[QUOTE=PredGD;41413780]What difference does it make? Is there a big difference between just starting a world and generating it for a while?[/QUOTE]
You get more interesting things. Goblins will bring brainwashed species of other civs to fight with them. Pretty often get hostile humans and elves arriving with the goblin sieges. Goblins will have more kinds of mounts, and other civs will have more stuff to trade.
Although if the history generates too far the goblins could have been all wiped out. Same with other civilizations. The longer the history the more historical beasts get wiped out. No Rocs or Dragons or Bronze Colossus.
I'd say 250 years is a good number because you get decent amount of history but nothing really goes missing in the world.
With Adventure mode you want a lot of history to let all the sites develop. If you don't you'll go to cities and they wont even have armorers.
I remember in one 1050 world the goblins sieged my fort with all mounted squads.
The mounts were all cave dragons.
[img]http://filesmelt.com/dl/What_the_f.png[/img]
This was only half of the siege.
[editline]11th July 2013[/editline]
Note how they're all named.
[editline]11th July 2013[/editline]
I still have the save lol
[editline]11th July 2013[/editline]
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/massacre1.png[/IMG][/URL]
[editline]11th July 2013[/editline]
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/1337ammo.png[/IMG][/URL
53 dwarven children and 18 dwarves, oh god and over half of them are tantruming/upset
Stop getting possessed and get more useful moods you useless fucking boozehounds
So for the first time since I'm playing DF a king came to my fortress. In that moment I had about 500 drinks and meat, and nearly everybody was ecstatic (no cheats!). My fortress had a nursery (dormitory with a burrow) to which I assigned all kids from the fortress. When the king came, one of kids died from thirst so I thought it's time to close nursery and allow kids to roam freely across my kingdom. One second after that my food stockpile was overrun by over 80 kids. In two days I lost all of my food and alcohol. Everybody was suddenly hungry and thirsty (which was strange to me because I had several wells). Not so long after it, kids started to experience different moods. Floor was quickly covered with blood. One of the first victims of great starvation was the king himself. After two hours of trying to fix the food problem I gave up. I ordered all kids to go to a track on which minecarts with lava were traveling with high speed. After they died, parents rose up and I ordered them too to go there. That way my first capital fortress collapsed in one season after the king came here. The name of group was "Fortress Trapped".
Great. I thought it would be good idea to embark tile-to-tile to my abandoned fortress. Everything was fine until first wave of imigrants came... full of miserable parents, crying over their lost childrens, refusing to work, full of tantrums. FUCK.
Is it just me or are adventure mode quests a lot harder than they used to be? I've only been playing Fortress Mode in the 2012 release, and when I tried adventurer all of the quests lead me out to the middle of nowhere into blank plains with no enemies. Am I doing something wrong? I'm not getting any more bandit camps / night terror caves.
[QUOTE=amazer97;41423941]Is it just me or are adventure mode quests a lot harder than they used to be? I've only been playing Fortress Mode in the 2012 release, and when I tried adventurer all of the quests lead me out to the middle of nowhere into blank plains with no enemies. Am I doing something wrong? I'm not getting any more bandit camps / night terror caves.[/QUOTE]
Look around? There might be a cave entrance or something that you keep missing. Those can be hard to find.
[QUOTE=Frankess;41422826]So for the first time since I'm playing DF a king came to my fortress. In that moment I had about 500 drinks and meat, and nearly everybody was ecstatic (no cheats!). My fortress had a nursery (dormitory with a burrow) to which I assigned all kids from the fortress. When the king came, one of kids died from thirst so I thought it's time to close nursery and allow kids to roam freely across my kingdom. One second after that my food stockpile was overrun by over 80 kids. In two days I lost all of my food and alcohol. Everybody was suddenly hungry and thirsty (which was strange to me because I had several wells). Not so long after it, kids started to experience different moods. Floor was quickly covered with blood. One of the first victims of great starvation was the king himself. After two hours of trying to fix the food problem I gave up. I ordered all kids to go to a track on which minecarts with lava were traveling with high speed. After they died, parents rose up and I ordered them too to go there. That way my first capital fortress collapsed in one season after the king came here. The name of group was "Fortress Trapped".[/QUOTE]
Jesus Christ. How did the kids get their food and drink before, if they weren't draining your stockpile?
Also that's a pretty metal way to get rid of people. I love it.
Well... I gave them their own food stockpile. Although it was only 2 tile wide. I also skipped information that children were dying from thirst long before the king came. I just don't like children. Children are useless, everything eating vermin. Another stupid thing is that they take bedrooms.
I wish you could draft children into the militia.
I'm always running short on useless people (In my forts, I won't risk the lives of anyone who has useful skills, no matter how redundant he is), even though I often have ~100 able bodies doing fuck all.
[QUOTE=Pilotguy97;41424090]I wish you could draft children into the militia.[/QUOTE]
this sounds fucked up taken out of context
There should be an option for Dormitory: Force children to live here Y/N
Force children to work in mine Y/N
Force children to magma pit Y/N
Force children Y/N
[QUOTE=Mike Tyson;41424097]this sounds fucked up taken out of context[/QUOTE]
I thought that while writing it, but then I went on to think about other fucked up hypotheticals that would make perfect sense in DF.
[I]"I wish you could butcher dwarf, elf and human corpses. That would solve all my hunger problems."
"I should make a disemboweling machine next to the hospital. My statue garden is built into a hematite vein, but I want the colours to be uniform."
"I wish my dwarves had more stillborns. We need some more leather and bolts."[/I]
For humans, it's crimes against life as a whole.
For dwarves, it's efficiency people just aren't tapping into.
The worst part is that the first one can easily be modded in, the second one is already possible in the game and the third one is not only possible, but has likely already been superseded in its levels of pure macabre. :v:
[QUOTE=amazer97;41423941]Is it just me or are adventure mode quests a lot harder than they used to be? I've only been playing Fortress Mode in the 2012 release, and when I tried adventurer all of the quests lead me out to the middle of nowhere into blank plains with no enemies. Am I doing something wrong? I'm not getting any more bandit camps / night terror caves.[/QUOTE]
Select the quest in your map/log menu and you'll get a compass indication on the direction of your target.
edit: ofcourse you might just find the night creature lair completely empty because the owner is out and wont come back for a week.
[QUOTE=Gray Altoid;41419812]Stop getting possessed and get more useful moods you useless fucking boozehounds[/QUOTE]
Better possessed than fell and terrible laughs that can lead to tantrum spirals.
[QUOTE=Terminutter;41407832]THIRTY
[b]THIRTY[/b]
THIRTY TILES ACROSS![/QUOTE]
I wonder how we're going to take those things down. 30 tiles across is gigantic (even if it's mostly leaf), and they're definitely more than a few z-levels tall too.
In adventure mode is there a way to get past campfire? I may have screwed myself over by trapping myself with a campfire in a 1x1 corridor that leads to the only exit to the surface.
Actually a cool trick you can do is burrow your children so they can access the farms and the trade depot (and access to your trade goods).
Harvesting crops and bring items to the trade depot is a job all dwarves will do. Your children will gain valuable farming experience by picking crops and extra labour for hauling all your shit to the depot instead of being useless shits like usual.
[QUOTE=Neo Kabuto;41426608]I wonder how we're going to take those things down. 30 tiles across is gigantic (even if it's mostly leaf), and they're definitely more than a few z-levels tall too.[/QUOTE]
Fire.
Oh no a wearbear child has come to my fortess. What do I do?
Ok it just ate a wild emu, turned back into a child, then ran off the side of the map.
I remember the day my fort was besieged by a weresquirrel, we were under siege for a good thirty seconds before the cat killed it
New fortress, huge ambitions. Fundation for the new kingdom was laid, 10 dwarfs working hard to make life better. Then the huge gray "B" came and ate my craftsdwarf. In panic I took everyone (without miners and mason, I'm not that stupid) to army and ordered them to kill the B with bare hands. I lost 4 more dwarfs, I'm still alive but also surrounded by berserks. From 10 I got quickly to 4 survivors. Thankfully migrants came and I can continue my big project. It was a test from Amorak to check if I'm worthy. Not so long after that tragedy I found magma pocket 16 Z levels under ground!
[t]http://i262.photobucket.com/albums/ii113/Frankess/Dwarf%20Fortress/df2.jpg[/t][t]http://i262.photobucket.com/albums/ii113/Frankess/Dwarf%20Fortress/df.jpg[/t]
The name of the fortress is "DriveShaft" (You all everybody)
[QUOTE=Frankess;41436736]New fortress, huge ambitions. Fundation for the new kingdom was laid, 10 dwarfs working hard to make life better. Then the huge gray "B" came and ate my craftsdwarf. In panic I took everyone (without miners and mason, I'm not that stupid) to army and ordered them to kill the B with bare hands. I lost 4 more dwarfs, I'm still alive but also surrounded by berserks. From 10 I got quickly to 4 survivors. Thankfully migrants came and I can continue my big project. It was a test from Amorak to check if I'm worthy. Not so long after that tragedy I found magma pocket 16 Z levels under ground!
[t]http://i262.photobucket.com/albums/ii113/Frankess/Dwarf%20Fortress/df2.jpg[/t][t]http://i262.photobucket.com/albums/ii113/Frankess/Dwarf%20Fortress/df.jpg[/t]
The name of the fortress is "DriveShaft" (You all everybody)[/QUOTE]
Is that WINE?
[QUOTE=Neo Kabuto;41426608]I wonder how we're going to take those things down. 30 tiles across is gigantic (even if it's mostly leaf), and they're definitely more than a few z-levels tall too.[/QUOTE]
Find one, remove most of the first z level, install single support, link to lever, remove last blocks, throw lever, nigh infinite wood.
[editline]13th July 2013[/editline]
and only a single tree felled.
What do I do with this vampire I caught?
Lock him in a room and make your fort immortal
Make sure to drop him clothes or his own will rot away and he will go mad from being naked.
Or since this is DF you can just let it happen.
[IMG]http://i.imgur.com/MssJeJq.png[/IMG]
welp.
[QUOTE=TheServer;41438525][IMG]http://i.imgur.com/MssJeJq.png[/IMG]
welp.[/QUOTE]
Molyneux 2: Electric Boogaleux.
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