[QUOTE=DarkMonkey;43169378]Desolation of Smaug spoilers:
[sp]Jesus christ that last scene with Smaug in Erebor. A mighty dragon getting knocked around by a flood of water and assorted flying objects? an abundance of thrown weaponry? Waterwheels and various nefarious devices powered by them? A critical lever pull? Floodgates and channels for molten metal? And through the middle of the whole damn thing, a hell-bent dwarf with a fucking wheelbarrow.
Dwarf Fortress may have been conceived as a Moria simulator, but Pete Jackson's Erebor is so dorf fort it hurts.[/sp]
And now to pass out because I did the double feature and then stuffed my face like a hobbit at denny's.[/QUOTE]
Good to know they still have yet to read the book.
I'm not able to see it until next week, but I think they got some of Tolkein's notes for a slightly more serious book, along with a bit of the Silmarillion. I still think the white orc stuff in the first one felt a bit pushed in, and that the Hobbit would make much more sense as one or two films, not 3, but I still really want to see it, the first one was perfect Dorf Fort with the flashback.
Also, I just remembered that the game LotR The Third Age exists, which was a pretty good game. That dorf was awesome in it. (Hadhod?) Pity my copy is broke, and I don't think it came out on PC.
I keep forgetting to disable hauling for at least one dwarf. A mother just let her three children starve to death because she was too busy moving rocks.
[QUOTE=PopLot;43178765]I keep forgetting to disable hauling for at least one dwarf. A mother just let her three children starve to death because she was too busy moving rocks.[/QUOTE]
Man you're lucky, I got have to throw those fuckers in my danger room to get rid of them.
Man I'm getting so excited for this next release. Toady seems to be pretty hard at work finishing things up I didn't even know were going to be in this release (claiming sites in adv mode?!). Started up my fort I was posting random stuff from a little while ago I took a break from and witnessed an immediate clusterfuck of ambushes and bull headed humanoids, literally, like a human with a bull head, not like a metaphor.
The most interesting thing was probably accidentally capturing an elf merchant in my cage:
[IMG]http://gyazo.com/6de38853f826a82d5feaa54de5b96a93.png[/IMG]
[IMG]http://gyazo.com/d14fbfa96348239f58fb12b6818d9edf.png[/IMG]
And one of my good armorers was murdered by my own stonefall traps.
[IMG]http://gyazo.com/db965af162e1d3b6a5dadceee2687a45.png[/IMG]
Basically as soon as goblins started getting captured in the traps the dorfs went to recover the cages as is usual. The burrow ends just before the last row of traps, so they can't get outside and ideally will be spooked in the direction of the fortress. The goblins came with a squad of bowmen immediately after the swordsmen were caught. So while the bowmen stand outside the entrance shooting at the merchants, most of my fort decides to get right up next to the hallway just within danger distance of the bowmen. All them would stand around and take turns making a break for the goblin cages getting only a few steps before being shot in the leg and crawling back to safety. I didn't realize what was happening soon enough to shrink the burrow and lost some people to my own traps when they fell unconscious. All in all it wasn't nearly as bad as it could have been, very few losses but still left me a bit confused after everything settled and I was going through my damage assessment.
I guess one thing to note is that my hallway defence is an ancient design I came up with after realizing that every single goblin attack is timed around the arrival of merchants. Early on I realized that the merchants are usually total badasses destroying everything that comes their way so I obviously accounted for this and leveraged their utility in my defence plans. Unfortunatly elf merchants are less than adaquate at fighting and just stand around being shot to death. It's really not a problem at all, but the constant crossfire means I can't easily get troops down the hallway without taking hits. I'm thinking of adding a special floodgate door with a lever in the soldier's training room to open a door directly to the outside so I can quickly flank crossbowmen.
Flanking. Oh my god that is genius
How do the merchants get to the depot? I thought they couldn't go over traps.
I've never had any issues with merchants not being able to move across traps, as long as there is a path merchants seem to count as friendly or neutral creatures and don't trigger traps (unless unconscious)
[QUOTE=Alxnotorious;43172518]On the wiki page for artifacts it says "Note that material and weight calculations still apply, so an artifact sword made of dingo bone or an artifact breast plate made of gold are not going to be overwhelmingly powerful." I'm inferring from that that yes, items on artifacts increase the total weight of the item.[/QUOTE]
So that means if someone made an artifact warhammer, and used the planepacked-exploit to make the warhammer use insane amounts of stone, could you make a warhammer weighing several tons?
[QUOTE=fantafuzz;43198862]So that means if someone made an artifact warhammer, and used the planepacked-exploit to make the warhammer use insane amounts of stone, could you make a warhammer weighing several tons?[/QUOTE]
This so needs to be tested (mainly what happens when you hit something with a hammer weighing several tons)
[QUOTE=CowThing;43195626]How do the merchants get to the depot? I thought they couldn't go over traps.[/QUOTE]
Wagons can't, so most of the dwarf and human goods don't make it. Elves use pack animals.
This is also only in the latest version, even just a few versions ago they could. If he hasn't updated, it won't be an issue.
[QUOTE=fantafuzz;43198862]So that means if someone made an artifact warhammer, and used the planepacked-exploit to make the warhammer use insane amounts of stone, could you make a warhammer weighing several tons?[/QUOTE]
I don't believe that decorations actually count for mass, so a heavily decorated artifact steel warhammer and a plain artifact steel warhammer probably weigh the same, and be as effective as each other. Of course, artifcats get a combat bonus which is greater than that a masterwork gets, so take that into account if testing.
[QUOTE=Lijitsu;43199307]Wagons can't, so most of the dwarf and human goods don't make it. Elves use pack animals.
This is also only in the latest version, even just a few versions ago they could. If he hasn't updated, it won't be an issue.[/QUOTE]
yeah I didn't even realize I was using version 34_09, 34_11 is the latest version.
Anyone having trouble getting onto the Bay12 forums and the Dwarf Fortress wiki? The wiki seems to be completely down.
Bay12games and the DF section work fine, as do the forums. Wiki seems a little slow, but is up for me.
I think I embarked in an area without any type of iron ore :(. I hate having to trade for the ores.
New development blogpost btw: [quote]I finished up the refugee stuff I wanted to do. It was cool to see a group of bedraggled humans make their way from their threatened town on the coast around the edge of a small nearby mountain range over the course of a few days and park themselves right outside the limits of a computer-controlled dwarf fortress. They could just as easily have chosen an active player fort, and that'll really matter around the time we get to the player-controlled inns and taverns. Right now you'll probably just hear about any nearby camps from the caravan.[/quote]
I like how the world in adventure mode will finally feel alive.
Aren't you able to go to an active player-controlled fortress in adventure mode in the next version?
[QUOTE=scratch (nl);43239278]Aren't you able to go to an active player-controlled fortress in adventure mode in the next version?[/QUOTE]
Not active, but you can retire your fort, create an adventurer and visit your fortress as an AI-controlled fortress.
You can also do the opposite and retire your adventurer while in the fortress and control him as a normal dwarf in fortress-mode if I'm not mistaken.
I got a bunch of copper greataxes lying around but for some reason, my newly assigned woodcutters aren't taking them to go chop down trees. Can't they use copper greataxes?
[QUOTE=scratch (nl);43249799]I got a bunch of copper greataxes lying around but for some reason, my newly assigned woodcutters aren't taking them to go chop down trees. Can't they use copper greataxes?[/QUOTE]
Greataxes can only be used by humans and goblins
[editline]20th December 2013[/editline]
You'll need a battleaxe
Pretty sure they need normal axes. Also apparently they can't equip them anyway:
[quote]In fortress mode, one-handed vs. two-handed checks are performed correctly, but can wield vs. can't wield ignores height and broadness modifiers, so dwarves cannot equip great axes[/quote]
[url]http://dwarffortresswiki.org/index.php/DF2012:Great_axe[/url]
Just started a pretty sweet fort in a pretty sweet place too, but I just checked the civ screen and there's only one dwarven civilisation listed. Does this mean I'm never gonna get any sieges or anything.....
[editline]21st December 2013[/editline]
nvm apparently they don't show up until they interact with you
Darn my atom smasher didnt work?
Did it have a particularly large / heavy monster on it? Bridges stop smashing when they land on something too heavy or large. (can't remember which is the limit - mass or volume)
They can atomise 50 1kg goblins, but not 1 50kg dragon, as an example. (fictional numbers ofc)
[editline]22nd December 2013[/editline]
Just checked, it's a size of over 1,200,000 stops a bridge from lifting if on it, and deconstructs the bridge if it lands on them. E.g. elephant
[url]http://dwarffortresswiki.org/index.php/DF2012:Dwarven_atom_smasher[/url]
After surviving multiple orc, sorcerer and Goblin raids (200 gobbos at one stage) with less than 10 dead dorfs, I've nearly doubled this amount due to my own rock traps. There were spiders in the previous siege which had webbed shut my entire fortress and when my dorfs tried to collect the web crushed skulls and legs everywhere.
[QUOTE=Kylel999;43249842]Greataxes can only be used by humans and goblins
[editline]20th December 2013[/editline]
You'll need a battleaxe[/QUOTE]
I actually meant battleaxes
I thought I had copper lying around but I didn't so they didn't get made:v:. After I had the axes finished they instantly grabbed them and went to work.
on another note, is there a way to use DFhack to know exactly what a moody dwarf needs? I got a possessed legendary miner and he wants stone...rock and cloth...thread. He grabbed some stones but after that he just seems to be waiting for thread/cloth while I got plenty of both lying around.
[QUOTE=scratch (nl);43282903]on another note, is there a way to use DFhack to know exactly what a moody dwarf needs? I got a possessed legendary miner and he wants stone...rock and cloth...thread. He grabbed some stones but after that he just seems to be waiting for thread/cloth while I got plenty of both lying around.[/QUOTE]
Use the command 'showmood.' It sounds like you probably don't have the type of thread he's looking for. Also make sure he isn't in a burrow or forbidden from getting to the thread.
could it be an issue that the bin the required stuff might be in is being moved around by other dwarfs all the time?
That's an issue, yes. Same thing that causes farmers to yell about not having any seeds.
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