[QUOTE=Jrose14;46726001]IIRC, copper would be better for sharp weapons like saxes. Use your silver for crossbows or hammers.[/QUOTE]
Seems like I only have copper and silver on this site. I just digged to the magma sea and found no other ores.
Use burrows or assign him to a squad by himself and order him out.
Copper is largely garbage, but it beats wood. If you have silver, you have the best material to make hammers out of - outside of stuff you can't use, like lead, gold, and especially platinum. Buy up all of the cheap iron and steel weapon, melt them down, and use them to make armor. Then just field a huge amount of hammerdwarves.
How is performance on this game? I last played right when the new update came out and was getting 60-70 fps compared to my usual 100+ fps.
[QUOTE=woot835;46725636]How can I send only one dwarf?
Also what is better for battleaxes, copper or silver? I have yet to find any iron bearing ore in my mines.[/QUOTE]
Press 'p' to select individual dwarfs from a squad.
Fuck, I've fallen out of Dwarf Fortress. I gotta get back into it over break
DF is like riding a bike, you never forget.
[QUOTE=ImperialGuard;46730897]DF is like riding a bike, you never forget.[/QUOTE]
I still tinker around in adventurer mode occasionally, I just haven't done a proper fort in a while
[QUOTE=ImperialGuard;46730897]DF is like riding a bike, you never forget.[/QUOTE]
You sure as hell fall down a lot
Even if you are good at it
You literally do not stop riding the bike until you slow down to the point of not moving, or die
[QUOTE=ImperialGuard;46730897]DF is like riding a bike, you never forget.[/QUOTE]
No matter how good you are at riding one day everything will go wrong and you'll see entire families murdered by an upset miner and then proceed to swear at your computer?
[IMG]http://i.imgur.com/hofnOKh.png[/IMG]
just when i thought i was doing fine
what do i do
i don't even know what a skink is
Skinks are a type of lizard. Werecritters are usually pretty simple to deal with if you can shut your fort up, as oftentimes they'll turn back into their humanoid form after a few minutes. Mostly just try not to let anyone get into combat with him if you can.
okay so i decided to handle this on my own
closed up the fort with a drawbridge and sent my brave squad, The Triangular Irons, to deal with the beast
killed pretty quickly with a few casualties and injuries
i did it yay
[editline]17th December 2014[/editline]
oh shit i don't have a hospital
[editline]17th December 2014[/editline]
[IMG]http://i.imgur.com/7nLn25n.png[/IMG]
oh
[editline]17th December 2014[/editline]
[IMG]http://i.imgur.com/7YPlqgh.png[/IMG]
oh.
i feel like Armok has given me a second chance
that's actually good, i only need to kiss my artifact granite mug goodbye
[URL="http://www.bay12forums.com/smf/index.php?topic=146696"]40.20 is out![/URL]
[QUOTE]Here is the job priorities release. It should work fine with old saves, though existing hauling jobs may need to work themselves out for a bit. Further job prioritization work can be done when we get through the framework for start scenarios, since we'll better understand how dwarves fit into the fortress at that time.
New stuff
(*) New job selection process where dwarves choose important tasks with more regularity
(*) Very important jobs can remove dwarves from less important jobs
(*) Ability to prioritize a job so that it gets done immediately
(*) Mining, engraving and other designation jobs can now be prioritized numerically
(*) Designation jobs can be placed in a "marker only" mode, marker can be removed later to start work
(*) Mining jobs can be set to automatically follow veins and clusters
(*) Mining designation can be set to only select visible gems or useful stone
Major bug fixes
(*) Fixed crash related to armies failing to take over villages
Other bug fixes/tweaks
(*) Hauling jobs that used to need a held container now allow the dwarf to carry many items without a container
(*) Building jobs can swipe items from hauling jobs if the item is not held
(*) Wall/floor construction and road construction use new skill-free labor settings[/QUOTE]
My carpenter has gone full retard.
She refuses to stop building stone walls and floors in spite of being almost hungry, thirsty and not being a mason.
Nevermind she's back to normal.
[QUOTE=CowThing;46745937]Here is the job priorities release. It should work fine with old saves, though existing hauling jobs may need to work themselves out for a bit. Further job prioritization work can be done when we get through the framework for start scenarios, since we'll better understand how dwarves fit into the fortress at that time.
New stuff
(*) New job selection process where dwarves choose important tasks with more regularity
(*) Very important jobs can remove dwarves from less important jobs
(*) Ability to prioritize a job so that it gets done immediately
(*) Mining, engraving and other designation jobs can now be prioritized numerically
(*) Designation jobs can be placed in a "marker only" mode, marker can be removed later to start work
(*) Mining jobs can be set to automatically follow veins and clusters
(*) Mining designation can be set to only select visible gems or useful stone
Major bug fixes
(*) Fixed crash related to armies failing to take over villages
Other bug fixes/tweaks
(*) Hauling jobs that used to need a held container now allow the dwarf to carry many items without a container
(*) Building jobs can swipe items from hauling jobs if the item is not held
(*) Wall/floor construction and road construction use new skill-free labor settings[/URL][/QUOTE]
This is the best update
(*) Hauling jobs that used to need a held container now allow the dwarf to carry many items without a container
DOES THIS MEAN NO MORE SEED SPAM
[QUOTE=CowThing;46745937]Here is the job priorities release. It should work fine with old saves, though existing hauling jobs may need to work themselves out for a bit. Further job prioritization work can be done when we get through the framework for start scenarios, since we'll better understand how dwarves fit into the fortress at that time.
New stuff
(*) New job selection process where dwarves choose important tasks with more regularity
(*) Very important jobs can remove dwarves from less important jobs
(*) Ability to prioritize a job so that it gets done immediately
(*) Mining, engraving and other designation jobs can now be prioritized numerically
(*) Designation jobs can be placed in a "marker only" mode, marker can be removed later to start work
(*) Mining jobs can be set to automatically follow veins and clusters
(*) Mining designation can be set to only select visible gems or useful stone
Major bug fixes
(*) Fixed crash related to armies failing to take over villages
Other bug fixes/tweaks
(*) Hauling jobs that used to need a held container now allow the dwarf to carry many items without a container
(*) Building jobs can swipe items from hauling jobs if the item is not held
(*) Wall/floor construction and road construction use new skill-free labor settings[/QUOTE]
Can I prioritize medical so I can [del]watch dwarfs rip eachothers guts out[/del] have my miners actually ever get back to health?
[QUOTE=Vacuum;46735292][IMG]http://i.imgur.com/hofnOKh.png[/IMG]
just when i thought i was doing fine
what do i do
i don't even know what a skink is[/QUOTE]
Fuck. Skinks.
[IMG]https://dl.dropboxusercontent.com/u/111996868/2014-2/general/Eulamprus-quoyii-thumb.jpg[/IMG]
This is an Eastern Water Skink, occurring on the east coast of Australia.
These hyper aggressive midgets usually grow to only the size of your hand and can barely open their mouth more than a centimetre. But when they do, they clamp down hard. They get shitty at me when I do yard work, and the last time one stuck itself on my thumb it wouldn't let go until I slapped my hand against a power pole a few times.
If they terrify me in my own backyard I don't even want to imagine what they're DF equivalent is.
[QUOTE=ScottyWired;46753718]If they terrify me in my own backyard I don't even want to imagine what they're DF equivalent is.[/QUOTE]
To be fair, you live in Australia. Literally everything there except your possums and quokkas are trying to kill you. Every time I think "Man, I'd really love to visit Australia" I just get reminded that the entire continent hates humans and have to sadly shelve that hope alongside my childhood dreams of becoming a racecar driver.
do we have a succession fort
pls tell me we do
We did, once
I started one, made a really bad first few posts, then another guy picked up his turn then everyone sort of forgot all about it. If we do make yet another one, it has to be in an evil biome.
Holy shit this update is going to fix so many of the logistical problems that caused long term forts to fail. Finally the important shit will get done and the fort won't come to a screeching halt because everyone is hauling rocks or some other dumb shit. thank you based toad.
There is only two kinds of not-fun FUN: logistics and lag death.
Now he's removed one of them, this is great.
I started a new fort with the Masterwork mod pack. Founded a fort all nice and dandy and in 5 minutes I see the number one next to the deceased tab.
Something killed a Cave Dragon.
I fear digging now.
EDIT: Well this fort is doomed to starve. Broker refuses to go trade with the caravan, and the moment I get someone else to go trade for him and be 3 squares away from the depo, the caravan left.
:downs:
Bugfix release for yesterday's mining release
[url]http://www.bay12games.com/dwarves/[/url]
[quote]This fixes some large and small problems with yesterday's release. Save corruption was quite possible, so upgrading is important! You can still bring your old saves from 0.40.03+ into this new version.
Major bug fixes
Made hauling jobs that chain to other hauling jobs respect job postings, instead of causing crashes and other horror
Fixed stair/ramp removal
Other bug fixes/tweaks
Made digging look up/down for continuing jobs
Fixed problem with harvest jobs stealing dwarves from each other[/quote]
[QUOTE=Orkel;46757515]Bugfix release for yesterday's mining release
[url]http://www.bay12games.com/dwarves/[/url][/QUOTE]
It also completely broke metalsmithing, meaning I now have unending mounds of very conveniently vein-mined ore.
Damnit Toady, you [B]blew it[/B].
Another bugfix release
[url]http://www.bay12games.com/dwarves/df_40_22_win.zip[/url]
[quote]Some more quick fixes.
Major bug fixes
Multi-item jobs like artifact moods, forging breastplates and smelting pig iron should work now
Other bug fixes/tweaks
Made toggle marker behave like toggle engraving mouse-wise[/quote]
Started a new fortress.
[t]http://puu.sh/dDZdb/832dac9ebd.png[/t]
Probably the best way to start a game. I don't even have my first farms set up, let alone a hospital.
Sorry, you need to Log In to post a reply to this thread.