• Dwarf Fortress - DF2014 released
    6,379 replies, posted
[QUOTE=Lijitsu;41820118]That's located in your military screen. You'll have to create a squad and assign a dwarf to it, then tell them to use leather armor for their uniforms. In all honesty, leather armor isn't really worth it. It might stop a punch or really weak swipe from getting through, but if you're fighting anything more dangerous than a cat you're basically wearing nothing. The spear can still be useful though, although you [i]should[/i] also start with at least one axe for your woodcutter. If you assign your woodcutter to the squad he'll already be carrying his axe so he'll always have his weapon on him.[/QUOTE] Good morning. Yeah, I got that figured out now. Leather armor really sucks that much? Well damn. Also, this military screen is the most confusing thing so far. [editline]13th August 2013[/editline] I'm trying to get the Soundsense thing for DF work. I've updated it and found the gamelog and such, but it never plays anything. [editline]13th August 2013[/editline] Now its just auto-linking me to the java download page. I already have Java.
Can't help you with Soundsense, but yeah the military screen can be very intimidating until you're used to it. The leather armor you brought can be used by any archers you assign, but it might also give you a little bit of extra goods to sell with your first caravan as well.
Collapsed the ceiling of my meeting area while trying to make a drawbridge an killed almost everyone... Time for the second fortress, I guess!
[QUOTE=Jrose14;41828602]Collapsed the ceiling of my meeting area while trying to make a drawbridge an killed almost everyone... Time for the second fortress, I guess![/QUOTE] Almost everyone? You can't give up on that fortress if there's anyone left! Just think of how far that one or two dwarves could progress!
Dig straight down and find candy, let the the clowns out, let them throw the remaining dwarves a party, [i]then[/i] start a new fortress.
Fuck that, train those two dwarves for decades until they master the arts of dwarf-fu, then watch at they crash the circus.
My dwarves had a very long fight against a diamond forgotten beast. After killing 7 military dorfs it finally gave away as all the parts of its body had been slowly chipped away by bolt fire and warhammers.
Is it possibly to beat the circus?
Okay, second fort ready to go. The Merchants of Heaviness have founded Steelbasement! Strike the Earth! [editline]14th August 2013[/editline] I can't get this fucker to hunt. She has a crossbow, a quiver, I'm pretty sure she has bolts (no idea where to check for that, though), but she refuses to hunt. Just idle.
[QUOTE=ScottyWired;41830542]Is it possibly to beat the circus?[/QUOTE] It is there are reports of people beating the circus and then colonizing it by walling off all the edges of the map with bridges.
Now she'll [i]sometimes[/i] hunt. Also, the lazy fuckers won't dump this one piece of stone even though I've told them too. It's blocking my damn workshop construction.
Did you set a garbage dump? (i > set zone > g)
Yes. Also, now they refuse to build structures. I need that fishery working! Also, how do I get my butcher to haul dead animals to the butchery to, well, butcher for meat?
They should do it automatically, but you can queue it up in the task menu when you query the butchery. There's no harm if there's nothing to butcher, it'll just give you a job cancellation.
Make sure they have assigned jobs for the building and they have access to the materials.
... Now my dwarves have placed two barrels at the bottom of a ridiculously steep gorge with no edges, just a straight drop with a river on the bottom. Three of them have drowned so far trying to put stuff in the fucking barrel. Including my only fisherman. [editline]14th August 2013[/editline] That's the fifth god damn dwarf who has just leaped down into the chasm. They are trying to store stuff in a stockpile, but this river has no stockpile in it and is no where near my fortress. The fuck are they doing? I'm afraid I'll get ghosts because I can't haul the bodies out, they'll just fall to their deaths too. [editline]14th August 2013[/editline] On the bright side, I have flooded a channel in front of the only entrance to my fortress, removes the slopes, and made a drawbridge. First act of defense. Though I have only one soldier with a sword.
Forbid everything at the bottom of the river, - including the corpses - make stone slabs in the mason's workshop, then engrave the slabs with the names of the dead dwarves in the craftsdwarf's workshop. Then build the slabs somewhere and there'll be no ghosts as long as they stay up.
So, I tried a fortress with humans to try it out with the changes from dwarves, no booze addiction, unable to use looted clothes and armour from goblins/elves, able to use larger weapons like two handed swords, pikes and great axes. First year, I lost half the village to a were-beast and the next month I lose the rest of the village to a militiaman infected by the werebeast. All I wanted to do was make a human vampire village without everyone slowing to a booze-less crawl
my quadriplegic dwarf vampire sucked out all of the blood of an eagle right before it hit the ground from him doing a take-down on it by the tongue not even the game knows how to explain it, the log only says "The Eagle has" for the death message
[QUOTE=Bad Joe;41832301]my quadriplegic dwarf vampire sucked out all of the blood of an eagle right before it hit the ground from him doing a take-down on it by the tongue not even the game knows how to explain it, the log only says "The Eagle has" for the death message[/QUOTE] "The Eagle blows apart."
Toady posted a longer devlog today: [QUOTE]So yeah, the gear switching since the last release had sort of scuttled one of the major thrusts of the game part of the game we were initially planning to add with bandits, or at least timed it out for this version. We're trying to salvage that portion into a playable segment without extending the length of the to-do list (which is possible since it had some defunct notes). Adjacent human/gob sites now squabble between themselves and each other in world gen, and tensions over various abstract topics (livestock, fishing, water, right-of-way, etc., depending on the entity/site) boil over into raids and sometimes the establishment of site-to-site tribute relationships and nepotistic (nepotic? words are hard) rulership changes. Generally, all the world gen leaders respect family a bit more in terms of how the tensions play out, and they don't make position holder selections so randomly. That's it for world gen though. Now that we have that little bit of small-geographic-scale history to work with, this'll all be combined with the existing non-lethal combat and army stuff to give you some more things to do that have some lasting consequences, without having to deal with large army engagements/tactics. Aside from the things you'd normally be doing with goblin towers and monsters and all that, you'll have the option to pick sides or otherwise interact with local squabbles, going into other villages and causing trouble, to the point of changing leaders. Additionally, some of the bandits will naturally arise as displaced village leaders that wouldn't mind getting back in place, and so on. Hopefully this'll remove the dead-end that the existing bandit harassment had become. I'm going to keep working on this while my head is in it, since the list is shrinking rapidly, but there are still dwarf notes on the table of course, regarding fortresses/retirement/you-reclaim-NPC-forts etc.[/QUOTE] Short version: Worldgen has more fighting between civs over stupid stuff. Nobles will be more likely to be chosen based on family now. Adventurers can fight for a civ in a more official way. Bandits will have more backstory.
[QUOTE=Lijitsu;41831960]Forbid everything at the bottom of the river, - including the corpses - make stone slabs in the mason's workshop, then engrave the slabs with the names of the dead dwarves in the craftsdwarf's workshop. Then build the slabs somewhere and there'll be no ghosts as long as they stay up.[/QUOTE] Now they just keep screaming in the announcements "CAN'T STORE IN STOCKPILE, FORBIDDEN." Of course its forbidden you dumbass, its at the bottom of a gorge 10z levels down.
Yeah, that's unavoidable. If you have no desire for any of those items and have no intention of reclaiming them, DFHack has a command that can eradicate them.
My save messed up, I guess. Reverted back one season... not happy about that. At least the dwarves are alive. I took this older save, however, and have made good progress. Am almost out of winter, got shit loads of useless dwarves, blah blah blah. I have a inside cave-lake slowly filling up for fishing and water, being filled by a river. Dug straight down for a while and found an ass load of gold, no metal other than that yet, though. Kind of just going on my own right now, wiki is just helping me figure out how to build certain things and how valuable other things are.
I just bought a Jaguar from some elves for a crap load of worthless cut gems. I assume, since Jaguars are fucking awesome, that this will be awesome to train for war. Or am I wrong, and is it only as good as a dog? Also, according to the wiki, there are no repercussions for taking everything the elves own. Is that true? I wanna know before I murder them. I want to train my soldiers on something, because no [i]fun[/i] has arrived at my doorstep yet. edit: Damn you automerge.
Automerge only happens within 2 hours of the previous post. Also, eventually the elves [i]will[/i] declare war on you and start sieging/ambushing you.
I just traded them a bunch of gold bars (since I found a crap load of veins) for some much needed food, a bit of alcohol I can't current produce, and yeah, another jaguar. I now have a breeding pair. But how good are jaguars (especially when trained to be War Jaguars)?
I think they're not bad, better than dogs. Not as good as [i]giant[/i] jaguars, but as I recall they make decent enough fodder.
Well fuck me. One of the jaguars just jumped into the gorge too. Its stuck. edit: Just got a migrant wave. All of them walked into the gorge and died. -ALL OF THEM- Their AI just ignores that its there, and its driving me mad. edit: I would laugh if it killed off a siege or something. That'd be great, and maybe be worth it.
My newest fortress is going pretty well, despite a rough start. The only major problem now is that dwarves keep drinking their own (and each others) vomit, because the barrels of drink are occupied.
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