• Dwarf Fortress - DF2014 released
    6,379 replies, posted
Me and DF is kinda like me and Eve Online, I don't wanna play but I just LOVE hearing the stories that come out it.
Dwarf Fortress is one of the few games where excellent anecdotes appear just out of regular gameplay so I think you'll be well catered for in this thread.
God damn it a kea stole an artifact chitinplate turban from the depths of the fort bypassing doors and hatches,that was the only decent artifact i had asides a iridium ring,everything else is junk wooden crowns and drums.
Devlog: [QUOTE]As I continued along with repairing combat flow the last few days, the reaction moments I had added ended up being subsumed entirely within the new action menus. Technically speaking, the game will still interrupt you when you press wait, if a new attack is incoming or an enemy moves nearby. So if you want to play reactively, you can just wait until something happens, and you shouldn't get caught off-guard before you can react, but it does mean you aren't the one attacking first. I've worked in more "observer" skill effects into this, so you get more information about incoming attacks as you become more skilled and so on (other critters will also get to use this information). I've also been cleaning up various general problems (playing as an aardvark I was able to somehow grasp a cliff falling down but unable to climb afterward since I didn't actually grasp it with anything, etc. etc. etc.).[/QUOTE]
Jedi aardvarks.
So remember how I posted that re-orchestrated version of the theme ages ago? Well: [media]http://www.youtube.com/watch?v=PQG7WUdPYvE[/media] [media]http://www.youtube.com/watch?v=f2orv_bjp6o[/media] [editline]dfgkjh[/editline] Also this one, which somehow made it even more annoying: [media]http://www.youtube.com/watch?v=PriceGTQVdg[/media]
So I've been playing with [url=http://www.bay12forums.com/smf/index.php?PHPSESSID=ec3ad6a9a2fba3184182ba62ad7dd9ab&topic=123944.0]advfort[/url] to give my adventurer the ability to build his own house, and I've run into a tiiiny problem. Everything he builds falls apart. Maybe not at first, it's whenever he leaves his house he comes back home and all the wooden walls are little stacks of wood. If any of you are experienced carpenters (read: have played with DFHack and fixed this) can you tell me what he's doing wrong?
Constructions (and changes to constructions) don't stay intact after offloading a site. Buildings and items do, though. I recommend finding an abandoned house you like and putting in your own furniture.
[QUOTE=Freak2121;40089553]Constructions (and changes to constructions) don't stay intact after offloading a site. Buildings and items do, though. I recommend finding an abandoned house you like and putting in your own furniture.[/QUOTE] I know that DFHack isn't directly supported but that really sucks. I've been doing a little experimenting and it looks like if you create a site that's a camp ("dfusion" -> "adventurer tools" -> "create site" -> name -> (9 for camp)) then constructions like walls stay up. I've had this fail before though, so I'm not sure what forces it to work.
[QUOTE=Artix3;40087766]So I've been playing with [url=http://www.bay12forums.com/smf/index.php?PHPSESSID=ec3ad6a9a2fba3184182ba62ad7dd9ab&topic=123944.0]advfort[/url] to give my adventurer the ability to build his own house, and I've run into a tiiiny problem. Everything he builds falls apart. Maybe not at first, it's whenever he leaves his house he comes back home and all the wooden walls are little stacks of wood. If any of you are experienced carpenters (read: have played with DFHack and fixed this) can you tell me what he's doing wrong?[/QUOTE] My mental image right now: [IMG]http://i.imgur.com/zGpPic9.jpg[/IMG]
Another devlog: [QUOTE]In addition to cleaning up random unfunny bugs, I've been entering all of the gait data into the raws now that that part of combat is definitely settled. Creature variations can now take argument strings which replace argument markers in the variation definition (the arguments are different speed numbers in this case). The use of lines of the variation can also be made conditional on these arguments. There isn't enough resolution in the game's time system for speeds to make sense entirely, without letting critters like cheetahs understand moving more than one square per click. Fixing it isn't as easy as making projectiles go more than one tile per click. In any case, critters that should be faster than a dwarf or human at full speed are much faster at their full speed, while one creature's full speed is generally much faster than its walking speed, so it'll be an improvement.[/QUOTE]
[QUOTE]n addition to cleaning up random unfunny bugs[/QUOTE] DF has unfunny bugs?
There's a new [URL="http://www.bay12forums.com/smf/index.php?topic=100851.msg4144795#msg4144795"]FotF reply[/URL].
Found this good-ass track a couple of days ago. I like to imagine the last surviving dwarf trudging out of the smoldering remains of Boatmurdered while this plays in the background. I don't know why I'm romanticizing an ASCII-based game this much, but I think it's pretty powerful stuff [url]https://soundcloud.com/simonswerwer/koganusan[/url]
That's not his only good song, all of Simon Swerwer's DF songs are great.
[QUOTE=raspberri;40124777]I don't know why I'm romanticizing an ASCII-based game this much[/QUOTE] It wouldn't be DF otherwise. Also, you made a good first post. You've done what 99/100 newcomers can't (myself included :suicide:)
[QUOTE=raspberri;40124777]Found this good-ass track a couple of days ago. I like to imagine the last surviving dwarf trudging out of the smoldering remains of Boatmurdered while this plays in the background. I don't know why I'm romanticizing an ASCII-based game this much, but I think it's pretty powerful stuff [url]https://soundcloud.com/simonswerwer/koganusan[/url][/QUOTE] I love you already. Please continue posing forever.
[QUOTE=ScottyWired;40126373]It wouldn't be DF otherwise. Also, you made a good first post. You've done what 99/100 newcomers can't (myself included :suicide:)[/QUOTE] True enough. I think my favorite thing about DF is the fan-made music and art and stuff. Drawings of the randomly-generated forgotten beasts are always legendary. Also, thanks. I'll have you know I spent a lot of time formatting that 3 sentence-long post.
[QUOTE=raspberri;40124777]Found this good-ass track a couple of days ago. I like to imagine the last surviving dwarf trudging out of the smoldering remains of Boatmurdered while this plays in the background. I don't know why I'm romanticizing an ASCII-based game this much, but I think it's pretty powerful stuff [url]https://soundcloud.com/simonswerwer/koganusan[/url][/QUOTE] Holy shit, this is amazing. Also, I installed DFHack so I could export the map for a map viewer and I stumbled upon the labor manager. It's amazing. I always held off getting Dwarf Therapist cause I'm still a bit of a purist and I don't like that it's in a separate window to the game with a completely different look and feel.
[url]http://www.bay12forums.com/smf/index.php?topic=124555.0[/url] [quote]I'm starting with enemy access to your new commands (like active defense), [B]and then on to pulping and non-lethal combat fixes.[/B][/quote] Maybe he'll finally fix the skull jams?
[QUOTE=Orkel;40137813][url]http://www.bay12forums.com/smf/index.php?topic=124555.0[/url] Maybe he'll finally fix the skull jams?[/QUOTE] But that would mean no more one hit sock headshot kills
[QUOTE=Orkel;40137813][url]http://www.bay12forums.com/smf/index.php?topic=124555.0[/url] Maybe he'll finally fix the skull jams?[/QUOTE] As long as I can still curb-stomp downed foes, I'm okay with this.
[QUOTE=Pilotguy97;40141497]As long as I can still curb-stomp downed foes, I'm okay with this.[/QUOTE] If only the "sub" bodyparts would be properly connected to the main parts and eachother. Bashing someone in the right wisdom tooth or the tongue or the eye with a warhammer will do nothing to his head in df currently.
The update is going to be huge once it comes out. Its been almost a year now... I just hope that after this he starts to turn to optimizing it and adding some sort of an end game. All of my forts just die due to FPS. [quote] This is going to be the best release since up was up and down was down [/quote] Does he mean: the best release since adding dimensions?
So recently, a pack of migrants arrived in my newest fortress, Sunkenmanors, and one of them declared that she was the new mayor. I mean, alright, that's fine, I guess. Little arrogant if you ask me. I go about my business and my dwarves do the same, but after a couple months pass, a child is found completely drained of blood. Naturally, I'm alarmed. As if I don't have enough shit to deal with. Luckily for me, though, the mayor happened to have seen the whole incident, and declares that one of my gem cutters is a vampire and that he killed this child in cold blood. I throw the dastard in the slammer and move on. A few more months pass, and lo and behold, another dwarf is found dead, completely drained of blood! That's strange, I thought I locked up that vampire a while ago. While I'm worrying that we have multiple vampires running around Sunkenmanors, I find that there was a witness to the crime: the good old mayor. She accuses one of my farmers, who I reluctantly jail after building another restraint. Few more months pass, and yet ANOTHER dwarf child is found dead--you guessed it--completely drained of blood. Well shucks, I wonder who the witness to this heinous crime is. I open up the justice tab and see that 19 dwarves witnessed the crime and all point to the mayor as the killer. Apparently she had gotten sloppy; she killed the kid right in the middle of the meeting hall. I executed the mayor just a couple hours ago and now everything is right and good in my fortress. Well, except for the werelizards.
One of my dwarves was drained of blood with [B]10[/B] witnesses, so I ordered the accused locked up. For some reason, this wasn't carried out, and I went for the alternate option of ridding the vampire via fall damage. I didn't know about any other way except via a cave-in scenario, so I ordered the vampire into a room and designated the floor mined out, with a huge pit already mined out under the floor. For some reason another 10 dwarves decided to be in the room at that moment and an absurd amount of collateral damage resulted. I felt this brave sacrifice, in total of over 11 dwarves, was worth it to dispose of the Vampire-King of my dwarven fort and civ. (also I took this huge pit idea to the extreme with big chasms on either sides of the entrance, but when invaders sacked the place this did nothing)
[QUOTE=impose;40152595]One of my dwarves was drained of blood with [B]10[/B] witnesses, so I ordered the accused locked up. For some reason, this wasn't carried out, and I went for the alternate option of ridding the vampire via fall damage. I didn't know about any other way except via a cave-in scenario, so I ordered the vampire into a room and designated the floor mined out, with a huge pit already mined out under the floor. For some reason another 10 dwarves decided to be in the room at that moment and an absurd amount of collateral damage resulted. I felt this brave sacrifice, in total of over 11 dwarves, was worth it to dispose of the Vampire-King of my dwarven fort and civ. (also I took this huge pit idea to the extreme with big chasms on either sides of the entrance, but when invaders sacked the place this did nothing)[/QUOTE] last time I wanted to kill a dwarf I caved in the ceiling to a "fantastic new bedroom" I gave them. Worked pretty well.
If I want to kill a vampire, I lock them in a room outside and wait for a siege or ambush. Vampires are inherently tough as fuck, so often times they end up ripping through at least three or four goblins or whatever before they go down.
If I manage to find out who the vampire is without killing him, I usually make him a (danger)room near the entrance of the fortress, train him up to be good at killing things, drop some gear into his room, and then make him a bookkeeper. Blocking him in with a bridge and putting the lever in his room makes sure he can get out to kill things in no time.
New devlog: [QUOTE]I finished the enemy combat AI actions, so they can also attempt to actively defend. As I've mentioned before, this also lets you use active defenses when you press toward somebody if the computer thinks it is a good idea. I have five more minor combat flow bugs to work out (sometimes they just skid underneath you like baseball players for no reason, for instance), then I can finally start pulping.[/QUOTE] Another day, another funny bug crushed by Toady.
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