• Dwarf Fortress - DF2014 released
    6,379 replies, posted
[QUOTE=zombini;44014415]It's been 6 months of me trying over and over. I already tried using LNP and a video guide that i hadn't tried yet earlier, said fuck it at the embark screen because i couldn't find an area without an aquifer that also had metals, flux stone and decent temps.[/QUOTE] Try giving yourself a deadline to learn it. That is what got me playing. I opted not to use a video guide and relied on the wiki and Google for stuff I couldn't find on the wiki or by asking here. Learning curve is a steep one, but it is worth it.
[QUOTE=zombini;44014415]It's been 6 months of me trying over and over. I already tried using LNP and a video guide that i hadn't tried yet earlier, said fuck it at the embark screen because i couldn't find an area without an aquifer that also had metals, flux stone and decent temps.[/QUOTE] Aquifers aren't the end of the world, and if it comes down to it you can just remove them in the raws. I can't remember what to edit offhand. If Orkel comes by I think he does, but it's all simple text file editing. Personally, I used the [url=http://dwarffortresswiki.org/index.php/Quickstart_guide]Quickstart Guide[/url] on the wiki. It takes a few times playing to really get the hang of it though, so don't expect to get it down pat the first time. Also if you have any questions, don't hesitate to ask us. We're generally pretty helpful when we can be.
[QUOTE=matt000024;44014444]Learning curve is a steep one, but it is worth it.[/QUOTE] [t]http://www.vayapotra.es/wordpress/wp-content/uploads/2009/02/2rmqi6o.gif[/t] Pretty much sums it up. Its so fucking worth it though. I haven't mastered dwarf fortress, but I sure as hell love it. Anyone know any good mods? I would like to spice up vanilla a bit.
[QUOTE=Zombie_2371;44022711][t]http://www.vayapotra.es/wordpress/wp-content/uploads/2009/02/2rmqi6o.gif[/t] Pretty much sums it up. Its so fucking worth it though. I haven't mastered dwarf fortress, but I sure as hell love it. Anyone know any good mods? I would like to spice up vanilla a bit.[/QUOTE] Masterwork is an obvious choice. Try playing a Kobold fortress.
[QUOTE=Zombie_2371;44022711][t]http://www.vayapotra.es/wordpress/wp-content/uploads/2009/02/2rmqi6o.gif[/t] Pretty much sums it up. Its so fucking worth it though. I haven't mastered dwarf fortress, but I sure as hell love it. Anyone know any good mods? I would like to spice up vanilla a bit.[/QUOTE] Off topic, but thank fuck that's set up correctly. There's an EVE: Online version that has time on the Y axis, it makes no sense and pisses me off whenever I see it. [editline]24th February 2014[/editline] It just goes to show that Dwarf Fortress players>EVE: Online players.
For some reason traders keep entering the map and stopping after they enter and not moving for seasons. No trees where they are and depot is accessible from where they are. What is happening? [editline]23rd February 2014[/editline] A caravan arrived and like all seven of them are now going to my depot. Why'd they come so early though before their caravan? [editline]23rd February 2014[/editline] And as my caravan arrives a goblin siege begins...
[QUOTE=Jrose14;44023406]Masterwork is an obvious choice. Try playing a Kobold fortress.[/QUOTE] I can second this. Both Kobold and Orc Fortress in the Masterwork variants are really fun for different reasons; Kobold especially can be challenging without the ability to dig or eat plants. Masterwork itself can be fun too. There is a [i]lot[/i] of unbalanced stuff in it though, like that ritual that can give you an iron colossus. Best bet is to find out what's ridiculously stupid and just ignore it [QUOTE=matt000024;44024189]For some reason traders keep entering the map and stopping after they enter and not moving for seasons. No trees where they are and depot is accessible from where they are. What is happening? [editline]23rd February 2014[/editline] A caravan arrived and like all seven of them are now going to my depot. Why'd they come so early though before their caravan? [editline]23rd February 2014[/editline] And as my caravan arrives a goblin siege begins...[/QUOTE] I chalk this up mostly to caravans being dumbasses. I've had similar issues and also issues where they take ridiculously long paths. A big part of the problem with caravans is not being able to dictate where they come in at without using the drawbridge exploit to block off the edges of the map. On a completely unrelated note, I was having some issues in my kobold camp with prisoners; specifically, I had no way of disposing of them. So I built a 10 z-level tall tower with 2 pits, one for the ocean and one for a short trap hall. I dumped about 30 prisoners down the trap pit and oh man is it fun watching them get cut to ribbons by about 4 different weapon traps.
[quote=ToadyOne]they can have six emotions that hit them simultaneously (horror/violent-death-witnessed, terror/in-combat, fear/death-injuries-witnessed, shock/unexpected-death-of-loved-one, grief/death-of-loved-one and rage/killer-of-loved-one-witnessed-during-act, as the game understands them, maybe more coming), which are then filtered through the personality/atts to see how they are amplified/suppressed/dealt with, and whether the person can react rationally or is impelled along for a bit. [I]There'll be a running series of emotional outbursts verbalized so you can see it in action, hopefully moderated so that it isn't too overwhelming at the worst of times.[/I] [/quote] I lol'd at the thought of all your civilians freaking out when they see a siege/a monster/a hostile bird/anything and seeing your announcement box blow the fuck up with "OH SHIT" "OH FUCK" "OH SHIT" at a million messages per second :v:
I like this line from one of the dev blogs " Today's success was to have a crying mother spit on me and call me a murderer, so that's where we're at"
The updates lately have been nuts, it sounds like he's making a ton of progress on individualizing people and making them really all have their own character. The latest update said people can now lie about their opinion on people, based on how fearful they are/how powerful that person is/etc. Interesting stuff .. [editline]24th February 2014[/editline] You bitch, breaking my automerge. That line made me laugh considering when he tested it her spit was turning to ice :v: [editline]24th February 2014[/editline] [QUOTE=Kyle902;44034181]I like this line from one of the dev blogs[/QUOTE] Brother?
This game is overwhelming until you realize how in-depth it is and then you just do what you'd do in real life
[QUOTE=Kylel999;44034200] Brother?[/QUOTE] Oh god
What settings do you recommend for Masterwork?
[QUOTE=Killdozer;44037059]What settings do you recommend for Masterwork?[/QUOTE] the !!FUN!! ones of course.
[QUOTE=Pigbear;44037190]the !!FUN!! ones of course.[/QUOTE] I am just wondering if there is some specific setting that I need to enable to get Dwarf Therapist to work with the Masterwork Fortress. Right now it cannot locate the PEB address etc [editline]24th February 2014[/editline] Never mind, running it as admin fixed the problem.
[QUOTE=joshjet;44024030] It just goes to show that Dwarf Fortress players>EVE: Online players.[/QUOTE] Eve isn't as complicated as people make it out to be. After a week or two of training (which doesn't even require interaction) you'll be ready to fly tacklers and pin down targets while 20+ mates vaporize them for you.
EVE isn't complicated, just catastrophically boring if you're not in the middle of a fight with another player.
are there any mods that replace the ui/menu? every time i try to play dwarf fortress it feels like all i do is fight with the menus then quit out of frustration.
[QUOTE=dracotonisamond;44039254]are there any mods that replace the ui/menu? every time i try to play dwarf fortress it feels like all i do is fight with the menus then quit out of frustration.[/QUOTE] The menus are perfectly sensible as long as you actually take the time to read them.
[QUOTE=Twistshock;44039427]The menus are perfectly sensible as long as you actually take the time to read them.[/QUOTE] Hahahahaha no. The menus are an awful mess of arbitrarily different keybinds and views. To answer Draco's question, no unfortunately. They're hard coded into the game, meaning we don't have access to them to modify them. Toady's said he wanted to redo them, but part of the problem with refinishing anything in DF is how old some of the code is. Legacy code has a tendency to break everything within a 10 mile radius while reworking it. [editline]25th February 2014[/editline] [QUOTE=Killdozer;44037059]What settings do you recommend for Masterwork?[/QUOTE] I turn off a lot of the "harder" options, quotes intended. The increases in bar costs would be fine for me if harder smithing didn't also bring about fires and illnesses associated with it. I also turn off their weaker traps setting, because honestly I'm a whore for cage traps. I think most everything else I leave default, except some tweaking to relations for the alternate races. Speaking of alternate races, I suggest having separate folders for each fortress so you don't accidentally load a kobold game up as dwarves or something.
[QUOTE=ScottyWired;44038535]Eve isn't as complicated as people make it out to be. After a week or two of training (which doesn't even require interaction) you'll be ready to fly tacklers and pin down targets while 20+ mates vaporize them for you.[/QUOTE] The original graph with eve on was made back in 2003/4 when Eve was brand new, had no tutorial, very few players, and the devs changed major things every few months.
some of the things that kept me from getting into masterwork included the graphics tile set, and the moss/super low production of food. Two things I ask are, can you modify the rate of food production, and can you use custom graphics sets without worring about missing characters?
[QUOTE=Zombie_2371;44061578]some of the things that kept me from getting into masterwork included the graphics tile set, and the moss/super low production of food.[/QUOTE] It should be a checkable option when configuring masterwork. [QUOTE=Zombie_2371;44061578]Two things I ask are, can you modify the rate of food production, and can you use custom graphics sets without worring about missing characters?[/QUOTE] Well, it comes with tons of tilesets. Including the vanilla, I believe. Not sure if it works with other tilesets though.
[QUOTE=Jrose14;44062448]It should be a checkable option when configuring masterwork. Well, it comes with tons of tilesets. Including the vanilla, I believe. Not sure if it works with other tilesets though.[/QUOTE] I had a tileset that was.. erm.. 'merged' with two others that looked really nice together. To be honest i've been playing with vanilla graphics anyways, and the only thing that kills me about vanilla is the tiles not being square (AGH)
Being able to use a mouse would make the game 98.75% more enjoyable
There are DFhack plugins that let you use the mouse for some stuff, designations for example. It can be useful, but honestly I use the keyboard way more. There's too much that has to be done to use the mouse for everything. Stuff like the military screen would REALLY benefit from it, though.
Afaik you can use the mouse to paint designations like mining in vanilla too, or is that a plugin from LNP?
[QUOTE=Mrfantasticool;44071035]Afaik you can use the mouse to paint designations like mining in vanilla too, or is that a plugin from LNP?[/QUOTE] Plugin. It's entirely from DFhack.
You sure? I have vanilla and can do that. [editline]27th February 2014[/editline] I think.
The only place you can use the mouse in vanilla DF is in the military screen IIRC.
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