[QUOTE=Pinhead!;46566620]But hes my swordmaster :c. Also im trying to make burrows to lock them to starve, is that a "logical" way to do it?[/QUOTE]
Assign any potential werebeast dwarfs to a quarantine burrow that contains food and drink, but then [i]wall off the burrow[/i]. A transformed werebeast is a building destroyer, and will knock a locked door off its hinges. If your dwarf doesn't transform by the next [url="http://dwarffortresswiki.org/index.php/DF2014:Werebeast#Transformation_Dates"]full moon[/url], then you can let him out; otherwise you'll need to take him out with your military or atom-smash him.
You gotta be shitting me, i just had a liason and caravan show up and i talked to the liason and then the caravan fucking left before i could trade.
Embarked on a sinister mountain, the party was immediately slaughtered by undead Keas.
[t]http://dwarffortresswiki.org/images/thumb/1/13/Kea_on_rock_while_snowing.jpg/450px-Kea_on_rock_while_snowing.jpg[/t]
it is terrifying
[IMG]http://horobox.co.uk/u/technologics_1417148114.png[/IMG]
My parent civilization deals in the misery of gremlins.
No one posted the update? Well in case anyone missed it, [URL="http://www.bay12games.com/dwarves/index.html#2014-11-26"]Dwarf Fortress 0.40.19[/URL] released a few days ago.
[QUOTE]Here is another release for November, mostly related to livestock.
New stuff
Added gelding and associated profession/skill/etc.
Other bug fixes/tweaks
Showed animal gender symbols in a few more places
Got rid of mating-at-a-distance
Added drink tab to kitchen screen
Moved all remaining announcements to announcements.txt
Added ability add/remove bp flags to set bp group
Tweaked crowded pasture anger counter
Stopped liaison from inserting own gender into position change news
Added more work-arounds for compiler issue (fixing broken vault weapons and other problems)[/QUOTE]
Also:
[URL="http://www.bay12forums.com/smf/index.php?topic=140544.msg5844095#msg5844095"]Future of the Fortress reply[/URL].
[QUOTE=technologics;46590310][IMG]http://horobox.co.uk/u/technologics_1417148114.png[/IMG]
My parent civilization deals in the misery of gremlins.[/QUOTE]
It is terrifying
So, creatures no longer reproduce with spores?
Rest in peace, spores. You will be missed.
[QUOTE=technologics;46590310][IMG]http://horobox.co.uk/u/technologics_1417148114.png[/IMG]
My parent civilization deals in the misery of gremlins.[/QUOTE]
That's an unusually fancy way for the game to say that your civilization enslaves gremlins.
[QUOTE=Zombie_2371;46610307]It is terrifying[/QUOTE]
It was inevitable
Don't know if anyone cares but:
[video=youtube;6avy8k9bE8c]http://www.youtube.com/watch?v=6avy8k9bE8c[/video]
[QUOTE=Pyroknight;46623060]Don't know if anyone cares but:
[video=youtube;6avy8k9bE8c]http://www.youtube.com/watch?v=6avy8k9bE8c[/video][/QUOTE]
I need this in my life.
[QUOTE=ElectroMagnet;46614295]It was inevitable[/QUOTE]
It should be stopped using all means at our disposal.
Hey guys, I made alternate dwarf tiles for my tileset,
12x12:
[t]http://i.imgur.com/9vW2i77.png[/t]
16x16:
[t]http://i.imgur.com/Jj8bn22.png[/t]
How do these look? Would you use these over the faces?
I like it. I really like that the military dwarves have little helmets. I'd use 'em over the default icons.
Instead of making my own fort I decided to reclaim one of the forts made during worldgen
On the first attempt, the entire embark was mercilessly slaughtered by clowns
The second attempt is going much better except for the fact that the whole fort is kind of a clusterfuck, I've also postponed further exploration and sealed off a significant portion because I keep getting ambush notifications and it takes me to some unexplored part of the map deep underground
[QUOTE=Sitkero;46643944]
On the first attempt, the entire embark was [B]mercilessly slaughtered by clowns[/B]
[/QUOTE]
This isn't SS13...
dear god could you imagine ss13 in dwarf fortress?
This is an assistant!
It is terrifying!
[QUOTE=Zombie_2371;46649755]This isn't SS13...
dear god could you imagine ss13 in dwarf fortress?
This is an assistant!
It is terrifying![/QUOTE]
Clowns and the circus are spoilers for [sp]demons and hell[/sp]. We use them mostly out of habit because we all know what they are, but also because we occasionally get new players and HFS is more fun when it's hidden.
Is there an updated orkels tileset for 2014? The one in OP doesn't have new trees for me. I may have just installed it wrong though.
[QUOTE=billibobc;46650940]Is there an updated orkels tileset for 2014? The one in OP doesn't have new trees for me. I may have just installed it wrong though.[/QUOTE]
The init and d_init files in Orkel's tileset are outdated, which messes up the trees.
You can still use it though, what you'll have to do is copy only the art files into your Dwarf Fortress install. Then edit the vanilla init.txt and change the [FONT:] setting to [FONT:Cooz_curses_square_flat_16x16.png]
You can copy over the color.txt as well, if you want the natural colors he uses. Or find a different color scheme to use.
Not entirely sure. I thought the current one still works, the trees seem fine to me
[QUOTE=Orkel;46651078]Not entirely sure. I thought the current one still works, the trees seem fine to me[/QUOTE]
I just downloaded the tileset from the original post and the d_init.txt is missing a lot of stuff relating to trees, as well as a few other things. This is causing the trees to be invisible.
[QUOTE=CowThing;46651072]The init and d_init files in Orkel's tileset are outdated, which messes up the trees.
You can still use it though, what you'll have to do is copy only the art files into your Dwarf Fortress install. Then edit the vanilla init.txt and change the [FONT:] setting to [FONT:Cooz_curses_square_flat_16x16.png]
You can copy over the color.txt as well, if you want the natural colors he uses. Or find a different color scheme to use.[/QUOTE]
Thanks! Ill try that
[QUOTE=Zombie_2371;46610307]It is terrifying[/QUOTE]
It was inevitable.
Haven't actually played .40 yet. Gunna download it now and give it a try. And use CowThings pack because its purty.
I did update my tileset, by the way, with the new dwarf tiles. [URL="http://www.bay12forums.com/smf/index.php?topic=145802.0"]Link[/URL].
I also started work on the next update:
[IMG]http://i.imgur.com/YuxkytU.png[/IMG]
In other news:
[URL="http://www.bay12forums.com/smf/index.php?topic=139553.0"]DFHack[/URL] is updated to 40.19
[URL="http://www.bay12forums.com/smf/index.php?topic=122968.0"]Dwarf Therapist[/URL] too.
69 population, 27 kids. Goddamn.
[img]http://puu.sh/dke7q/466cbc93ba.png[/img]
[QUOTE=Lijitsu;46649982]Clowns and the circus are spoilers for [sp]demons and hell[/sp]. We use them mostly out of habit because we all know what they are, but also because we occasionally get new players and HFS is more fun when it's hidden.[/QUOTE]
I know..
us dwarf fortress guys are too nice to eachother
I've been modding DF. Managed to make some new civilizations.
Humans are now split into Nordic humans (Vikings), Drezzari Humans (Arab), Hoxhiem Humans (Medieval Germanic), Savage Humans (Celtic), and Xubkib Humans (Evil).
Dwarves are now split between normal Dwarves (Same as Vanilla), Dark Dwarves (Evil Dwarves), and Absokin Dwarves (Above-Ground Dwelling Dwarves).
Elves are currently divided between Valen (Vanilla Forest Elves), Nolden (City-Dwelling, Human-like High Elves), and eventually Tharumi (Evil) once I finish them.
Evil factions are split between Goblins (Vanilla), Orks (Larger, Stronger Goblins, Town-Dwelling), Black Orks (Slightly Bigger Orks, Fortress-Dwelling), and Tauri (Forest-Dwelling Beastmen) once I finish them.
Any other ideas for races, or how I can make the current ones more unique? Right now, the big thing that separates them is their sizes and cultures, as well as their default settlement types.
I also added scale and lamellar armors, bascinets, great helms, mail coifs and mittens, padded coifs and gambesons, and a new special helmet for Drezzari (helmet with wrap) that is different in name only.
As far as creatures, I added some new "fanciful" ones that don't appear in the world but your Dwarves will use them in engravings and the like. These include manticores, kraken, old ones and deep ones, and balrogs.
As for the rest, I need to figure out tissues and shit before I can make them, but currently I plan some new megabeasts, such as the Terrasque and "colossal" variations of existing animals. I only planned one semi-megabeast, the Gashadokuro, which is a giant skeleton assembled from the bones of famine victims. It eats people, obviously.
On the more "normal" sized creatures, Gorgons (not sure how to make people into stone yet, probably cause them to become statues upon death), Direwolves, and Sabre-Toothed Tigers are all I have planned for non-Evil biomes.
Evil biomes will feature Cerberuses (three-headed dogs), Plaguebearers (festering sacks of disease, rot, and bloat that spread diseases unto dwarves and other creatures), Grave Walkers (emaciated humanoids that scavenge remains but try to avoid other creatures), Gorehounds (large, monstrous dogs that lack skin and viciously attack on sight) and Battle Wraiths (creatures assembled from the angry spirits of former battles who are masters of combat).
Anyone have some other good creature ideas? I want to make some more "unique" stuff that isn't just the byproduct of other fantasy media.
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