Went to donate moneys to Toady and Tarn.
Apparently they don't accept Bitcoin -_-
Perhaps I will mail them a paper wallet with some BTC on it.
I made a tileset. Both 12x12 and 16x16.
[URL="http://www.bay12forums.com/smf/index.php?topic=145802.0"]Bay12 Forums Thread[/URL]
[URL="http://dffd.wimbli.com/file.php?id=10087"]DFFD Download[/URL]
How do you make your soldiers use training weapons for their training?
[QUOTE=CowThing;46520439]I made a tileset. Both 12x12 and 16x16.
[URL="http://www.bay12forums.com/smf/index.php?topic=145802.0"]Bay12 Forums Thread[/URL]
[URL="http://dffd.wimbli.com/file.php?id=10087"]DFFD Download[/URL][/QUOTE]
looks so sweet, I think I'll use it if I get back in the game.
Perhaps add it to the repo on DFwiki? I dunno if there any rules tied to that besides having it be an up to date tileset.
[QUOTE=CowThing;46520439]I made a tileset. Both 12x12 and 16x16.
[URL="http://www.bay12forums.com/smf/index.php?topic=145802.0"]Bay12 Forums Thread[/URL]
[URL="http://dffd.wimbli.com/file.php?id=10087"]DFFD Download[/URL][/QUOTE]
I like this except i wish the dorfs didn't look so :downs:
[QUOTE=Pinhead!;46520459]How do you make your soldiers use training weapons for their training?[/QUOTE]
It's not really a big deal to use training weapons during actual training, they basically never get more than some bruises unless you're particularly unlucky or someone throws somebody into a wall.
[QUOTE=scratch (nl);46520622]looks so sweet, I think I'll use it if I get back in the game.
Perhaps add it to the repo on DFwiki? I dunno if there any rules tied to that besides having it be an up to date tileset.[/QUOTE]
I'm not sure how to add it to the Wiki, but I'll look into it.
[QUOTE=WastedJamacan;46520739]I like this except i wish the dorfs didn't look so :downs:[/QUOTE]
I actually made them :downs: on purpose, I think it fits those silly dwarves. :v:
I will add some alternatives eventually, though.
[QUOTE=CowThing;46520860]I'm not sure how to add it to the Wiki, but I'll look into it.
I actually made them :downs: on purpose, I think it fits those silly dwarves. :v:
I will add some alternatives eventually, though.[/QUOTE]
I... didn't even think of it that way. It makes a lot of sense, actually :v:
i'm completely self-sufficient and properly defended, whats a good way to mix things up?
Murder some elves. Breach the cavern and explore. Dig for the circus.
[editline]18th November 2014[/editline]
That's in a rather specific order, FYI. Elves are easier than caverns is easier than clowns. Elves stealth and have a tendency to catch you unaware, but the cavern has a lot of shit that will catch you off guard or that looks easy and turns out to be incredibly deadly.
Devlogs
[quote]I dealt with a few dwarf stress issues today -- they shouldn't jump into animal or training conflicts for vengeance (though they'll jump in if the conflict escalates to actual violence), and after poking around in some saves I made dwarves lose stress faster and faster as they go through weeks and months without any strong stressors. A dwarf can still be haggard without active stressors in their thoughts, but these stressed states shouldn't last for decades if tragedy is avoided (the stress was going down too slowly, though you could eventually work it off with good thoughts).[/quote]
[quote]I cleaned up some crashes today. One of them involved a night creature that had wandered into a shop and killed the owner... the creature then somehow got assigned as the owner. The crash happened when the night creature tried to come up with things to say to potential shoppers, since it didn't have a civilization as a frame of reference. I fixed that part, but I still have no idea why it thought it should change professions in the first place...[/quote]
I don't know. I think that Night Creatures should totally take over places of people, by killing them and disguising. Only coming out to hunt in the night, but leading "normal" lived by day.
[QUOTE=gufu;46527635]I don't know. I think that Night Creatures should totally take over places of people, by killing them and disguising. Only coming out to hunt in the night, but leading "normal" lived by day.[/QUOTE]
A demon/shapeshifter that disguises itself as whoever it slays could be a really nice quest, might take some detective work to figure out who it is.
[QUOTE=Bordellimies;46527707]A demon/shapeshifter that disguises itself as whoever it slays could be a really nice quest, might take some [B]detective[/B] work to figure out who it is.[/QUOTE]
It was me. In the Mead Hall. With a lion corpse to the head, breaking the skull and entering the brain.
[QUOTE=Bordellimies;46527707]A demon/shapeshifter that disguises itself as whoever it slays could be a really nice quest, might take some detective work to figure out who it is.[/QUOTE]
I would love a quest like this as long as I knew going in that I would need to do some detective work.
[URL="http://www.bay12games.com/dwarves/?0.40.17"]Dwarf Fortress 0.40.17 released[/URL]
[QUOTE]Here is another friendly little release.
Major bug fixes
Fixed collapsing shrines
Fixed army crash/bad behavior near the right/lower edge of the map
Fixed a conversation crash related to uncivilized people/creatures trying to sell something in the market
Made people only jump into actual conflicts, rather than animal encounters and training events
Other bug fixes/tweaks
Made stress levels drop faster the longer no stressors are applied
Made gathering plants from the ground add to herbalist skill properly again
Made plants that grow in winter-spring plantable at all proper times (Quietust)
Optimized flag checks for non-windows OSs (ag)
Fixed problem deleting stockpile links in the case that stockpile had multiple give/take settings
Fixed blinking behavior for stockpiles/zones vs. ramps/stairs
Fixed blinking behavior for designations vs. anything obscuring them
Fixed double untranslated name in thoughts screen
Fixed elf diplomacy typo
[/QUOTE]
[QUOTE=CowThing;46528803][URL="http://www.bay12games.com/dwarves/?0.40.17"]Dwarf Fortress 0.40.17 released[/URL][/QUOTE]
He released .18 right afterwards because .17 broke smelting and such.
[url]http://www.bay12games.com/dwarves/df_40_18_win.zip[/url]
Also, Toady added castration
[quote]Today saw the addition of an oft-requested feature -- the ability to geld! We stayed away from new parts, but there's a body part tag for it on appropriate male critters, as well as a job and so on. The job takes place at the farmer's workshop after the animal is designated in a way similar to slaughtering. The process is modeled with a wound within the existing framework.
All breeding also occurs within touch range now, though there isn't a new activity for it or anything. Some more tools for breeding and animal population control are now in place. Due to the raw changes, it won't be available in old saves without tweaking the raws.
To avoid having to create new bodies for the males, there was also a small addition to the raws to allow body part tags to be added/removed after a caste has bodies. It only works with the simple tags like LOWERBODY/STANCE/SIGHT/GUTS/etc. rather than tissue flags at this point, but it's useful for a few things. For example, after declaring the male caste, [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE].[/quote]
Havent played since the 2014 release, any big updates or mostly just bug fixing and the like?
[QUOTE=billibobc;46552096]Havent played since the 2014 release, any big updates or mostly just bug fixing and the like?[/QUOTE]
Complete overhaul of the thoughts system, for one thing.
[IMG]http://horobox.reager.org/u/orkel_1414381280.png[/IMG]
[IMG]http://horobox.reager.org/u/orkel_1414394953.png[/IMG]
After a particularly terrible forgotten beast slaughterfest
[IMG]http://horobox.co.uk/u/orkel_1414445557.png[/IMG]
[IMG]http://horobox.co.uk/u/orkel_1414383442.png[/IMG]
(screenshots by Orkel)
My dwarf fortress from earlier is still going strong but...
It has no iron, at all. I've been digging for so long in various z levels and to no success. I have found all kinds of gems and other ores like silver, copper, and gold.
I feel im gonna get really destroyed by a siege with a military with copper armor.
[QUOTE=Pinhead!;46553304]My dwarf fortress from earlier is still going strong but...
It has no iron, at all. I've been digging for so long in various z levels and to no success. I have found all kinds of gems and other ores like silver, copper, and gold.
I feel im gonna get really destroyed by a siege with a military with copper armor.[/QUOTE]
It's surprisingly common to just have no iron. Best thing you can do from there is just to buy shitloads of it from the caravan and hope for the best.
[QUOTE=Orkel;46548227]
Also, Toady added castration[/QUOTE]
Does this mean that you could go around and control the wolf population by shooting them all in the dick?
oh no i'm awake at 3 in the morning and the DF theme is playing in my head, should I do it
My fortress is having lots of troubles with werebeasts, a couple of my military keeps getting bitten each time and i have to retire and stick em in a hole. One of my swordmasters even got bitten in the left eye lid and i don't know if hes infected or not.
[QUOTE=Pinhead!;46553304]My dwarf fortress from earlier is still going strong but...
It has no iron, at all. I've been digging for so long in various z levels and to no success. I have found all kinds of gems and other ores like silver, copper, and gold.
I feel im gonna get really destroyed by a siege with a military with copper armor.[/QUOTE]
Traps. Lots and lots of traps. Then melt down the goblinite.
[QUOTE=Pinhead!;46555817]My fortress is having lots of troubles with werebeasts, a couple of my military keeps getting bitten each time and i have to retire and stick em in a hole. One of my swordmasters even got bitten in the left eye lid and i don't know if hes infected or not.[/QUOTE]
i think he's fucked
[QUOTE=Pinhead!;46555817]One of my swordmasters even got bitten in the left eye lid and i don't know if hes infected or not.[/QUOTE]
Willing to bet he is.
lock him in the immigrant dormitories, find out for yourself if he's infected
But hes my swordmaster :c. Also im trying to make burrows to lock them to starve, is that a "logical" way to do it?
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