• Dwarf Fortress - DF2014 released
    6,379 replies, posted
my depressed dwarvin is throwing tantrums all over the place, punching some dwarves every now and then. Because none of my dwarves seemed to do medical shit I just assigned some random farmer to become a medic, and got the brilliant idea to let the pissed dwarf walk free, cause more light injuries to bystanders and thus train the farmer into a proper doctor :v:
[QUOTE=Nikita;46390308]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.[/QUOTE] Known issue. Invader squads are all hinged on whether or not their leader is active. Best way to deal with them to be honest is to dig a tunnel through to the other side of the wall, station a marksdwarves squad there, and then carve fortifications. It won't work if they're a ranged squad though, they'll just shoot your dwarves through it if they happen to also be beside the fortifications.
[QUOTE=Lijitsu;46391026]Known issue. Invader squads are all hinged on whether or not their leader is active. Best way to deal with them to be honest is to dig a tunnel through to the other side of the wall, station a marksdwarves squad there, and then carve fortifications. It won't work if they're a ranged squad though, they'll just shoot your dwarves through it if they happen to also be beside the fortifications.[/QUOTE] That's why you channel the tiles next to the fortification, which will protect your squad from all but legendary bowgobbos: [IMG]http://i.imgur.com/Na3kzzU.png[/IMG] Is the pathing issue because there are NO squad leaders at the moment? It seems like goblinite successfully paths to my entrance, but then they just camp out and watch the trolls get diced to bits. This whole pathing issue has pretty much crippled windy weapon halls, dodge-me traps, and retracting spike halls. I'm about ready just to go the whole nine yards and make a magma-powered goblinite extractor...
If you want an easy to abuse dodge-me trap, instead of using actual traps use marksdwarves on a particularly long bridge. This also has the bonus effect of training your marksdwarves. You can just shit out bone or wood bolts to use, since you aren't looking for bolt damage just the dodge and skill gains. [editline]2nd November 2014[/editline] Then layer the bottom of the pit with upright spikes, with a (closeable) path lined with cage traps. Anything that survives tries to path through the cage traps, gets captured, free melee training. If you live near a tower, replace the floor bridge with two 10x1 retractable drawbridges. Zombies come in, doors close, zombies go down. Floor comes back, doors open, more zombies come in. Rinse and repeat. Just always make sure you can close both sides of your bridge, nothing worse than the ambush squad chickening out after losing a couple members and running out of the trap and losing you a ton of free metal.
is it normal for there to be a wall of lairs next to a town? :v: [img]http://puu.sh/cAiTv/e104e99323.png[/img]
one of my dwarves got torn up by a werepanda and is now unconscious in my hospital. I really wanna kill him before it gets worse, but since he's out of it he won't move. What do i do? edit: welp it got too late. He turned into a werepanda, killed two of my dwarves and then i had my Militia cut him down.
I had the exact same thing happen, and just put walls up around the sleeping guy. Works fine.
I'm pretty sure my drawbridge gate isnt working. [editline]2nd November 2014[/editline] i'm being seiged and i don't have a working drawbridge help please [editline]2nd November 2014[/editline] oh hey it's working nevermind
apparently the siege was just a baron on his way to the grocery store or something
Let me tell you all the story of Truthfulplanks: The Fortress of the hills. It started as a simple expedition to extend a nearby fortress. The caravan traveled along the main highway when it stopped at the final site, right beside a river. I thought it was a wondrous place to set up. Good fire clay, great hill setup and, of course, plentiful water. So I spend five to ten minutes planning out how the fort will start, planning hallways and pasturing the yaks. Not ten frames after I unpaused, a snapping turtle runs the only miner into the river and drowns him, forever losing the only pick. We can [U][I]STILL SEE[/I][/U] the fortress we came from and already we're stranded beyond hope. Fuck this expedition. Fuck this gay-ass world. I'm gonna string all these dwarves up to trees and watch them wish for starvation while the snapping turtles gnaw at them.
Always bring 2 miners and a pick each.
Looks like The turtle won the race
[QUOTE=MendozaMan;46397616]Looks like The turtle won the race[/QUOTE] The turtle is a fucking cheater and killed his competition before the race started
[QUOTE=Bordellimies;46397826]The turtle is a fucking cheater and killed his competition before the race started[/QUOTE] In fair justice though, the turtle got fucking stomped by three dwarves and a yak shortly after the miner fell in.
For those who'd like to know. An early release of DFHack is out for 40.14 [url]http://www.bay12forums.com/smf/index.php?topic=139553.1290[/url] So is Dwarf Therapist: [url]https://github.com/splintermind/Dwarf-Therapist/releases[/url]
[QUOTE=IAmAnooB;46397913]For those who'd like to know. An early release of DFHack is out for 40.14 [url]http://www.bay12forums.com/smf/index.php?topic=139553.1290[/url] So is Dwarf Therapist: [url]https://github.com/splintermind/Dwarf-Therapist/releases[/url][/QUOTE] Yes.. YES..
[QUOTE=Pilotguy97;46397327]Let me tell you all the story of Truthfulplanks: The Fortress of the hills. It started as a simple expedition to extend a nearby fortress. The caravan traveled along the main highway when it stopped at the final site, right beside a river. I thought it was a wondrous place to set up. Good fire clay, great hill setup and, of course, plentiful water. So I spend five to ten minutes planning out how the fort will start, planning hallways and pasturing the yaks. Not ten frames after I unpaused, a snapping turtle runs the only miner into the river and drowns him, forever losing the only pick. We can [U][I]STILL SEE[/I][/U] the fortress we came from and already we're stranded beyond hope. Fuck this expedition. Fuck this gay-ass world. I'm gonna string all these dwarves up to trees and watch them wish for starvation while the snapping turtles gnaw at them.[/QUOTE] Build some log huts. Hold out until autumn's first dwarf caravan. Buy new pick.
It'd be interesting if there were other types of strange moods besides the "take a workshop and make a special thing". Perhaps one where an engraver makes a legendary engraving on a random wall/one designated for engraving already encrusted with gems and lots of lore.
New Devlog: [QUOTE]This'll probably go up tomorrow -- here are some small changes that made their way in today: Added ability to mark/unmark everything in the depot from either column Made column widths even in trade view and abbreviated strings differently Added options in the bring-to-depot menu to toggle everything in a category or the visible list Added a few categories to the kitchen menu Alphabetized stone and kitchen menus Added magma-safe indicator to stone menu[/QUOTE]
And the update is out! [url]http://www.bay12games.com/dwarves/[/url] Lots of nice changes. [QUOTE]Here's another release with bug fixes and small changes to brighten your day. Major bug fixes Made growing trees update cave-in and light information properly Handled stress counter timing properly in adv mode Stopped nerve check from bypassing broken parts between thought center and body roots Stopped part from being pulped if inner nervous tissue is not detached Made pulped parts bleed properly Stopped crash from trying to place unit in proper connected component of crowded retired fort Fixed reversed inside/outside check for outdoor refuse hauling Other bug fixes/tweaks 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 Stopped tantrum dwarves from checking burrows for fistfights Changed tantrum action frequency Being in an owned site makes bogeyman not an issue Made ballista arrow heads and ballista arrows have edges Added ability to trade everything in the depot from either column Made column widths even in trade view and abbreviated strings differently Added select visible and select category to bring-to-depot menu Added totems to crafts tab of bring-to-depot screen Added a few categories to the kitchen menu Alphabetized stone and kitchen menus Added magma-safe indicator to stone menu Made encrust jobs respect furniture tools Cannot go into specific encrust menus if selected gem not available for encrust Dead dwarves removed from burrow count Made toggle button update properly when moving unit labor view to non-laborer 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 Stopped stress reactions from being applied to unintelligent critters Stopped stress reactions of hidden creatures from being announced Fixed many typos (Gorobay) Updated description for pulping so it doesn't say "bruised" etc. Fixed broken artifact thought text Stopped immortality goal from having a broken display in thoughts Properly recognized multiple embark minecarts of the same material Slowed down tantrum/mood/etc. indicators Stopped zombies from interrupting your sleep to ask if they can help you with something Increased default embark points to compensate for more default equipment (stepladder etc.) Allowed deletion of first uniform Stopped crafts brought by traders from satisfying craft mandates Made weather init option clear up weather properly instead of just turning off the global simulation[/QUOTE]
[quote]Stopped zombies from interrupting your sleep to ask if they can help you with something[/quote] Not a bug!
[QUOTE=Ray551;46418767]Not a bug![/QUOTE] can you imagine a sick/wounded dwarf sleeping when his/her's zombie wife/husband and ask "do you need something dear?" oh man thats spooky
[QUOTE=IAmAnooB;46431707]can you imagine a sick/wounded dwarf sleeping when his/her's zombie wife/husband and ask "do you need something dear?" oh man thats spooky[/QUOTE] All I can imagine is a necromancer being incessantly woken up by his private army of disembodied pelts and hands passive-aggressively asking if he's going to be doing anything.
[img]http://i.imgur.com/E95Ig0V.png[/img] "The Absolute Lamb" "Forgotton Beast"
So a bunch of troglodytes got into my fortress. 22 of my dwarves ganged up on them and have killed all but one. The one that's left is just sitting there taking hits from all sides [editline]9th November 2014[/editline] And I think half my fortress just leveled up to legendary in observer because of the fight
[IMG]http://i.imgur.com/64nY6b3.png?1[/IMG] I'm currently running around in a Goblin Dark Fortress. I've saved a bunch of child prisoners. Here's one of the prisoners greeting his cousin who was also kidnapped. [IMG]http://i.imgur.com/0yrrWBE.png?1[/IMG] Licesi Goldensucks was the giant Rain Monster demon master that took over the goblin civilization, I walked in to him beating the shit out of the goblin king. This demon guy was capable of pulping people with single punches and kicks, and also wielded a -human hair earring- as his main weapon. Very dangerous and deadly, it was an extended fight of me dodging his attacks frantically and trying to save the children I had rescued. I got in a few hits that did very little or were just avoided before I landed this one. Took his crown and wore it because why not. Since he was a Rain Monster he became a puddle on the floor that I promptly drank from because I was thirsty. And why not.
So what's it like living in one of those entirely evil worlds. I saw posts about it a couple pages back, but I wanted to hear more.
Well, most of the time a lot of the 'good' races have died off. Usually this is Elves first, then Humans, then Dwarves last. So allies are few and far between, and trading can be difficult. Living in an evil biome tends to result in particularly fun occurrences like all forms of bodies reanimating and attacking on their own, clouds of pure acid, or clouds that turn any living creature hit by it into a thrall - essentially mindless creatures that hate all life similar to undead, with absolutely extreme amounts of strength and all the fun [NOPAIN][NOFEAR] and similar tags that zombies have. Blood raining from the sky, - that sometimes causes syndromes similar to the randomly generated clouds - random undead, and incredibly aggressive and hostile wildlife whose sole purpose is devouring everything alive in your fortress. In other words, it's fucking awesome.
Basically, there is mostly goblins and other horrible things. Which is awesome. If you want, I can create an evil world for the latest version, if anybody wants one.
Never played Dwarf Fortress before, and I feel like I will start it up and learn how it works myself. Question, though, is there anything I need or is highly recommended besides the vanilla game?
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