• Dwarf Fortress - DF2014 released
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So my friend just noticed that the king of dwarves is a necromancer [img_thumb]http://i.imgur.com/LrUj1k2.png[/img_thumb] Now he's worried that if he becomes the capital, or finds obsidian, the necrodwarf will come and fuck shit up. Is this the case? He could've died by now, since he was appointed in year 1 and it's currently year 258.
Best way to find out is to become the capital. Worst case scenario you've got an inhuman rampage, best case scenario you have an army of undead thralls to live in your moat.
[QUOTE=That Ninja;42804195]So my friend just noticed that the king of dwarves is a necromancer [img_thumb]http://i.imgur.com/LrUj1k2.png[/img_thumb] Now he's worried that if he becomes the capital, or finds obsidian, the necrodwarf will come and fuck shit up. Is this the case? He could've died by now, since he was appointed in year 1 and it's currently year 258.[/QUOTE] I don't think necromancers die of old age it could just be vampires I'm thinking of though
[QUOTE=WastedJamacan;42804193]So I'm having issues. All the dwarves whom I have set to work the wood burners and smelters and such won't do it. They all just sit in the meeting area with "No Job." Am I missing something?[/QUOTE] I was. Wood Burning is a Farming labor, not a Metalsmithing labor. [editline]8th November 2013[/editline] And my metalsmith creates a silver anvil.
Guess who forgot pressure exists! [t]http://puu.sh/5d9mn.png[/t] Thank god I was just doing it from a small murky pool to my well, I like this fort. I'll just have to floor off the cap once it freezes over in winter. Was quite impressed to realise that a tiny little pool filled up a 3x3x2 well though, with extra water for the channels and flooding my hospital. [editline]9th November 2013[/editline] Oh god, accidentally assigned everyone to my danger room when I got the wrong burrow selected. RIP about 20 pets and stuff (babies)...
[QUOTE=Terminutter;42808513]Guess who forgot pressure exists! [t]http://puu.sh/5d9mn.png[/t][/QUOTE] thats a really nice texture
I recommended it on the last page, or the page before, I really can't remember. Spacefox, it's a great texture pack. Basically Phoebus but 16x16 and it all fits in the same artsyle. [url]http://www.bay12forums.com/smf/index.php?topic=129219.0[/url] I'll sort out the tantrums and 26 happiness ratings on all my dorfs tomorrow, providing it doesnt' spiral, I'm in a similar state to most of my dorfs due to reasons... Think I'll sto[ ramblin gbefore a PUI though.
it's also in the LNP
[QUOTE=Terminutter;42808513] Oh god, accidentally assigned everyone to my danger room when I got the wrong burrow selected. RIP about 20 pets and stuff (babies)...[/QUOTE] How do you even
I soooo need to get a couple more computers so I can play a couple forts at the same time, and an adventure. Exspesially when the fps go to hell and I can just let the game run with no pausing. Wanted to make a big ass statue, nope only got 16z lvls to play with. But the cool thing I got is my above ground fort looks likes a dwarfs head, the beach makes the beard. My semi-mega project is a 56z lvl under ground star shaped with 4 corner spiral channel stair case thing, surrounded by 3x3 pillars surrounding it. After 28th lvl down it will open up to towers in each side n,s,e,w. With each tower being able to live indepenent with all work shops,farm, and its own access to caverns and magma. Im only 4z lvls into it.... Only thing I havent mastered is clothing... who knew dwarves can be humiliaty fron being exsposed. Alot of naked dwarves. Haha
[QUOTE=Harnbrand;42813642]How do you even[/QUOTE] Leaving burrows as "burrow 1" "burrow 2" and such, and then just assigning the civilian populace to one without checking which one it was. Fucking hialrioius, thougg the fort was lost due to tantrum spira.
Another update from Toady. [quote]The list is being continued along with. I ran through some kidnap rescues and added various conversation bits to allow you to know where to go to reunite them with their relatives and so on, and set up the companion agreement for that case, so they know why they are with you and when they should leave. I also made world animal populations restore themselves slowly (including the local populations in fort mode), handled non-historical population management for sites, respected the world pop cap for historical figure conceptions, and fixed an indexing error that has apparently been around for years involving families not being placed together in buildings (I noticed when I returned a child to a town and the parents were living in different houses).[/quote]
Does it ever work to take the "Cask of Amontillado" method to dispose of children?
One thing I don't get is how do you activate levers in a timely manner? My last fortress was flooded because a guy wouldn't pull a lever in time.
Yeah but who wants to deal with burrows [editline]10th November 2013[/editline] [QUOTE=Phi230;42821795]One thing I don't get is how do you activate levers in a timely manner? My last fortress was flooded because a guy wouldn't pull a lever in time.[/QUOTE] Put it in the common area
[QUOTE=Phi230;42821795]One thing I don't get is how do you activate levers in a timely manner? My last fortress was flooded because a guy wouldn't pull a lever in time.[/QUOTE] You gotta keep the dwarf who's assigned to the lever close, precise timing is difficult because dwarves have trouble prioritizing tasks. I guess the easiest way would be to put him in a squad and moving him to the space next to the lever.
Or put all your levers in a walled off room with a vampire. That works too.
Well one of the main reasons I ask is not just because of the flooding but I had a moat full of zombies that I used as a defense from sieges. Underground I had a drawbridge that led to the zombie area and the dude never raised it after I deposited some zombies into it and they swarmed my fort. I had a water backup system that would flood the entrance to my fort completely in the event of a siege and the front gates were locked and nobody closed the area to the doom shelter I built as well. So everybody piled into the doom shelter and drowned because it filled with water.
The danger with putting levers in a common area is tantruming dwarves will pull them randomly IIRC [editline]10th November 2013[/editline] This can be used to hilarious effect with hidden traps in a noble's room.
I was playing LOTR: War in the North with my brother last weekend, and we get to this part in the story where these two dwarves were trying to activate some kind of defensive device against an invading goblin/orc siege. I made an offhand comment that it was probably a level connected to a support beam that would bring the whole fortress down because that's what people do in DF. Sure enough, the lever activates a horn that when you blow it causes the whole city to cave in. :v:
[QUOTE=Alxnotorious;42822339]I was playing LOTR: War in the North with my brother last weekend, and we get to this part in the story where these two dwarves were trying to activate some kind of defensive device against an invading goblin/orc siege. I made an offhand comment that it was probably a level connected to a support beam that would bring the whole fortress down because that's what people do in DF. Sure enough, the lever activates a horn that when you blow it causes the whole city to cave in. :v:[/QUOTE] Oh Jesus, I beat that game months back and never made the connection.
What is the best weapon for an endeavoring adventurer? I tend towards pikes, though I don't really know how good or bad they are as compared to other weapons.
[QUOTE=Tinker Toy;42825224]What is the best weapon for an endeavoring adventurer? I tend towards pikes, though I don't really know how good or bad they are as compared to other weapons.[/QUOTE] Depends on the fixes you're using. A whip might be the best if your game is unmodded. Or anything that can reliably strike the head with the force of a feather falling under gravity. Although nothing really beats the feeling of severing limbs with a sword/axe/thrown sand or pounding the enemy far away with a hammer.
With a blunt object, you're only really going to kill with head strikes. Whips are lightsabers though, due to tiny contact area, especially if you get a masterwork silver one. A sharp weapon is always good to finish off after you've crippled them with the whip, and axes are great for lopping off limbs. Or good ol' wrestling, not the most effective, but fun as hell. Throwing is insanely powerful.
[QUOTE=Terminutter;42828274]With a blunt object, you're only really going to kill with head strikes. Whips are lightsabers though, due to tiny contact area, especially if you get a masterwork silver one. A sharp weapon is always good to finish off after you've crippled them with the whip, and axes are great for lopping off limbs. Or good ol' wrestling, not the most effective, but fun as hell. Throwing is insanely powerful.[/QUOTE] Kill people by throwing sand and blood at them :eng101:
[QUOTE=That Ninja;42804195]So my friend just noticed that the king of dwarves is a necromancer [img_thumb]http://i.imgur.com/LrUj1k2.png[/img_thumb] Now he's worried that if he becomes the capital, or finds obsidian, the necrodwarf will come and fuck shit up. Is this the case? He could've died by now, since he was appointed in year 1 and it's currently year 258.[/QUOTE] Necros don't die of old age IIRC, additionally, if he shows up as a friendly then you get a friendly necro for the fort. I've actually seen similar before, one fort someone had got a necro-dwarf as an immigrant. He appeared on the map and started raising the shit out of the refuse pile. Suddenly a bunch of fucking horse hairs and other dismembered giblets are roaming around and mauling ambush parties to death before they know what happened.
Chalk this up to my inexperience with Dwarf Fortress and adventure mode, but how the heck do you find stores? I did a quest with two companions and killed some bandits and I want to sell the loot and buy some bolts for the crossbowman, because she ran out during the fight.
[QUOTE=deltasquid;42834806]Chalk this up to my inexperience with Dwarf Fortress and adventure mode, but how the heck do you find stores? I did a quest with two companions and killed some bandits and I want to sell the loot and buy some bolts for the crossbowman, because she ran out during the fight.[/QUOTE] If you go into fast travel mode and keep pressing m (I think), you'll eventually get a tab which tells you points of interest that you're nearby. Things like stores, wells or sewer entrances. Also, if you have a friendly necromancer who's raising your refuse pile, can that refuse still be used for crafting? I'm curious as to whether or not artifacts made from living shells are possible.
Played DF for the first time today, in adventure mode. Went roaming for a long while and found some animals. I wanted to see how the combat worked, so I killed a stray chicken (tame). I was immediately set upon by a stray dog, several ducks, two more chickens, and a boar. They surrounded me, the boar knocked me out with a kick to the head, and the fowl beasts pecked me to death. how
[QUOTE=archangel125;42835050]fowl[/QUOTE] You bastard.
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