, but I've been trying to fix small-fry bugs instead of trying something more involved and inevitably introducing bugs as I fix them. Hopefully I'll be somewhat recovered tomorrow. Here is today's haul: Dead dwarves removed from burrow count Changed tantrum action frequency Stopped tantrum dwarves from checking burrows for fistfights Made ballista arrow heads and ballista arrows have edges Being in an owned site stops initiation of bogeymen attack Stopped crafts brought by traders from satisfying craft mandates Made encrust jobs respect furniture tools Cannot go into dead-end specific encrust menus if selected gem not available for encrust Added totems to crafts tab of bring-to-depot screen Made toggle button update properly when moving unit labor view to non-laborer Stopped immortality goal from having a broken display in thoughts[/quote] [quote]Today was pulping oriented -- there were several problems with how the nerve network was being updated, and there wasn't enough bleeding. There are still some odd situations where the bone around the spinal tissue can be broken without impairing movement, but at least that won't be obscured behind a (false) pulping message now. I also allowed deletion of all the uniforms in the military screen.[/quote] [quote]Bugs unbugged: Animals that can escape from cages no longer brought by traders Made reactions try to guess how their containers will be filled to stop problems with brewing large stacks etc. Small coin stacks can no longer be stuffed into non-containers Small coin stacks no longer pass through opponents Properly recognized multiple embark minecarts of the same material [B]Stopped zombies from interrupting your sleep to ask if they can help you with something[/B] Increased default embark points to compensate for more default equipment (stepladder etc.)[/quote] [editline]31st October 2014[/editline] [QUOTE=scratch (nl);46379645]covering up the brook was for my dam. I think it helped as levels dropped to 3 and lower once the brook tiles were gone, but I didn't have time to see it drain before the fucking werelizard. [editline]31st October 2014[/editline] My dwarves decided that planting pig tails over plump helmets was more important, so no food was being grown (while I had tons of seeds) and now all my dwarves are hunting vermin while storage has tons of seeds...[/QUOTE] Make a fruit collection zone and build some stepladders.
So, do anyone of you guys have any experience with webfort? I am trying to set it up, and I got it working kinda. The problem right now, is that I can't change how it looks for the webclient at all, it looks different for me in my own client. For an example, the webclient got it's own color scheme, while I wanted to use the standard one. I can't find a config file or similar that's related to webfort, which makes this really annoying. If anyone knows anything, any help would be gladly appreciated.
the outpost liasion came. i had no idea what i was doing but i think i requested crossbows, bolts, and iron bars to be sent here. there's also a trading caravan here. wat do.
[QUOTE=JXZ;46381277]the outpost liasion came. i had no idea what i was doing but i think i requested crossbows, bolts, and iron bars to be sent here. there's also a trading caravan here. wat do.[/QUOTE] Appoint someone as a broker in the nobles screen, preferably a dwarf with some cool social skills. Request him at your trade depot. Make sure you have something to offer in exchange for the traders and you should be set
[QUOTE=Orkel;46380163]Devlogs after the release of .14 that haven't been posted: [QUOTE]there were several problems with how the nerve network was being updated, and there wasn't enough bleeding[/QUOTE][/QUOTE] [QUOTE]wasn't enough bleeding[/QUOTE]
[QUOTE=JXZ;46381277]the outpost liasion came. i had no idea what i was doing but i think i requested crossbows, bolts, and iron bars to be sent here. there's also a trading caravan here. wat do.[/QUOTE] To expand on Cousland's post, The first thing you need to do, if you haven't already, is appoint a Broker through the [n]obles screen. Think of him as the fortress's resident [del]trade ambassador[/del] used-car-salesman. This screen will list all the candidates from best-choice to worst. If you go into this screen and your very first choice still doesn't have any relevant skills, you can [q] on the Trade Outpost and set it so that anyone can trade. Since nobody has any relevant skills, everyone will be equally shit at haggling. Before jumping into trade, you need to move things you want to sell over to the depot. This is done in the [q] menu of the depot, alongside requesting someone to come over and trade, which is also necessary. Once you're moving things to the depot, go ahead and move all your crafts over, plus anything else you think won't be useful to you. Skilled brokers will allow you to sort your goods by value, but if you still don't have one, you'll be forced to sort the list by their distance to the depot. Once you've got a dwarf trading and you've got goods in the depot, [q] it again and select [noparse][t][/noparse]rade. Once you do, you'll get a screen with two lists: Things you can buy on the left and your things on the right. Each item in each list will have two values next to them. The upside-down L thing is the weight of the object (only really relevant when you're literally buying out the entire caravan) and the weird star/seamine thing is the price. Do note that the price will only show if you have a broker who is skilled. Anyone else has to dead-guess what will be worth what. Once you're done, do the entire thing backwards to move your shit back to storage and you'll have traded for the year. But do note, never EVER spam the trade button in the trading menu itself. Even if you think (read: know) that you're getting a hella-raw deal, if you spam that button too much, the caravan will immediately drop the trade and fuck off back to the mountainhomes for a year.
[QUOTE=ScottyWired;46381715][/QUOTE] when in doubt, more blood always makes it better. This includes embark into biomes full of raining blood.
got my first werebeast in my fort, luckily it only bit one farmer before it turned back into a dwarven... queen cosort? I wonder if all royalty are werebeasts now. The farmer, on the other hand, has been dealt with when he went asleep in the hospital [img]http://i.imgur.com/y0owpzr.png[/img]
[QUOTE]wasn't enough bleeding[/QUOTE] toady confirmed for psychopath
[QUOTE=scratch (nl);46378469]How strange, I got only two migrants in my first wave, both with fishery related skills, and both of them are sad about being seperated from loved ones (although it aren't the same loved ones). It feels like they're the ones left behind from another expedition and stumbled upon my fort. [editline]31st October 2014[/editline] man and women, maybe they'll form a relation at some point.[/QUOTE] both of them are getting really stressed out and sad :(, their never ending sadness of being seperated from persons I can't find anything about is going to take it's toll very soon. [editline]1st November 2014[/editline] The lady has slipped into depression, and the guy will probably follow soon...
[QUOTE=scratch (nl);46385085]both of them are getting really stressed out and sad :(, their never ending sadness of being seperated from persons I can't find anything about is going to take it's toll very soon. [editline]1st November 2014[/editline] The lady has slipped into depression, and the guy will probably follow soon...[/QUOTE] thats actually really depressing and makes me want to go play dwarf fortress again
had a rocky start to a fort bcuz 3 blind cave ogres wandered in from the caverns and started slaughtering everyone until i was down to just 3 dwarves, two of which were crippled during a fight and only managed to take out one ogre. so the last standing dwarf, a miner, struck down the last two now named ogres w/out taking a scratch where everyone else had failed. miner then proceeded to run the fortress, save the two crippled dwarves, and keep the food supply and industry afloat (i enabled a bunch of labors) until migrants arrived. The last three lived on, and they still stop every now and then to grieve/be horrified by the dead ogre skeletons outside the fortress. the trauma is real population is now at 121 with a lot of children and military squads in training. I only have silver as a metal here though.
what's a good order in which to start up your fort? I keep getting caught of guard with the first werebeast, either because I just forgot military or got stuck because i.e. no metal ores.
[QUOTE=Xed;46386656]had a rocky start to a fort bcuz 3 blind cave ogres wandered in from the caverns and started slaughtering everyone until i was down to just 3 dwarves, two of which were crippled during a fight and only managed to take out one ogre. so the last standing dwarf, a miner, struck down the last two now named ogres w/out taking a scratch where everyone else had failed. miner then proceeded to run the fortress, save the two crippled dwarves, and keep the food supply and industry afloat (i enabled a bunch of labors) until migrants arrived. The last three lived on, and they still stop every now and then to grieve/be horrified by the dead ogre skeletons outside the fortress. the trauma is real population is now at 121 with a lot of children and military squads in training. I only have silver as a metal here though.[/QUOTE] That's fucking inspirational.
[QUOTE=archangel125;46387030]That's fucking inspirational.[/QUOTE] nearly losing is fun
Miners are kickarse militiamen. Mining gives them a lot of physical strength and endurance and mining picks, due to their surface area, edge and a few other variables, can almost totally ignore armour. Whenever I suffer an ambush, I don't send in the swordsmen, axemen or marksmen, I send in the miners.
[QUOTE=SuperPlamz;46387161]Miners are kickarse militiamen. Mining gives them a lot of physical strength and endurance and mining picks, due to their surface area, edge and a few other variables, can almost totally ignore armour. Whenever I suffer an ambush, I don't send in the swordsmen, axemen or marksmen, I send in the miners.[/QUOTE] That's a risky idea. Soldiers are a dime a dozen, as long as you've got 9 spears, 18 mechanisms, and a supply of fishermen and cheesemakers. Replacing a miner is an arduous process that will slow down a large portion of your industry even if they've got replacements.
how do i defend my base outside a militia? i'm talking like walls and traps and stuff. I think i'm gonna need more than 6 dwarves on defence to protect from stuff that comes and kills everything
Walls and cage traps. Being self-sufficient if you have to lock the gates for several years is also a good idea. You can set up a longer route for caravans to go through and a short - 1-2 wide at most - path full of cage traps with a few layers of weapon traps at the end for invaders. Invaders take the shortest path, and will walk right over rows of cage traps and feed you arena combatants/sacrifice victims/experiment volunteers and free gear to melt or use. If you have an artifact furniture that you don't particularly need - like a cabinet with no high cost nobles - you can stick it outside along the path and surround it with cage or weapon traps. Building destroyers will path directly to it if they see it and then either get caught, mutilated, or will be too interested in destroying your invulnerable cabinet to deal with your dwarves unless it gets interrupted. Bonus points if instead of traps, you put drawbridges around it that lead into a spiked pit trap. [editline]1st November 2014[/editline] Also if you plan to use the hall o' traps, make sure there are turns to break sight lines if you don't plan on putting in drawbridges on the outside to close it. Ideally what you want to do is to leave it closed and open it after you've closed off the rest of the fort. Just make sure to still have cage traps in your entrances to catch kobolds and maybe give fleeing dwarves a better chance to escape ambushes.
[QUOTE=Hey I'm Grump;46388881]how do i defend my base outside a militia? i'm talking like walls and traps and stuff. I think i'm gonna need more than 6 dwarves on defence to protect from stuff that comes and kills everything[/QUOTE] The best trap to protect your fort, IMO, is this: Floor = # Space: . Drawbridge: ^ .^. .#. .#. .#. .#. .#. .#. .^. (not to scale) Have an upright weapon on every bit of floor and link them up to a single lever. When you activate the drawbridges, the enemy army will be totally helpless and will be speared to death or knocked into the huge pit you've dug below. You will DEFINITELY want a hallway full of traps, especially disc and cage traps in case an enemy gets through, emphasis on the cage traps. Creating torture devices for your captive invaders is a lot of fun.
Also for torture devices: burnable artifacts will [I]burn forever[/I] because they do not wear. Great to stick one of those in an arena and have burning goblins all over.
[QUOTE=scratch (nl);46389823]Also for torture devices: burnable artifacts will [I]burn forever[/I] because they do not wear. Great to stick one of those in an arena and have burning goblins all over.[/QUOTE] I prefer dressing them up in (or well, using the ones already IN weak armour) weak armour and dropping them in a 2x2 pit with a few wooden spiked ball traps. They'll likely get every bone broken before they finally die, if you do it right.
If we're talking about fort defence, to deal with trapavoid creatures you can always have a load of spike traps set up to a lever to mutilate them. Or if you want a different system and are the sort of genius I am not, you could set up a repeater system that is temporarily deactivated by a pressure plate. That way your dwarves and non-trapavoid creatures would be safe from it (stepping on the plate) and trapavoid (who don't count as stepping on it) would be spiked.
I have encountered a problem where the invaders that follow a specific leader just stop and stand still after their leader is captured or killed at the mouth of my tunnel of death. The only solution I see is to make it a long tunnel of boredom and capacity, wait for the invaders to all enter, and then kill them all in a single turn of a lever. That way nobody is left milling around to harass my dwarves.
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