Toady is really pumping out these feature-showcase type dev-logs nowadays. I hope this means the update is getting closer.
[quote]I went ahead and made the reclaims more interesting by allowing forgotten beasts to be active in world generation and I also let the other large beasts sometimes have very successful attacks ending in a lasting change of residency. A 100 year medium world I tried out had 32 healthy forts occupied by dwarves that were not reclaimable, and 7 troubled forts that could be reclaimed on start.
[b]The first reclaimable fortress in this world is Amostiklist, and it is the home of a dragon, Ibmat Gemglowing the Bejeweled Furnaces. In just the second year, he killed the king and various other notable dwarves, and this wasn't even their first trouble[/b][/quote]
Interesting...
Its been millennias since the last update, and its all good that they update us on everything they do but whenever they do it makes me want it even more.
I messed around with the configs and somehow gave everyone BLOODTHIRST that made everyone kill ANYTHING they see. Adventure is fun if you survive the first day
[quote=Toady]Today I allowed certain sites to move away from their strict preset building types a bit, with goblins currently being able to alter sites that they are occupying. Trenches and small towers can now pop up in human villages, elf sites and dwarf hill sites that have been taken after some time passes.[/quote]
Having cities evolve over time that are a combination of many different race architectures sounds like an awesome feature.
Hi everyone.
I haven't played DF in a while and haven't posted in this thread in even longer, but I was wondering if you guys could help, as minecarts are frusterating as all hell.
[img]http://i.imgur.com/x1tCIEd.png[/img]
My Hauling menu. The minecarts never get filled and always stay at the 0%. The wiki has a minecart troubleshooting section for the "0% V" readout, but I dont think any of those are the issue.
I'm streaming DF, if anybody wants to watch: [url]http://www.twitch.tv/sax850[/url]
I haven't played in a while, and I embarked on a isolated volcano island in the middle of the sea.
Stream has ended, it was 8 hours long. Now if you excuse me, I'm pretty tired. If anyone was watching I hope it was decent.
Anyone want that Gnomoria? Last person who wanted it rejected my invitation from Steam, how smart.
I'm trying to look at the legends for my 2nd region but for some reason when ever I choose [start playing] it only lets me start a new game or look at legends in my first region. How do I change regions?
Looks like walls won't be much of a defence in the next version. Moats required.
[quote]I mentioned in the last FotF reply that non-player climbing and jumping were still open questions and that I'd have to try them out before I knew how much we'd have this time around. That was today's project, and it looks we'll be having them both. [B]This includes dwarf mode, so you might have to rethink certain defensive decisions you've been making. [/B]I haven't done anything with the strategic thinking of critters, but if they get within about 20 tiles of a target, they can formulate paths that include climbs and horizontal jumps through one air tile to a walkable tile, and they'll also use these forms of movement in limited non-combat situations. Longer jumps aren't yet possible for them, since it is harder to code running starts into the pathing routine, and they don't understand how to jump and then hang onto surface. It's a weakness you can exploit, but they still hop around and cause trouble enough to delight and entertain.[/quote]
[QUOTE=Orkel;43604284]Moats required.[/QUOTE]
[QUOTE]they can formulate paths that include climbs and [B]horizontal jumps through one air tile[/B] to a walkable tile[/QUOTE]
The moats will have to be wide too.
Wall-mounted weapon traps pls.
Then, I shall rule the land with my Porcupine fortress.
Should be safe to use two tile high walls, I think. Or put fortifications on top of a wall, with a 2 tile wide, 1 deep moat below.
Or replace the surface of the world with magma.
[QUOTE=Pilotguy97;43604525]Wall-mounted weapon traps pls.
Then, I shall rule the land with my Porcupine fortress.[/QUOTE]
We need fucking Dragonators.
I'm just hungrily waiting for the update to come out, and after that, Masterwork Dwarf Fortress to be updated relative to the same thing.
My walls are already like 15 tiles tall with massive magma moats so that doesn't chance much
[QUOTE=Terminutter;43605236]Should be safe to use two tile high walls, I think.[/QUOTE]
Seems like toady will only limit jumping at first. I atleast hope we can see ai climb as high as adventurers can with the appropriate skill and attributes.
*cough* this is why dwarfs live underground *cough*
what
I'm streaming again: [URL]http://www.twitch.tv/sax850[/URL]
I met a hill titan earlier, I lost two full military squads against it. But it went down eventually. It was an elk with 8 legs and had insta-killing webs.
[QUOTE=SM0K3 B4N4N4;43602674]I'm trying to look at the legends for my 2nd region but for some reason when ever I choose [start playing] it only lets me start a new game or look at legends in my first region. How do I change regions?[/QUOTE]
anyone? Hello?
Have you a fort currently running on region one?
It should prompt you otherwise.
[QUOTE=Terminutter;43611607]Have you a fort currently running on region one?
It should prompt you otherwise.[/QUOTE]
no I have a fort on region 2. I abandoned my region 1 fort and couldn't find another good place to build one so I never use it. Do legends not work while a fort is running?
[editline]20th January 2014[/editline]
[QUOTE=IAmAnooB;43610168]I'm streaming again: [URL]http://www.twitch.tv/sax850[/URL]
I met a hill titan earlier, I lost two full military squads against it. But it went down eventually. It was an elk with 8 legs and had insta-killing webs.[/QUOTE]
the only titan I ever took down was made of salt and just disintegrated when my hammerdwarf hit it with a silver warhammer.
The only Titan I ever killed was a gigantic baby
[QUOTE=SM0K3 B4N4N4;43611681]no I have a fort on region 2. I abandoned my region 1 fort and couldn't find another good place to build one so I never use it. Do legends not work while a fort is running?
[editline]20th January 2014[/editline]
the only titan I ever took down was made of salt and just disintegrated when my hammerdwarf hit it with a silver warhammer.[/QUOTE]
Oh sorry, I meant that legends don't work on an active world. There might be an addon that can read even whilst it's running though.
wait..
If invaders climb walls now this means we can make fucking climbing traps.
|g ====== |
| ========D
|======= |
|
sssssssssss
G- Goblin
|-Wall
D-dwarf crossbowman
s-spike pit
Crossbowdwarf shoots climbing goblin causing them to dodge into pit of spikes at the bottom.
Or how about making the only open entrance into the fort require climbing a wall suspended by a single pillar?
The trap possibilities are endless
Or just make your entire wall out of atom smashers surrounded by a pressure plate moat.
Or you just build non-terrible moats.
[QUOTE=Lijitsu;43614886]Or you just build non-terrible moats.[/QUOTE]
you could, but that wouldn't be very much like a dwarf now would it?
You mean yanking the bridge out from under invaders so they fall 20 z-levels and explode, or alternatively have everything broken so you can just walk in and hit them a few times in the face to finish them off and take all their loot? Yeah, I guess that's not really something dwarves would do.
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